Conjuration — a school of magic —
Whatever you need, whenever you need it can be yours if you know the proper spell. The Conjuration tradition reveals methods for plucking creatures and objects from the world and bringing them to you. Thus, when you produce a blade from thin air, the spell plucks the item from somewhere nearby. When the spell ends, the blade returns to the place from which it came. Given the widespread knowledge of this tradition, many people have become accustomed to the sudden disappearance of their…
Conjuration Spells listed by level
— Reference during playConjuration Talents
CONJURE ARROW (Magical): You can use an action to conjure an arrow and send it flying. Target one creature within 10 yards. Make an Intellect roll with 1 boon against the target’s Defense. On a success, the arrow hits and the target takes 2d6 damage. At level 3, the target takes 3d6 damage. At level 7, the target takes 7d6 damage. On a critical success, the target takes an extra 1d6 damage. CONJURE CALTROPS (Magical): You can use an action to cause numerous sharp, barbed objects to appear. Target the ground in one Size 5 space within 10 yards. Caltrops (see Chapter 3) cover the ground in that space and remain for 1 minute. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. CONJURE USEFUL ITEM (Magical): You can use an action to cause an ordinary piece of gear (see Chapter 3) worth 1 sp or less to appear in your hand or at your feet if your hands are full. The item remains for 1 hour, but disappears when you use this talent again. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. HIDDEN PASSAGE (Magical): You can use an action to cause an opening to appear. Target one surface on a Size 1 or larger object within reach. A Size 1/2 hole appears in the object centered on the point you touch. The hole extends up to 1 yard through the object. The object remains unharmed from the presence of the hole. The hole remains open for 1 minute. If anything is in the hole when the effect ends, it’s pushed out to the nearest empty space. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
Novice Conjuration Spells
Conjure Helpful Servant
Conjure Obstacle
Produce Flame
Rain of Blades
Secret Chest
Weighty Chains
Expert Conjuration Spells
Convenient Shelter
Conjure Wall
Embed Foreign Object
Produce Superior Item
Spin A Spider’s Web
Surprising Boulder
Master Conjuration Spells
Conjure Abominable Thing
| ABOMINABLE THING |
|---|
DEFENSE: 10, HEALTH: 60 ATTRIBUTES: Strength 14 (+4), Agility 10 (+0), Intellect 8 (-2), Will 10 (+0) SIZE: 1, SPEED: 6 FEARSOME: A creature rolls to attack the abominable thing with 1 bane unless the creature is immune to the frightened affliction. MELEE ATTACK – CLAWS AND TEETH: Strength (+4) with 1 boon (4d6)