Invocative Conjuration

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Note that although a spellcaster can dispel any spell they have cast at will, a conjured object is not magical in any special way, and thus cannot be dispelled.



Portal

Base %- 18
Range- 10ft./rank
Duration- 1 quint/rank
Number Affecting- opens one portal

Spell Description - This minor teleportation manifests a clear, shimmering portal directly in front of the spell caster. The caster may step into it and travel up to 10'/rank in the direction they are facing. A similar portal will open at the other end of the caster's destination. The portal will serve to pass through any substance, such as a stone wall, but if the portal will end up opening within, say, solid stone, it will default by moving back in the direction of the caster as opposed to further away.

Minor Conjuration

Base %- 16
Range- 10'/rank
Duration- Permanent
Number Affecting- 1 object

Spell Description - This spell brings any item that the caster can see, magically or naturally, to the caster's hand. It can summon an object that weighs up to 5lbs./rank.

Major Conjuration

Base %- 04
Range- n/a
Duration- Permanent
Number Affecting- 1 object

Spell Description - This brings an object of the caster's specification to his or her hand. The object can weigh up to 5lbs./rank. An example would be for the caster to summon a sword. It is fairly conclusively proven that the object comes from somewhere else in the world, and thus the caster should be careful about summoning magical items or precious gems, for example. Such items often belong to powerful magicians or the very wealthy, who might very well be able to regain their object and exact revenge for the inconvenience.
If the caster is general about their summoning (for instance, a sword), they will most definitely get their object (if their spell is successful), but the more specific the caster gets, the more likely that they will not get what they want even if the spell is successful (for instance, if they ask for a sword with a golden hilt, an engraving of a dragon fighting a unicorn on the blade, and numerous other details).

Relocate

Base %- 14
Range- sight
Duration- permanent
Number Affecting- 1 person every two ranks

Spell Description - By means of this spell the caster takes his or herself and any companions they are able to transport instantly to any location within natural or magical sight. Thus, in a closed room this spell is quite limited, but from a high vantage it can cover vast distances.

Transfer Magic

Base %- 04
Range- touch
Duration- permanent
Number Affecting- see below

Spell Description - This spell transfers the magic from one object to another. For instance, a lightning wand may have its magic transferred into a ring, which, when worn, will allow the wearer to cast a lightning spell.  The spell can be used a number of times per day equal to the number in the original object.

Summon Steed

Base %- 32
Range- adjacent to caster
Duration- 1 hr./level
Number Affecting-1 steed every 3 ranks.

Spell Description - This summons a steed which is enchanted to bear the caster. The steed will not usually fight for the caster, but will definitely transport them away from immediate danger. As the caster increases in rank, they can not only summon different types of steeds, but can summon a greater number.
At rank 0-2, a horse and tack can be summoned.
At rank 3-4 the caster has the option to summon a warhorse with barding (this animal will fight if necessary)
At rank 5-6 a sea creature, such as a dolphin or manta, can be summoned.
And at rank 7-8 a winged creature, such as a great eagle or small dragon, may be bid to come.
The creature appears instantly, and will disappear instantly when the spell's duration ceases.

Caprice

Base %- 02
Range- 10'/rank
Duration- permanent
Number Affecting- one object

Spell Description - This spell, while seemingly rather innocuous, delivers great power to the creatively minded. At rank 0-6 it works just as a minor conjuration does, except that instead of the object coming to the caster's hand, it is transported to any destination the caster wishes within sight.
At rank 7 and above, it works just as a major conjuration spell, with the same benefit as above.

Sign

Base % - 40
Range- 5'/rank
Duration- permanent
Number Affecting- 1 object

Spell Description - The caster can set a small insignia, mark, or a few words onto any surface they choose. The caster can choose the appearance of the mark, though it cannot emit light (it may, however, be reflective). The mark can either be made visible to all, or it can be invisible to all but the caster.

Festival

Base %- 06
Range- adjacent to caster
Duration- 1 hr./rank
Number Affecting- n/a

Spell Description - This spell summons food for the caster and his or her companions, as well as their steeds. At rank 0-2 it conjures a nice dinner and hay and grain, enough for two people and two horses. Silverware, a table, and utensils are also conjured (but disappear after the spell wears off).
At rank 3-4 a feast is summoned with enough food for six people and enough hay and grain for six horses. Two instruments, such as lutes, drums, or harps are also brought forth.
At rank 5-6 a small structure is actually summoned, with a lavish feast and horse-food for ten people and steeds. Another instrument and gaming dice and cards will also appear.
At rank 7-8 sleeping space with beds and a stable will be added to the conjuration.
The food summoned by this spell will nourish the feasters, but all other trappings will disappear after the spell's duration ends.

Multiply

Base %- 28
Range- touch
Duration- permanent
Number Affecting- 1 object

Spell Description - This spell takes any object the caster is touching (it must be less than 5 lbs.) and creates duplicates of it equal to your rank +1. Thus at rank 0 a single copy is made, at rank 1 two of them, etc.

Servant

Base %- 20
Range- adjacent to caster
Duration- 1hr./level
Number Affecting- n/a

Spell Description - This summons a force to aid the caster. At rank 0-2 the force is invisible and can carry out simple demands. It can lift up to 5 lbs.
At ranks 3-4 the force has a ghost-like appearance, can obey more complex or multiple commands (go outside and fetch me the shovel, then pour me a glass of wine). It can lift up to 20 lbs.
At ranks 5-6 the servant will appear as an actual person and will be able to speak, though it will have a simple intellect. It can lift up to 40 lbs.
And at rank 7 and above the caster can dictate what the servant will look like and imbue the servant with a one-dimensional personality. It can lift up to 60 lbs.

Tree

Base %- 38
Range- 10'/rank
Duration- permanent
Number Affecting- n/a

Spell Description - This spell creates a plant which will appear rooted to the ground wherever the caster wishes (within range). At ranks 0-2 a bush, shrub, or berry patch can be conjured. At 3-4 a young sapling can be brought, at 5-6 a mature tree, at rank 7-8 up to 10 mature trees can be conjured, and at rank 9 a huge, ancient tree can be summoned. Each rank above 9 adds another ancient tree that can be brought.

Obstacle

Base %- 18
Range- 10'/rank
Duration- permanent
Number Affecting- n/a

Spell Description - This spell affects an area measuring a 5' by 5' area. It summons forth a random object intended to cause difficulty in passage. It is especially effective when cast in front of a fast-moving victim. The spell will conjure a table, chairs, an oil slick, a pile of brush, or other effective obstacle, and will usually choose an obstacle fitting for the situation.

Conjure Light

Base %- 26
Range- 5'diameter circle per rank
Duration- 20 min./rank
Number Affecting- n/a

Spell Description - This conjures a pale yellow light whose brightness is dictated by the rank of the caster. 0-2 equals lantern light in brightness, 3-4 a bright fire, and 5 and above a light as bright as daylight on a sunny day.

Mist

Base %- 28
Range- 10' diameter circle/rank
Duration- 5 min./rank
Number Affecting- n/a

Spell Description - This summons forth a hazy mist at ranks 0-2, a wet, heavy fog at ranks 3-4, and an thick, almost icy cloud at ranks 5 and above.

Gossamer Armor

Base %- 14
Range- touch
Duration- 10 min./rank
Number Affecting- 1 individual
Spell Description - This creates a softly glowing force around the recipient which gives an armor rating of 2 for each rank the caster has with the spell.

Cage

Base %- 10
Range- 10'/rank
Duration- permanent
Number Affecting- n/a

Spell Description - This spell creates an iron cage around a 5' area per rank which will entrap any within that area. The cage must be destroyed for the victims to escape unless the caster is rank 3 or above, in which case a door with lock and key can be added.

Spear Rain

Base %- 12
Range- 20'/rank
Duration- 1 quint/rank
Number Affecting- affects a 15' by 15' area

Spell Description - This spell conjures spears directly above the targeted area which then rain down to the ground from a height of about 50 ft. It conjures 3 spears/rank/quint. Each spear has a 50% chance of striking someone in the area of effect.

Bind

Base %- 20
Range- 15' + 5'/rank
Duration- permanent
Number Affecting- 1 object to another

Spell Description - This spell conjures rope which will instantly bind any two touching objects (a hand and a horse's rein, two people hugging, two chairs, etc.)

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