Magic:Conjuration

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Schools : Abjuration | Conjuration | Divination | Enchantment | Evocation | Illusion | Necromancy | Transmutation

A Conjuration specialist can bring creatures to him, usually in the form of summoned allies.

Conjurations bring manifestations of objects, creatures, or some form of energy to the character (summoning), actually transport creatures from another plane of existence to the character's plane (calling), heal (healing), or create such objects or effects on the spot (creation). Creatures the character conjures usually, but not always, obey the character's commands.

A creature or object brought into being or transported to the character's location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. The creature or object must appear within the spell's range, but it does not have to remain within the range.

Prohibited School: Transmutation

Spells: Acid Fog, Acid Orb, Acid Splash, Baleful Transposition, Benign Transposition, Black Blade of Disaster, Blast of Flame, Cloudkill,
Cold Orb, Create Magic Tattoo, Creeping Doom, Cure Critical Wounds, Cure Light Wounds, Cure Minor Wounds, Cure Moderate Wounds,
Cure Serious Wounds, Dimension Door, Evard's Black Tentacles, Fire Orb, Flame Arrow, Gate, Glitterdust, Grease, Greater Planar Binding,
Hail of Stone, Improved Mage Armor, Lesser Acid Orb, Lesser Cold Orb, Lesser Electric Orb, Lesser Fire Orb, Lesser Planar Binding,
Lesser Sonic Orb, Lesser Restoration, Mage Armor, Magic Fang, Mass Heal, Melf's Acid Arrow, Mestil's Acid Breath, Mestil's Acid Sheath,
Neutralize Poison, Planar Binding, Power Word Kill, Prayer, Raise Dead, Ray of Frost, Remove Disease, Remove Paralysis, Restoration,
Resurrection, Sonic Orb, Sphere of Ultimate Destruction, Stinking Cloud, Storm of Vengeance, Summon Creature I, Summon Creature II,
Summon Creature III, Summon Creature IV, Summon Creature V, Summon Creature VI, Summon Creature VII, Summon Creature VIII, Summon Creature IX,
Viscid Globe, Web

Calling

The spell fully transports a creature from another plane to the plane the character is on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can't be dispelled.

Spells that call powerful extraplanar creatures are most useful when the conjurer has a magical trap to hold the summoned creature. The simplest type of trap is a magic circle spell (magic circle against chaos, magic circle against evil, etc.). When focused inward, a magic circle spell binds a called creature for a maximum of 24 hours per caster level, provided that the character casts the spell that calls the creature within 1 round of casting the magic circle. However, if the circle laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If the character fails to overcome the spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel can simply leave the circle through that means. The character can prevent the creature's extradimensional escape by casting a dimensional anchor spell on it, but the character must cast the spell before the creature acts. If successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, etc.) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

The character can use a special diagram to make the trap more secure. Drawing the diagram by hand takes 10 minutes and requires a Spellcraft check (DC 20). The DM makes this check secretly. If the check fails, the diagram is ineffective. The character can take 10 when drawing the diagram if the character is under no particular time pressure to complete the task. This also takes 10 full minutes. If time is no factor at all, and the character devotes 3 hours and 20 minutes to the task, the character can take 20. A successful diagram allows the character to cast a dimensional anchor spell on the trap during the round before casting any summoning spell. The anchor holds any called creatures in the diagram for 24 hours per caster level. A creature cannot use its spell resistance against a trap prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap, the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature cannot disturb the diagram itself either directly or indirectly, as noted above.

Spells: 

Creation

The spell manipulates matter to create an object or creature in the place the spellcaster designates (subject to the limits noted above for conjurations). If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends or is dispelled, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.

Spells: Acid Fog, Acid Splash, Flame Arrow, Grease, Mage Armor, Prayer, Ray of Frost, Stinking Cloud, Web

Healing

Certain divine conjurations heal creatures or even bring them back to life. These include cure spells, which good clerics can cast spontaneously.

Spells: Cure Critical Wounds, Cure Light Wounds, Cure Minor Wounds, Cure Moderate Wounds, Cure Serious Wounds,
Mass Heal, Neutralize Poison, Raise Dead, Remove Disease, Remove Paralysis, Resurrection

Summoning

The spell instantly brings a creature or object to a place the character designates. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or dropped to 0 hit points. It is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again.

When the spell that summoned a creature ends and the creature disappears, all the spells it has cast end (if they haven't already). A summoned creature cannot use any innate summoning abilities it may have, and it refuses to cast any spells or use any spell-like abilities that would cost it XP.

Spells: Storm of Vengeance, Summon Creature I, Summon Creature II, Summon Creature III, Summon Creature IV,
Summon Creature V, Summon Creature VI, Summon Creature VII, Summon Creature VIII, Summon Creature IX