Conjuration Scratch Paper

First Circle Spells


  Make a glob of ectoplasm
 

Second Circle


  Create small astral animals that mostly behave as animals (a lot of Conjurers skip this spell)
  Astral Caltrops: Highly specialized variant of Create Astral Ammunition, but it only makes caltrops. Not only is it a lower level than Create Astral Ammunition the spell disperses the caltrops over a wide area whereas caltrops created with Create Astral Ammunition will make a pile in front of the caster.
 
  Summon Dream Eater: The caster summons a Dream Eater to her presence. This spell does not give the caster any control.
 
 
 

Third Circle


  Astral Animals: The caster summons animals from the Astral Plane that behave mostly like their material world counterparts. The caster cannot control them directly though they are favorably predisipositioned to the caster, giving -2 on Animal Ken rolls with them. Astral animals cannot be harvested for their meat, at least not if you want edible meat.
  Dream's Eater's Lure: Are spell lures Dreameaters to the area.
  Faerie Key: Reveals the circumstances to open a Faerie gateway.
  Summon Feral Elemental: Summons elementals outside the caster's control.
  Platonic Tool: Creates a tool out of nothing that bestows bonuses on the wielder but doesn't last very long.
  Wall of Salt: Area spell wards an area against spirits entering that is very difficult and paintul to enter (though leaving is fairly easy). Spell doesn't require actual salt, but the spell is stronger if backed with an actual line of salt.
 

Fourth Circle Spells


  Hail Blast: Blasts enemies with water and air simultaneously
  Ooze Blast: Blasts enemies with water and earth simultaneously
  Prison of Salt: Area effect makes it almost impossible for spirits to enter (or leave). Spell doesn't require actual salt, but the spell is stronger if backed with an actual line of salt.
 
 

Fifth Circle Spells


  Astral Bridge: Area spell makes astral conjurations but also attracts many astral creatures, benign and otherwise.
 
 
  Creates a basic helper monkey to fetch things and do sweep floors.
  Conjurers a basic horse or pony to ride from point A to point B.
  Create skilled but fairly fragile fighting creatures similar to what Theurgists do with Spirit ●●●
  Conjure a biting swarm of insects or spiders that goes where the caster directs. The swarm will not bite the caster, but is not smart enough to distinguish the caster's allies.
  Conjure solid armor that conforms well to an individual wearer (relatively short lasting compared to other conjuration spells)
 
 

Fourth Circle


  Conjure a biting swarm of birds or rodents that goes where the caster directs. The swarm will not bite the caster, but is not smart enough to distinguish the caster's allies.
  Create fighting animals roughly as formidable as those created with Create skilled but fairly fragile fighting creatures similar to what Theurgists do with Spirit ●●●●
  Conjures a warhorse or warhorse that can carry an armored men into battle, makes reasonable decisions and doesn't show fear
  Create a helper monkey that can do things like cook and sew.
 

Fifth Circle


  Create temporary structures to wall off areas or provide temporary shelter. They are also handy with regular construction (as scaffolding).
  Create a (humanoid) helper monkey that can talk to people and act as a sort of butler
  Creating a freakishly fast and strong horse or pony that can run on water and overcome obstacles with supernatural ease (though not technically a flier)
  Create formidable fighting creatures (relatively short lasting compared to other Conjuration spells)

Astral Creatures versus Spirit Minions

  Arcane Conjurers and Spirit Theurgists both tend to believe that their brand of summoned minion is superior to the other one.   Manifested Astral Creatures never disobey their summoners and they don't feel pain or fear (barring the early summoned versions that mimic material world animals). Manifested Astral Creatures normally obey to the letter even if doing so is against the spirit. If the caster gets a very good casting roll (or is a fifth circle creation), an astral creature will bend the letter of a command to accommodate the spirit of the request a little bit.   Whatever rudiments of personality do manifest, an astral creature reflects the caster's personality and temperment.       Conjured spirits rarely disobey their summoners. They manifest the will of one the Nine and they will balk at instructions that they believe run contrary to the goals of the Nine. Unless the spirit in question has built a strong bond with its summoner, it will not willingly face it's own permanent destruction or try to force it's way through a anti-spirit ward (which is extremely painful). Summoned decisions will go off script and make their own decisions if they think it will help the caster and/or their divine patron in the long run.   Conjured Astral Spirits may or may not truly have free will in the strictest sense of the world, but they have full sentience and indepedent personalities.

Customization is Possible

  A lot of hard nosed Conjurers teach their apprentices to manifest creatures and items exactly as generations of Conjurers have done before per the allegorical Book of 1001 Things.   There is some wiggle room and spell durations are guidelines not straight jackets. The more customization a caster adds to her astral conjurations, the shorter the duration of the spell is but a lot of times the difference is between four hours and ten minutes and four hours and two minutes.   Some casters find this a small price to pay to change the color from astral gray to whatever their favorite color is or to add their personal insignia, family crest, or national icon to their creations, among other personal touches.   Though large deviations from the norm won't just trim the duration slightly, but will raise the difficulty of the whole casting by +1, +2, or +3 at the Game Master's discretion.


Cover image: Purple Cow Placeholder by Me with Midjourney

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