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)

Comments