Conjuration Spell List V2

First Circle Spells

 
Astral Sight: The caster can see astral creatures, conjurations or anomallies in her immediate vicinity. The effects last for 30 minutes per success rolled. This spell can be cast on willing subjects other than the caster at +1 difficulty. It is joked that 99% of Astral sights are boring and 1% are terrifying.   Perception Persistent
by me with Midjourney
  Create Astral Trinket: The caster forms a construct in the Astral Plane and then pulls it into material world. It can be almost anything that is roughly the mass of a human man's fist in size. It doesn't have to be the dimensions of the a fist, a stick or rod is certainly possible.   It's possible to summon small tools or weapons sych as knives but they are going to be somewhat brittle. The duration is two hours per success if the item is one of the 1001 things, one hour per success if something unique but the caster is very familar with or 30 minutes per success otherwise.   The duration of the spell can be increased ten-fold with the expenditure of a temporary Willpower point. Intelligence Instant       Minor Air Conjuration: The caster can summon a small amount of air with variable effects, one chosen at casting.   The character can reoxygenate an enclosed space with poor air quality. Each success gives about one person good air for an hour or two people air for 30 minutes.   The character can summon a breeze lasting for about ten minutes per success. The caster can specific a general direction but can't change it after casting. Breeze can move light objects or disperse gases and odors.   The character can summon a strong bout of wind that she can control for one round per success. It won't knock down a person, but it can knock over small objects and potentially causes a +1 difficulty penalty to physical actions against the wind. Stamina Instant     Minor Fire Conjuration: The caster can summon a small amount of fire with variable effects, one chosen at casting. Not all at once. Like normal fire, this will consume oxygen.   The caster can very quickly light flammable substances without flint or tinder.   The caster can hold fire in her hand like a torch for about ten minutes per success.   The caster can hold fire in her hand and create a base pool of one die per success rolled of lethal damage. The caster can wield this fire to make magical touch attack for one round per success rolled.   The caster can summon a plume of smoke to obscure vision and/or distract people. Stamina Instant     Minor Water Summoning: The caster can summon a small amount of water with variable effects, one chosen at casting. Not all at once.   The caster can conjure about a half gallon of clean water per success, though if there isn't a suitable wide mouth container on hand, it will spill on the floor. The water is clean and drinkable.   Water created doesn't have to be liquid, the caster can instead create small slick of ice, a patch of fog, or a ball of snow equal in volume to a half gallon per success. Stamina Instant     Minor Earth Summoning: The caster can summon a small amount of earth with variable effects, one chosen at casting. Not all at once.   The caster can summon a quantity of earth and specify whether it's fine dust, coarse sand, common soil, thick clay, or rocks.   Succcesses are split between mass and precision. At least one success needs to be put towards mass. Each success creates about 15 pounds of earth. For shape, one success can make rough shapes like a mound of earth to serve as a ramp for a small cart. Two successes can make smooth sling stones, or a sharp rock with a convenient hand hold for a good improvised weapon.   Stamina Instant    

Second Circle Spells

 
Fire Blast (minor fire summoning): The caster shoots a jet of fire out of her hands, making a ray attack. Base damage is based on the casting roll per the standard chart.   The spell can singe or ignite flammable substances at the Game Master's discretion. The spell isn't as prone to creating accidental fires as one might think. the spell burns so hot and fast that the fire will dissipate before it can ignite a nonmagical fire in most cases, unless there is an ideal fuel source nearby such as dry wood or parchment. Stamina Instant
by me with Midjourney
    Other Worldly Unmasking (Astral Sight): Affected area causes spirits, Astral constructs, elementals (and elemental powered golems), Bags of Holding, and Fae in the area to glow orange. Some Fair Folk have developed counters to this. This is normally a "Lesser" Area spell but it can be boosted to the "Intermediate" level with 10 drams of reagents Perception Area Spell     Create Astral Object (Create Astral Trinket): The caster forms a construct in the Astral Plane and then pulls it into material world. It can be almost anything without moving parts that is roughly the size of a human's great sword or smaller.   Weapons and tools are of similar quality and sturdiness to their common material plane counterparts. The duration is two hours per success if the item is one of the 1001 things, one hour per success if something unique but the caster is very familiar with or 30 minutes per success otherwise.   The duration of the spell can be increased ten-fold with the expenditure of a temporary Willpower point. Intelligence Instant    

Third Circle Spells

    Astral Ammunition (Create Astral Object, Create Astral Trinket): This spell functions like Create Astral Objects, but it creates large quantities of homogenous items. This is commonly used to make things such as arrows, crossbow bolts, or sling stones. Despite the spell name, it doesn't have to make ammunition, it can make any type of item in quantity as long as it's relatively simple and homogenous.   It can create coins, but even casual inspection will reveal that the coins are not made of gold, silver, or copper. The color is right but the weight and density is wrong. Also the coins are too perfect with no wear marks (or suspiciously identical wear marks).   The more successes you roll, the more items you get. For a baseline, one success makes five arrows or crossbow bolts, ten sling stones, ten spoons, five feet of chain, ten feet of rope.   Items last about one hour per success 1001 things or one hour per success if they are not. The duration can be increased ten-fold with the expenditure of a temporary Willpower point. Intelligence Instant     Astral Servant (per two dots of Leadership, round down, Astral Sight): The caster summons a roughly two foot tall vaguely monkey liked helper that can obey simple commands and perform fairly simple chores. The spell lasts for roughly an hour per success, but the duration can be quadrupled with the expenditure of a temporary Willpower point. Intelligence Instant       Astral Steed (per two dots of Ride, rounded down, Astral Sight): The caster summons an astral steed roughly equivalent to a standard rouncey horse or pony that behaves more or less the same as a moderately well-trained healthy average horse. Horses are conjured fully fresh and rested, but conjured horses tire out just like a real horse would, so rolling a long duration on the spell doesn't mean you can ride at a full trot for very long distances.   One Success: Basic horse or pony conjured for about two hours   Two Successes: As before but with a saddle or harness.   Three Successes: As before but four hours. Add two hours per additional success.   The duration of the spell can be quadrupled with expenditure of a temporary Willpower point.   The default is a very boring and standard astral horse or pony from the 1001 things. Variations will cut the duration of the spell about 10-30% depending on how extreme they are.. Intelligence Instant     Create Astral Device (Create Astral Object, Create Astral Trinket): This spell functions like create Astral Object but it can create larger objects with moving parts such a sewing wheel or crossbow. Note, a crossbow does not come with bolts and a sewing wheel does not come with thread.   Weapons and tools are of similar quality and sturdiness to their common material plane counterparts. The duration is two hours per success if the item is one of the 1001 things, one hour per success if something unique but the caster is very familiar with or 30 minutes per success otherwise.   The duration of the spell can be increased ten-fold with the expenditure of a temporary Willpower point. Intelligence Instant       Flaming Weapon (minor fire summoning, Fire Blast): The spell imbues a metal weapon with a nimbus of fire for a scene. A sword is going to be flaming above the hilt. A spear or axe is only going to be flaming at the metal part. This can be cast on the caster's weapon or an ally's weapon, the caster needs to touch the weapon, not the wielder.   The damage from fire is the caster's successes plus two, so a one-success spell creates a three dice damage pool and a five-success pool creates a seven dice pool. This is separate damage pool from the normal damage, So a target is hit by a flaming attack, they take normal sword damage with a normal soak roll against whatever the swords base damage and THEN they take a separate dice pool of damage from the fire. The fire damage may also be soaked.   Only the caster can dismiss the enchantment. If the person wielding the weapon is not the caster, they are stuck with a flaming weapon until the spell expires, so sheathing such a weapon is very unwise.   Flaming weapons illuminate an area just like a regular fire, so they can be used to see in the dark. They are also very intimidating to enemies, but using a flaming sword is a good way to signal enemy archers where to shoot.   The spell can be used on a short weapon such a dagger, but this poses a high risk of burning the wielder. Any "friendly fire" from a dagger or any other flaming weapon mishap issues inflict half damage on the wielder (round up).   This spell can be cast on an arrow, but the spell has to be recast for every single arrow, you can't enchant a whole quiver in one go. Also the archer needs to make a reflexive Wits + Archery roll, difficulty 6 to not singe or burn his bow while loading and firing it. Once fired the arrow will stop being flaming the round after it's fire, though if an arrow hits deep enough (two successes net of soak with the nonfire part), the target suffers the fire damage twice, once on the intial impact and once on the next round if hte arrow is not removed.   Magical flaming arrows can be used to set fire to flammable objects just like a non-magical flaming arrow can.Strength Persistent     Insect Swarms (per two dots of Animal Ken, rounded up, Astral Sight): The caster summons a swarm of biting insects. They are astral constructs but they behave more or less like real world insects. They won't bite the caster but they will bite the caster's allies if they get exposed to the swarm. Fortunately the caster directs where the swarm goes. Use the Swarms rules article for base the stats and effects.   Successes are split between potency, size and duration.   Zero successes allocated to potency results in small insects. One success results in large insects, and three successes results in flying insects.   For duration, the first five minutes for free. Every success put towards duration adds ten minutes.   For size of the swarm, the first Two targets are free Every additional success adds a potential target assuming targets are standing fairly close together. Stamina Instant     Wind Blast (minor air summoning, Fire Blast): The caster shoots a violent gust of wind out of the palm of her hand at an opponent. This is treated as a ray attack with the base damage per the chart but it's bashing damage instead of lethal damage.   Secondary Wind Effects  
Show spoiler
In addition to the damage, targets have to contend with wind pushes them down or knocking them back. Whether or not they soak, none, some, or all of the damage, they still have to make a roll to avoid being knocked down or knocked back.   A character on foot needs to make a reflexive Strength + Athletics roll against diifficulty 6 against the successess rolled by the caster. If the defender meets or beats the caster, their clothes or hair is blown out of place but nothing else bad happens. If the caster wins by three or more successes, the target is knocked down. If the caster wins by one or two successes, the target is forced to take a few steps back.   A character on horseback needs to make a reflexive Wits + Athletics against difficulty 6 to stay properly saddled. If the defender meets or beats the caster, the horse is mildly clothes or hair is blown out of place but nothing else bad happens. If the caster wins by three or more successes, the target is unhorsed. If the caster wins by one or two successes, the target's next two actions suffer a one-die penalty.   A character that is flying (either under their own power or with magic) needs to make a reflexive Dexterity + Athletics roll to stay airborne. If the defender meets or beats the caster, they have to make a minor course adjustment notthing else bad happens. If the caster wins by three or more successes, the caster hits the ground and takes fall damage unless the caster is over 100 feet in the area which they can regain control after falling before hitting the ground by making a Wits + Athletics roll.   At any height, If the caster wins against a flying target by a mere one or two successes, the target's next two actions suffer a one-die penalty but they don't fall.   Characters with the Puny trait suffer a +1 difficulty on their respective Athletics or Ride rolls.   The Game Master is free to adlib other dramatically appropriate effects for the wind.
Stamina Instant     Icy Blast (Fire Blast, minor water summoning): The caster shoots a jet of ice out of the palm of her hand which is treated as a ray attack using the standard chart for damage. Ice Blasts do a bonus die of damage against H class targets.   Relative to other elemental blasts, this spell generally causes less collateral damage and it can extinguish flames or freeze water. Stamina Instant     Earth Blast (minor Earth summoning, Fire Blast): The caster shoots a jet of earth particles, rocks, and possibly small metal shards out of the palm of her hand at an opponent which is treated as a ray attack.   This spell doesn't hurl boulders, it conjures several pieces of debris. The better the caster rolls, the sharper and harder the pieces are. Base damage is per the standard damage chart. Unlike the other spells with "Blast" in the name, this spell is unaffected by Energy Shield spells generated by Abjuration magic or Protection theurgy. Stamina Instant     Lesser Astral Warrior (Astral Sight, Astral Servant): Creates an astral creature with a single health level, roughly equal in size and capabilities to Common Fighting Spirits. Spell normally lasts for about twenty minutes per success or until the Astral Warriors are struck down. Unless the Astral Creature is not inthe book of 1001 things in which case it will only last about five minutes per success. Conjurations normally have the same base stat lines as conjured spirits created from Spirit ●●● theurgy. though no one would ever mistake an Astral Warrior for a spirit.   The Astral Warrior has roughly the equivalent of a single dot of Intelligent and will follow the caster's commands to the letter and the spirit. If the Astral Warrior is whin fifty yards of the caster, the caster can send commands to the Astral Warrior telepathically.   One success creates one such creature, three successes creates two such creatures and five or more successes creates three. Intelligence Instant  

Fourth Circle Spells

  {u]Astral Warrior (lesser Astral Warrior, Astral Servant, Astral Sight): Like with lesser Astral Warrior but with noticeably more health levels. Conjurations normally have the same base stat lines as conjured spirits created from Spirit ●●●● theurgy.. Intelligence Instant     Conjure Elemental (any conjure element spell): The caster summons an elemental. This normally constitutes an elemental out of it's component element or an item with a clear metaphysical symbolic tie to the element in question, but this spell can create an elemental out of nothing for a +1 difficulty modifer. The spell normally takes ten minutes to cast. The spell can be cast in one minute for a +2 difficulty modifier.     One Success: A small elemental   Three Successes: A medium elemental or two small elementals.   Five successes: A large elemental, or two medium elementals.   Note, if an elemental summoning spell is dispelled or negated, it does not make the elemental disappear. It makes the elemental go feral. It may keep attacking the caster's enemies or it could turn on the caster or it could just wander off. Stamina Instant     Improved Other Worldly Unmasking (Otherworldly Unmasking, Astral Sight): This is an improved version of Other World Unmasking. Affected area causes spirits, Astral constructs, elementals (and elemental powered golems), Bags of Holding, and Fae in the area to reveal themselves for what they are.   Spirits glow with the divine aura of their patron.   Bags of Holding or other Astrally connected items flicker between a Conjurers Orange and the silvery gray of the Astral Plane.   Fae flicker between rainbows and the aura of their elemental affinity.   Golems flicker between a conjurers aura and whatever aura of the being empowering it and shows a faint orange trail in the direction of their control.   Elementals are normally pretty easy to spot without a magic spell, but they glow. The spell also shows vague orange pools around sites likely to spawn a feral elemental.   This is normally a "Lesser" Area spell but it can be boosted to the "Intermediate" level with 10 drams of reagents Perception Area Spell      
Lightning Blast (Fire Blast, Wind Blast, Minor Fire Conjuration, Minor Air Conjuration): The caster shoots a bolt of magical lightning out of the palm of her hand at an opponent using normal ray attack rules.   This is magical lightning so it's slower and less conductive than regular lightning but it still ignores worn armor and naturally thick hides. It is still stopped by Energy Shield spells. It uses the standard damage chart, minus one die, though it ignores most forms of worn armor.   Stamina Instant
by me with Midjourney
    Magma Blast (Fire Blast, Earth Blast): This shoots a small stream of magma out of the palm of her hand at an opponent using normal ray attack rules.   This follows the standard damage chart but it inflicts Persistent damage, making this spell difficult to heal with magic. Stamina Instant     Platonic Weapon: The caster summons a simulucrum of the platonic ideal of a weapon creating a very powerful but very shortlived weapon using the base stats of a regular weapon plus bonuses.   The spell doesn't expire all in one go. Once the five success effects expire, the four success effects kick in. Bows or crossbows at three successes or higher will reload themselves.   One success: Creates a normal weapon that conveys no bonuses but it is highly resistant to breakage for about twenty minutes. Then turns into a flawed version of the weapon that inflicts one die less damage for about ten minutes, then crumbles to nothing.   Two success: Weapon inflicts one dice of bonus damage and -1 difficulty to attack and parry with for ten minutes.   Three success : Weapon inflicts two dice of bonus damage and a -2 difficulty to attack and parry with for ten minutes   Four Successes: Weapon inflicts three dice of bonus damage and a -3 difficulty to attack and parry with for five minutes   Five successses plus: Add two minutes to the duration per success about four.   The weapon appears in the caster's hands. Nothing is stopping her from handing the weapon to a friend, but the main limitation on th spell is how well the caster understands the weapon.   Raise the difficulty by +1 if the caster is summoning a weapon type that she is not highly familar with. +2 difficulty if she never fought with said weapon. Intelligence Instant    

Fifth Circle Spells

  Astral Shelter (Create Astral Device, Astral Ammunition): This functions like Create Astral Object, but it creates very large structures that can be used as shelter or in the case of a physical construction project, it can be used as scaffolding. It can also make temporary bridges.   One success can make essentially a large box for three adult humans to squeeze into and huddle for warmth while five successes can comfortably hold a dozen people with basic amenities like cots and a fireplace (though it doesn't come with firewood).   The spell takes about ten minutes to cast.   The spell lasts about 30 minutes per success but the duration can be increased ten fold with the expenditure of a temporary Willpower point. Intelligence Instant     Greater Astral Warrior (Astral Warrior, Lesser Astral Warrior, Astral Steed, Astral Servant): The spell can create more powerful and specialized versions of Astral Warrior roughly akin to what can to conjured spirits created from Spirit ●●●●● theurgy. though no one would ever mistake an Astral Warrior for a spirit.   The spell is hard to maintain so it only lasts ten minutes per success rather than the usual twenty.   Intelligence Instant     Para Elemental Plane: An area spell will metaphysically tie a portion closer ot the Elemental Plane. Spells to conjure or control elementals are cast at -1 difficulty. Spells to conjure base elements are also at -1 difficulty. Elemental spells Blast spells take one less quintessence point.   If the area has a direct or symbolic tie to one of the four classic elements, spells related to that element are at -1 difficulty. cumulative with the modifiers above This includes composite elements. An area resonating with the elemnetal power of fire would also make magma, steam, and lightning spells easier.   It has some other secondary side effects that may or may not be what the caster wants.  
Show spoiler
Para elemental planes have minor local oddities. These changes are mostly cosmetic, but they can sometimes cause accidents. Winds change direction frequently, ice melts faster or slower than usual, water boils faster or slower than usual. Fires ebb and flare unexpectedly. Strange odors come and go. People might smell salty ocean air far from the ocean or smell swamp gas far from a swamp.   Para Elemental Plane spells greatly increase the frequency and duration of feral elemental appearance, not just in the direct affected area but in adjacent areas.   Fae and other creatures with obvious elemental affinities can find their powers increased within the boundaries of a Para Elemental Plane.
  Charisma Area Spell   Platonic Container: The caster accesses the Platonic Ideal of "container" and creates a bag, box, room, or other container that is bigger on the inside than it is on the outside and indirectly connecting the Astral and Material Planes. Lasting about a day per success for a bag or similar container. Lasting about four hours per success if expanding a tent or other shelter capable of allowing living creatures inside. The spell can be made permanent with a hefty amount reagents if the caster has the "Craft Magic Item" Merit.   Casting this spell takes ten minutes.   Intelligence Instant

How Ray attacks work

  Many Conjuration attack spells involve a ray, shooting a jet of elemental energy or material at a target out of the caster's hands. They all use the same basic mechanics.   The normal range is 100 feet, though the caster can raise this to 300 feet if they accept a +1 penalty to her casting roll.   The character's successes on the casting roll determines the strength of the ray, but they don't determine the accuracy of the attack.   The accuracy is determined by a Dexterity + Athletics or Dexterity + Archery roll, whichever is higher. The caster does not suffer a multi-action penalty or any other penalty for making this attack roll UNLESS the caster suffered a dice penalty on her casting roll in which case she suffers an identical penalty on her attack roll.   The difficulty to hit a target with a ray is normally 6, unless the target is in melee range in which case the difficulty to hit is 5. Any conditions that would cause an archer to have a penalty to hit with a bow or crossbow applies other than range appears here (cover, shields, poor visibility.) Difficulty modifiers for range do not apply to this attack roll.   Ray attacks can be dodged by an aware opponent just like an arrow or crossbow bolt can be dodged. This requires a Dexterity + Dodge roll per normal.   A character with the shield proficiency bestows a +1 penalty on enemies hitting him with rays just like the penalty enemy archers have to hit him.   If the attacker scores more successes than required to hit a target, the extra successes after the first are added as bonus damage dice, just like when an archer gets extra successes to hit a target.   Spell-casters can take a specialization in Athletics or Archery in "rays" to get a bonus die on attack rolls. This assumes spends some of her down time doing target practice.   Warriors can take a specialization in Dodge in "rays" to get a bonus on defensive rolls. This assumes the warrior has friends attack her with rays during training sessions.  

Base Damage chart for Blast Spells

 
1 success 5 dice of lethal damage   2 successes 7 dice of lethal damage   3 successes 9 dice of lethal damage   4 successes 10 dice of lethal damage   +1 success +1 die of lethal damage

The Astral Plane Runs on strength of will

  Any Astral conjuration spell that doesn't have the word "Platonic" in the name can have it's duration extended ten fold with the expenditure of a temporary Willpower point.   Casters can keep this up as long as they have Willpower. Two willpower points will increase a spell's duration 20 fold, three Willpower points 30 fold, etc.   This separate from spending a point of temporary Willpower for an extra success on the casting roll. Charactes can do both on the same casting if they want.       Astral creatures brought into the material plane disappear the second their creator dies or falls unconscious. The same goes for Platonic creations (unless fortified with regeants to make them permanent). Astral objects are a little bit more resilient and last their normal spell duration.

Rare Conjuration Spells (to be developed later)

   

Second Circle

  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.   Platonic Firewood: The caster conjures clean burning fuel from the Astral Plane, though the Platonic firewood cannot be stored long-term, it needs to be burned quickly or it disappears.   Water Blast: The caster shoots temperate water from her hands. This spell barely inflicts any damage but it is good for fighting fires. THe spell commonly used for advanced training purposes because it lets warriors practice dodging blast spells without needing lots of magical healing.  

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

  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.   Steam Blast: Blasts enemies with water and fire simultaneously.  

Fifth Circle

  Astral Bridge: Area spell makes astral conjurations but also attracts many astral creatures, benign and otherwise.  
by me with Midjourney
 
by me with Midjourney
 
by me with Midjourney
 
by me with Midjourney

Articles under Conjuration Spell List V2



Cover image: by me with Midjourney

Comments

Please Login in order to comment!