Adventurer Abilities and Spells (Conjurer):

Prerequisites for this class:

Seeker Abilities: "Creature Studies" You must know the creature you are going to summon, or all your spells

                                                               will be at 50% effect (in all areas of the spell) against it.

 

%Roll: Conjurer Abilities and Spells: 30

01-10:   Barrier: %Roll: Protective Barrier types:

                            01-10:   Acid (Spell)

                            11-19:   Air (Spell)

                            20-28:   Blood (Spell)

                            29-37:   Cold (Spell)

                            38-46:   Disintegration (Spell)

                            47-55:   Earth (Spell)

                            56-64:   Electricity (Spell)

                            65-73:   Fire (Spell)

                            74-82:   Mental (Spell)

                            83-91:   Spiritual (Spell)

                            92-00:   Water (Spell)

 

11-15:   Binding (Spell)

16-25:   Circle of Denial (Spell)

26-30:   Close Conjuration Point (Spell)

31-35:   Conjuration Protection (Spell)

36-45:   Conjuration: %Roll:  Conjuration creature types:

                                    01-40:   Conjure Animal (Spell)

                                    41-43:   Conjure Animation (Spell)

                                    44-45:   Conjure Dead (Spell)

                                    46-49:   Conjure Enchanted (Spell)

                                    50-53:   Conjure Fiend (Spell)

                                    54-56:   Conjure Gaseous (Spell)

                                    57-58:   Conjure Mind (Spell)

                                    59-86:   Conjure Monster (Spell)

                                    87-90:   Conjure Organic (Spell)

                                    91-95:   Conjure Undead (Spell)

                                    96-00:   Conjure Vahkrin (Spell)

 

46-55:   Containment (Spell)

56-60:   Familiar (Spell)

61-95:   Set Conjuration Point (Spell)

96-00:   Shadow Stalker (Spell)

 

 

Barrier (Acid) (Adventurer Spell (levels 6+) Return to top

 

Acid Barrier will partially protect you from acid damage.

Modification-Point Cost (M.P.C.):   10

Prerequisites --------------------------- : Conjurer

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster or other.

Avoidance-Roll:

An unwilling target can make a successful avoidance-roll vs. "Magic" to resist this spell's protective effects.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

2 hours (+ 1 hour per 7 levels the caster has advanced).

Effect Time:

Instant.

Explanation:

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When this spell is in effect, the damaging effects of Acid will be reduced by 50% (+10% per Barrier Scroll memorized thereafter).

 

 

See: “Maximum adjustment”

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

None.

Maximum Adjustment:

90% protection.

Notes:

Multiple Barriers can be cast to shield you from various elemental effects (they just need to be cast one at at time).

Range:

5 spaces (25')

Resting Time:

None.

Special:

The protection this spell gives is ONLY for creatures you have personally conjured (or creatures you have aided another conjurer in bringing forth).

 

The protection this spell gives would do no good against elemental attacks (i.e., being hit with a lightning-bolt from an elemental magician, or being frozen in an arctic wasteland, etc. -- unless conjured).

Spell Preparation:

None.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Barrier (Air) (Adventurer Spell (levels 6+) Return to top

 

Air Barrier will partially protect you from air damage.

Modification-Point Cost (M.P.C.):   10

Prerequisites --------------------------- : Conjurer

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster or other.

Avoidance-Roll:

An unwilling target can make a successful avoidance-roll vs. "Magic" to resist this spell's protective effects.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

2 hours (+ 1 hour per 7 levels the caster has advanced).

Effect Time:

Instant.

Explanation:

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When this spell is in effect, the damaging effects of Air will be reduced by 50% (+10% per Barrier Scroll memorized thereafter).

 

 

See: “Maximum adjustment”

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

None.

Maximum Adjustment:

90% protection.

Notes:

Multiple Barriers can be cast to shield you from various elemental effects (they just need to be cast one at at time).

Range:

5 spaces (25')

Resting Time:

None.

Special:

The protection this spell gives is ONLY for creatures you have personally conjured (or creatures you have aided another conjurer in bringing forth).

 

The protection this spell gives would do no good against elemental attacks (i.e., being hit with a lightning-bolt from an elemental magician, or being frozen in an arctic wasteland, etc. -- unless conjured).

Spell Preparation:

None.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Barrier (Blood) (Adventurer Spell (levels 6+) Return to top

 

Blood Barrier will partially protect you from blood-loss damage.

Modification-Point Cost (M.P.C.):   10

Prerequisites --------------------------- : Conjurer

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster or other.

Avoidance-Roll:

An unwilling target can make a successful avoidance-roll vs. "Magic" to resist this spell's protective effects.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

2 hours (+ 1 hour per 7 levels the caster has advanced).

Effect Time:

Instant.

Explanation:

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When this spell is in effect, the damaging effects of blood-loss will be reduced by 50% (+10% per Barrier Scroll memorized thereafter).

 

 

See: “Maximum adjustment”

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

None.

Maximum Adjustment:

90% protection.

Notes:

Multiple Barriers can be cast to shield you from various elemental effects (they just need to be cast one at at time).

Range:

5 spaces (25')

Resting Time:

None.

Special:

The protection this spell gives is ONLY for creatures you have personally conjured (or creatures you have aided another conjurer in bringing forth).

 

The protection this spell gives would do no good against elemental attacks (i.e., being hit with a lightning-bolt from an elemental magician, or being frozen in an arctic wasteland, etc. -- unless conjured).

Spell Preparation:

None.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Barrier (Cold) (Adventurer Spell (levels 6+) Return to top

 

Cold Barrier will partially protect you from cold damage.

Modification-Point Cost (M.P.C.):   10

Prerequisites --------------------------- : Conjurer

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster or other.

Avoidance-Roll:

An unwilling target can make a successful avoidance-roll vs. "Magic" to resist this spell's protective effects.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

2 hours (+ 1 hour per 7 levels the caster has advanced).

Effect Time:

Instant.

Explanation:

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When this spell is in effect, the damaging effects of Cold will be reduced by 50% (+10% per Barrier Scroll memorized thereafter).

 

 

See: “Maximum adjustment”

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

None.

Maximum Adjustment:

90% protection.

Notes:

Multiple Barriers can be cast to shield you from various elemental effects (they just need to be cast one at at time).

Range:

5 spaces (25')

Resting Time:

None.

Special:

The protection this spell gives is ONLY for creatures you have personally conjured (or creatures you have aided another conjurer in bringing forth).

 

The protection this spell gives would do no good against elemental attacks (i.e., being hit with a lightning-bolt from an elemental magician, or being frozen in an arctic wasteland, etc. -- unless conjured).

Spell Preparation:

None.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Barrier (Disintegration) (Adventurer Spell (levels 6+) Return to top

 

Disintegration Barrier will partially protect you from disintegration damage.

Modification-Point Cost (M.P.C.):   10

Prerequisites --------------------------- : Conjurer

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster or other.

Avoidance-Roll:

An unwilling target can make a successful avoidance-roll vs. "Magic" to resist this spell's protective effects.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

2 hours (+ 1 hour per 7 levels the caster has advanced).

Effect Time:

Instant.

Explanation:

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When this spell is in effect, the damaging effects of Disintegration will be reduced by 50% (+10% per Barrier Scroll memorized thereafter).

 

 

See: “Maximum adjustment”

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

None.

Maximum Adjustment:

90% protection.

Notes:

Multiple Barriers can be cast to shield you from various elemental effects (they just need to be cast one at at time).

Range:

5 spaces (25')

Resting Time:

None.

Special:

The protection this spell gives is ONLY for creatures you have personally conjured (or creatures you have aided another conjurer in bringing forth).

 

The protection this spell gives would do no good against elemental attacks (i.e., being hit with a lightning-bolt from an elemental magician, or being frozen in an arctic wasteland, etc. -- unless conjured).

Spell Preparation:

None.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Barrier (Earth) (Adventurer Spell (levels 6+) Return to top

 

Earth Barrier will partially protect you from earth damage.

Modification-Point Cost (M.P.C.):   10

Prerequisites --------------------------- : Conjurer

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster or other.

Avoidance-Roll:

An unwilling target can make a successful avoidance-roll vs. "Magic" to resist this spell's protective effects.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

2 hours (+ 1 hour per 7 levels the caster has advanced).

Effect Time:

Instant.

Explanation:

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When this spell is in effect, the damaging effects of earth will be reduced by 50% (+10% per Barrier Scroll memorized thereafter).

 

 

See: “Maximum adjustment”

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

None.

Maximum Adjustment:

90% protection.

Notes:

Multiple Barriers can be cast to shield you from various elemental effects (they just need to be cast one at at time).

Range:

5 spaces (25')

Resting Time:

None.

Special:

The protection this spell gives is ONLY for creatures you have personally conjured (or creatures you have aided another conjurer in bringing forth).

 

The protection this spell gives would do no good against elemental attacks (i.e., being hit with a lightning-bolt from an elemental magician, or being frozen in an arctic wasteland, etc. -- unless conjured).

Spell Preparation:

None.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Barrier (Electricity) (Adventurer Spell (levels 6+) Return to top

 

Electricity Barrier will partially protect you from electricity damage.

Modification-Point Cost (M.P.C.):   10

Prerequisites --------------------------- : Conjurer

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster or other.

Avoidance-Roll:

An unwilling target can make a successful avoidance-roll vs. "Magic" to resist this spell's protective effects.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

2 hours (+ 1 hour per 7 levels the caster has advanced).

Effect Time:

Instant.

Explanation:

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When this spell is in effect, the damaging effects of electricity will be reduced by 50% (+10% per Barrier Scroll memorized thereafter).

 

 

See: “Maximum adjustment”

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

None.

Maximum Adjustment:

90% protection.

Notes:

Multiple Barriers can be cast to shield you from various elemental effects (they just need to be cast one at at time).

Range:

5 spaces (25')

Resting Time:

None.

Special:

The protection this spell gives is ONLY for creatures you have personally conjured (or creatures you have aided another conjurer in bringing forth).

 

The protection this spell gives would do no good against elemental attacks (i.e., being hit with a lightning-bolt from an elemental magician, or being frozen in an arctic wasteland, etc. -- unless conjured).

Spell Preparation:

None.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Barrier (Fire) (Adventurer Spell (levels 6+) Return to top

 

Fire Barrier will partially protect you from fire damage.

Modification-Point Cost (M.P.C.):   10

Prerequisites --------------------------- : Conjurer

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster or other.

Avoidance-Roll:

An unwilling target can make a successful avoidance-roll vs. "Magic" to resist this spell's protective effects.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

2 hours (+ 1 hour per 7 levels the caster has advanced).

Effect Time:

Instant.

Explanation:

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When this spell is in effect, the damaging effects of fire will be reduced by 50% (+10% per Barrier Scroll memorized thereafter).

 

 

See: “Maximum adjustment”

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

None.

Maximum Adjustment:

90% protection.

Notes:

Multiple Barriers can be cast to shield you from various elemental effects (they just need to be cast one at at time).

Range:

5 spaces (25')

Resting Time:

None.

Special:

The protection this spell gives is ONLY for creatures you have personally conjured (or creatures you have aided another conjurer in bringing forth).

 

The protection this spell gives would do no good against elemental attacks (i.e., being hit with a lightning-bolt from an elemental magician, or being frozen in an arctic wasteland, etc. -- unless conjured).

Spell Preparation:

None.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Barrier (Mental) (Adventurer Spell (levels 6+) Return to top

 

Mental Barrier will partially protect you from effects of mental-based abilities and spells.

Modification-Point Cost (M.P.C.):   10

Prerequisites --------------------------- : Conjurer

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster or other.

Avoidance-Roll:

An unwilling target can make a successful avoidance-roll vs. "Magic" to resist this spell's protective effects.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

2 hours (+ 1 hour per 7 levels the caster has advanced).

Effect Time:

Instant.

Explanation:

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When this spell is in effect, mental-based effects will have a 50% of being negated (+10% per Barrier Scroll memorized thereafter).

 

 

See: “Maximum adjustment”

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

None.

Maximum Adjustment:

90% protection.

Notes:

Multiple Barriers can be cast to shield you from various elemental effects (they just need to be cast one at at time).

Range:

5 spaces (25')

Resting Time:

None.

Special:

The protection this spell gives is ONLY for creatures you have personally conjured (or creatures you have aided another conjurer in bringing forth).

 

The protection this spell gives would do no good against elemental attacks (i.e., being hit with a lightning-bolt from an elemental magician, or being frozen in an arctic wasteland, etc. -- unless conjured).

Spell Preparation:

None.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Barrier (Spiritual) (Adventurer Spell (levels 6+) Return to top

 

Spiritual Barrier will partially protect you from spiritual damage.

Modification-Point Cost (M.P.C.):   10

Prerequisites --------------------------- : Conjurer

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster or other.

Avoidance-Roll:

An unwilling target can make a successful avoidance-roll vs. "Magic" to resist this spell's protective effects.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

2 hours (+ 1 hour per 7 levels the caster has advanced).

Effect Time:

Instant.

Explanation:

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When this spell is in effect, the damaging effects of spiritual will be reduced by 50% (+10% per Barrier Scroll memorized thereafter).

 

 

See: “Maximum adjustment”

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

None.

Maximum Adjustment:

90% protection.

Notes:

Multiple Barriers can be cast to shield you from various elemental effects (they just need to be cast one at at time).

Range:

5 spaces (25')

Resting Time:

None.

Special:

The protection this spell gives is ONLY for creatures you have personally conjured (or creatures you have aided another conjurer in bringing forth).

 

The protection this spell gives would do no good against elemental attacks (i.e., being hit with a lightning-bolt from an elemental magician, or being frozen in an arctic wasteland, etc. -- unless conjured).

Spell Preparation:

None.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Barrier (Water) (Adventurer Spell (levels 6+) Return to top

 

Water Barrier will partially protect you from water damage.

Modification-Point Cost (M.P.C.):   10

Prerequisites --------------------------- : Conjurer

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster or other.

Avoidance-Roll:

An unwilling target can make a successful avoidance-roll vs. "Magic" to resist this spell's protective effects.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

2 hours (+ 1 hour per 7 levels the caster has advanced).

Effect Time:

Instant.

Explanation:

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When this spell is in effect, the damaging effects of water will be reduced by 50% (+10% per Barrier Scroll memorized thereafter).

 

 

See: “Maximum adjustment”

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

None.

Maximum Adjustment:

90% protection.

Notes:

Multiple Barriers can be cast to shield you from various elemental effects (they just need to be cast one at at time).

Range:

5 spaces (25')

Resting Time:

None.

Special:

The protection this spell gives is ONLY for creatures you have personally conjured (or creatures you have aided another conjurer in bringing forth).

 

The protection this spell gives would do no good against elemental attacks (i.e., being hit with a lightning-bolt from an elemental magician, or being frozen in an arctic wasteland, etc. -- unless conjured).

Spell Preparation:

None.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Binding (Adventurer Spell (levels 6+) Return to top

 

Bind the creature conjured to your service.

Modification-Point Cost (M.P.C.):   20

Prerequisites --------------------------- : To conjure an animal, you must know that specific animal. To conjure a monster, you must know that specific monster. This applies to all classes of creature, as well as the breed, or type within each species. This can be frustrating for the conjurer, for the creature conjured will be random (it is good for a conjurer to develop creature studies on as many creatures as he or she can, though this can cost be modification-point cost intensive).

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One random creature from the region you are currently in.

Avoidance-Roll:

Yes: Pit Mental-Strength vs. the creature's Mental-Strength to force it to serve you (race to 4).

 

Important:

If the creature wins, it will be freed from the conjuration circle to do as it will (attack, flee, bargain on its own terms, etc.).

     A creature that breaks a Binding spell, is considered an encounter, just as if you had run across it while traveling. Even so, it is still considered as "conjured", which means certain spells will still work against it, or protect you (i.e., Barriers, etc.).

Casting Time:

3 turns (15 seconds).

Damage:

None.

Duration:

2 hours (+2 hours per scroll memorized after the first).

Effect Time:

Instant.

Explanation:

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Bind a conjured creature to your service. If the conjured creature fails its avoidance-roll against you, it must serve you, regardless of whether you give it payment or not (if a reward is given to the creature, it will not develop enmity toward you).

 

Binding a creature to your service will cause it to resent you. Instinctively, a creature will loath you for being forced to do your bidding. No matter what creature class has been conjured, it will remember you.

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

Familiars and other creatures currently in the service of another.

Race types which can be played in Guardians of Utaemia cannot be forced to serve you (however, a race type can willingly serve of his or her own accord, according to the terms set).

Maximum Adjustment:

None.

Notes:

None.

Range:

5 spaces (25').

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell Preparation:

"Set Conjuration Point" must be cast prior to casting this spell.

Spell-points to cast:

10

 

Note:

Spell-points will not begin to regenerate until after the "Duration" of this spell is expired (the caster can release a creature from his or her service at will, thus ending the "Duration").

Susceptibilities:

None.

Value:

20,000 white-gold

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Circle of Denial (Adventurer Spell (levels 6+) Return to top

 

Creates a protective circle about the caster when conjuring a creature.

Modification-Point Cost (M.P.C.):   30

Prerequisites --------------------------- : To conjure an animal, you must know that specific animal. To conjure a monster, you must know that specific monster. This applies to all classes of creature, as well as the breed, or type within each species. This can be frustrating for the conjurer, for the creature conjured will be random (it is good for a conjurer to develop creature studies on as many creatures as he or she can, though this can cost be modification-point cost intensive).

Ability-points to invoke:

None (this is a spell).

Area of Effect:

15' radius (the space the caster is standing upon and the next ring of spaces surrounding it).

Avoidance-Roll:

Yes: If a creature breaks free from the confines of the conjuration spell, and attacks, you must win a Mental-strength vs. the conjured creature's Mental-Strength check (single roll check), in order to repel the creature from the “Area of Effect” of this spell. If this is successful the creature cannot attack the conjurer with any form of attack. See: "Special".

 

The caster will gain a bonus of +1 added to the roll per additional scroll memorized (Max.: +60).

Casting Time:

3 turns (15 seconds).

Damage:

None.

Duration:

6 hours (+1 hour per additional scroll memorized).

Effect Time:

Instant. See: "Spell Preparation".

Explanation:

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When a creature is conjured, the caster must deny the conjured creature passage into the Circle of Denial that has been placed, should the conjured break free.

 

This spell is a must for a conjurer that dares force the presence of creature . . . for conjuring a creature without a gift to pacify it hatches a terrible enmity within it . . . and, if intelligent, it will never forget what has been done.

 

Any offensive attack initiated at the creature being held at bay will break this spell's protective power.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only conjured creatures are effected by the power of this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

As the “Area of Effect”

Resting Time:

3 turns (15 seconds).

Special:

Any which enter into this protective circle must make a successful avoidance-roll vs. "Faith". If this avoidance-roll is successful, the protection granted the caster will also be granted.

Spell Preparation:

The conjurer must create a visible circle around him or herself and then cast this spell, or the protection will not be conjured. See: "Area of Effect".

Spell-points to cast:

15

Susceptibilities:

None.

Value:

30,000 white-gold

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Close Conjuration Point (Adventurer Spell (levels 6+) Return to top

 

Forces a conjuration point to close.

Modification-Point Cost (M.P.C.):   40

Prerequisites --------------------------- : Conjurer.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One conjuration point.

Avoidance-Roll:

Yes and No:

Yes: If the conjuration point is not your own, you must pit your Mental-strength vs. the other caster's Mental-Strength (race to 4), and win, in order to successfully close the conjuration point.

 

No: If the conjuration point is your own.

     However, if a creature is within the conjuration point, you must pit your Mental-strength vs. the creature's Mental-Strength (race to 4), and win, in order to force the creature in our out (this is random). Only then will the conjuration point close successfully.

 

The caster will gain a bonus of +1 added to the roll per additional scroll memorized (Max.: +40).

Casting Time:

1 turn (5 second).

Damage:

None.

Duration:

Permanent.

Effect Time:

Instant. See: "Spell Preparation".

Explanation:

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This spell will force the closing of one conjuration point.

 

See: "Avoidance-roll" in how this is accomplished.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Permanent conjuration points. If a permanent spell is keep a conjuration point open, it must be expelled before the conjuration point can be closed.

Maximum Adjustment:

None.

Notes:

None.

Range:

4 spaces (20').

Resting Time:

3 turns (15 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

20

Susceptibilities:

None.

Value:

40,000 white-gold

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Conjuration Protection (Adventurer Spell (levels 6+) Return to top

 

Has a chance to turn a conjured creature's attack, and lessens the damages received.

Modification-Point Cost (M.P.C.):  30

Prerequisites --------------------------- : Must have at least one "Conjuration" spell in order to learn this spell.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Self or other (even an object).

Avoidance-Roll:

None.

Casting Time:

1 turn (5 second).

Damage:

None.

Duration:

36 turns (3 minutes).

Effect Time:

Instant.

Explanation:

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This spell will create a mental, physical and spiritual protection vs. any conjured creature attack, and will have a 30% chance of negating each attack (+1% per additional scroll memorized (Max.: +20% = 50% chance to negate a strike).

 

Even if the attack of a conjured creature is not turned, the targeted will have a mental, physical and spiritual Damage-Reduction of 1 per additional scroll memorized (Max.: 10 damage-reduction).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only targets attacked by conjured creatures are protected by the power of this spell.

Maximum Adjustment:

See: "Explanation".

Notes:

None.

Range:

6 spaces (30').

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

15

Susceptibilities:

None.

Value:

30,000 white-gold

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Conjure Animal (Adventurer Spell (levels 6+) Return to top

 

This spell will conjure an "Animal" class creature.

Modification-Point Cost (M.P.C.):  10

Prerequisites --------------------------- : Seeker Ability: "Animal Creature Studies" (specific breed of

                                                                                                    animal being conjured).

 

                                                                         "Set Conjuration Point"

 

                                                                          You must also know at least one adventurer Druid spell.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

The place in which the piece of the creature has been placed. See: "Spell Preparation".

Avoidance-Roll:

Yes: The conjurer must win two avoidance-roll checks as follows:

 

First part of the conjuration:

The conjurer must pit his or her Mental-Strength vs. the creature's Mental-Strength (single roll check), and win, to force the creature's presence within the "Set Conjuration Point". This will take 1-D4 +1 turns to accomplish, in which the conjurer must meditate undisturbed.

     This type of conjuring is not an easy thing to accomplish. If the caster fails, an unnatural exhaustion will afflict him or her for 10 turns (50 seconds), during which time conjuring will be impossible. Spell-points used to cast this spell will be wasted, and the spell will fail.

     If the conjurer succeeds, proceed to the "Second" part of the conjuration.

 

Second part of the conjuration:

After a creature has been conjured, it will attempt to break free of the conjuration circle. The conjurer must then pit his or her Mental-Strength vs. the creature's Mental-Strength (race to 4). At this point, if the caster fails, the creature it will break free and attempt escape, or attack (discretion of the G.M.).

     If the conjurer wins, full control of the creature will be achieved for the "Duration" of the spell.

Casting Time:

Instant. See: "Avoidance-roll".

Damage:

None.

Duration:

24 hours. For every scroll memorized after learning this spell, the duration will be lengthened by 1 hour.

Effect Time:

Instant. See: "Avoidance-roll".

Explanation:

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This spell will conjure an animal class creature to serve the caster for the “Duration” of the spell.

 

A creature can only be conjured within the region the caster is presently within. If that specific creature is not native to the region this spell is being cast within, the spell will fail.

 

Once summoned, and control over the creature has been secured, the conjurer can use it to his or her desire.

 

Notes:

There are Divine Favors that will grant the ability to reach into other dimensions and planes to conjure a creature into the plane or dimension the caster is currently within, but initially, this spell does not allow that.

 

The caster can communicate fully with a creature if he or she has conjured it.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Familiars cannot be conjured. Enslaved and/or imprisoned creatures cannot be conjured. A conjured creature's loyalty will break if willingly attacked by the conjurer. If the caster is damaged, the spell will fail.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

4 spaces (20').

Resting Time:

3 turns (15 seconds).

Special:

This spell must be cast with no physical distractions. If anyone touches the Conjurer he or she must successfully make a successful avoidance-roll vs. “Mental-Attack” or the spell must be recast.

Spell Preparation:

The Conjurer must place a piece of the creature (piece of hair, bone, etc.) within a "Set Conjuration Point" upon the ground to conjure it.

     This component will be destroyed upon completion of the spell, whether it succeeds or fails.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Conjure Animation (Adventurer Spell (levels 6+) Return to top

 

This spell will conjure an "Animated" class creature.

Modification-Point Cost (M.P.C.):  34

Prerequisites --------------------------- : Seeker Ability: "Animated Creature Studies" (specific type of

                                                                                                    animated being conjured).

 

                                                                        "Conjure Animal", "Conjure Fiend", "Conjure Monster",

                                                                        "Conjure Organic", "Set Conjuration Point"

 

                                                                          You must also know at least one adventurer Animationist spell.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

The place in which the piece of the creature has been placed. See: "Spell Preparation".

Avoidance-Roll:

Yes: The conjurer must win two avoidance-roll checks as follows:

 

First part of the conjuration:

The conjurer must pit his or her Mental-Strength vs. the creature's Mental-Strength (single roll check), and win, to force the creature's presence within the "Set Conjuration Point". This will take 1-D4 +1 turns to accomplish, in which the conjurer must meditate undisturbed.

     This type of conjuring is not an easy thing to accomplish. If the caster fails, an unnatural exhaustion will afflict him or her for 10 turns (50 seconds), during which time conjuring will be impossible. Spell-points used to cast this spell will be wasted, and the spell will fail.

     If the conjurer succeeds, proceed to the "Second" part of the conjuration.

 

Second part of the conjuration:

After a creature has been conjured, it will attempt to break free of the conjuration circle. The conjurer must then pit his or her Mental-Strength vs. the creature's Mental-Strength (race to 4). At this point, if the caster fails, the creature it will break free and attempt escape, or attack (discretion of the G.M.).

     If the conjurer wins, full control of the creature will be achieved for the "Duration" of the spell.

Casting Time:

Instant. See: "Avoidance-roll".

Damage:

None.

Duration:

24 hours. For every scroll memorized after learning this spell, the duration will be lengthened by 1 hour.

Effect Time:

Instant. See: "Avoidance-roll".

Explanation:

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This spell will conjure an animated class creature to serve the caster for the “Duration” of the spell.

 

A creature can only be conjured within the region the caster is presently within. If that specific creature is not native to the region this spell is being cast within, the spell will fail.

 

Once summoned, and control over the creature has been secured, the conjurer can use it to his or her desire.

 

Notes:

There are Divine Favors that will grant the ability to reach into other dimensions and planes to conjure a creature into the plane or dimension the caster is currently within, but initially, this spell does not allow that.

 

The caster can communicate fully with a creature if he or she has conjured it.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Familiars cannot be conjured. Enslaved and/or imprisoned creatures cannot be conjured. A conjured creature's loyalty will break if willingly attacked by the conjurer. If the caster is damaged, the spell will fail.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

4 spaces (20').

Resting Time:

3 turns (15 seconds).

Special:

This spell must be cast with no physical distractions. If anyone touches the Conjurer he or she must successfully make a successful avoidance-roll vs. “Mental-Attack” or the spell must be recast.

Spell Preparation:

The Conjurer must place a piece of the creature (piece of hair, bone, etc.) within a "Set Conjuration Point" upon the ground to conjure it.

     This component will be destroyed upon completion of the spell, whether it succeeds or fails.

Spell-points to cast:

17

Susceptibilities:

None.

Value:

34,000 white-gold

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Conjure Dead (Adventurer Spell (levels 6+) Return to top

 

This spell will conjure a "Dead" class creature.

Modification-Point Cost (M.P.C.):  100

Prerequisites --------------------------- : Seeker Ability: "Dead Creature Studies" (specific type of

                                                                                                    dead being conjured).

                                                                        

                                                                         "Conjure Animal", "Conjure Animation", "Conjure Enchanted",

                                                                         "Conjure Fiend", "Conjure Gaseous", "Conjure Mind",

                                                                         "Conjure Monster", "Conjure Organic", "Conjure Undead",

                                                                         "Conjure Vahkrin", "Set Conjuration Point"

 

                                                                          You must also know at least one adventurer Necromancer spell

                                                                          (this will change to Death`Knell when the Death`Knell class is

                                                                          installed.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

The place in which the piece of the creature has been placed. See: "Spell Preparation".

Avoidance-Roll:

Yes: The conjurer must win two avoidance-roll checks as follows:

 

First part of the conjuration:

The conjurer must pit his or her Mental-Strength vs. the creature's Mental-Strength (single roll check), and win, to force the creature's presence within the "Set Conjuration Point". This will take 1-D4 +1 turns to accomplish, in which the conjurer must meditate undisturbed.

     This type of conjuring is not an easy thing to accomplish. If the caster fails, an unnatural exhaustion will afflict him or her for 10 turns (50 seconds), during which time conjuring will be impossible. Spell-points used to cast this spell will be wasted, and the spell will fail.

     If the conjurer succeeds, proceed to the "Second" part of the conjuration.

 

Second part of the conjuration:

After a creature has been conjured, it will attempt to break free of the conjuration circle. The conjurer must then pit his or her Mental-Strength vs. the creature's Mental-Strength (race to 4). At this point, if the caster fails, the creature it will break free and attempt escape, or attack (discretion of the G.M.).

     If the conjurer wins, full control of the creature will be achieved for the "Duration" of the spell.

Casting Time:

Instant. See: "Avoidance-roll".

Damage:

None.

Duration:

24 hours. For every scroll memorized after learning this spell, the duration will be lengthened by 1 hour.

Effect Time:

Instant. See: "Avoidance-roll".

Explanation:

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This spell will conjure a dead class creature to serve the caster for the “Duration” of the spell.

 

A creature can only be conjured within the region the caster is presently within. If that specific creature is not native to the region this spell is being cast within, the spell will fail.

 

Once summoned, and control over the creature has been secured, the conjurer can use it to his or her desire.

 

Notes:

There are Divine Favors that will grant the ability to reach into other dimensions and planes to conjure a creature into the plane or dimension the caster is currently within, but initially, this spell does not allow that.

 

The caster can communicate fully with a creature if he or she has conjured it.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Familiars cannot be conjured. Enslaved and/or imprisoned creatures cannot be conjured. A conjured creature's loyalty will break if willingly attacked by the conjurer. If the caster is damaged, the spell will fail.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

4 spaces (20').

Resting Time:

3 turns (15 seconds).

Special:

This spell must be cast with no physical distractions. If anyone touches the Conjurer he or she must successfully make a successful avoidance-roll vs. “Mental-Attack” or the spell must be recast.

Spell Preparation:

The Conjurer must place a piece of the creature (piece of hair, bone, etc.) within a "Set Conjuration Point" upon the ground to conjure it.

     This component will be destroyed upon completion of the spell, whether it succeeds or fails.

Spell-points to cast:

50

Susceptibilities:

None.

Value:

100,000 white-gold

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Conjure Enchanted (Adventurer Spell (levels 6+) Return to top

 

This spell will conjure a "Enchanted" class creature.

Modification-Point Cost (M.P.C.):  40

Prerequisites --------------------------- : Seeker Ability: "Enchanted Creature Studies" (specific type of

                                                                                                    enchanted being conjured).

 

                                                                         "Conjure Animal", "Conjure Animation", "Conjure Fiend",

                                                                         "Conjure Monster", "Conjure Organic", "Set Conjuration Point"

 

                                                                          You must also know at least one adventurer Enchanter spell.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

The place in which the piece of the creature has been placed. See: "Spell Preparation".

Avoidance-Roll:

Yes: The conjurer must win two avoidance-roll checks as follows:

 

First part of the conjuration:

The conjurer must pit his or her Mental-Strength vs. the creature's Mental-Strength (single roll check), and win, to force the creature's presence within the "Set Conjuration Point". This will take 1-D4 +1 turns to accomplish, in which the conjurer must meditate undisturbed.

     This type of conjuring is not an easy thing to accomplish. If the caster fails, an unnatural exhaustion will afflict him or her for 10 turns (50 seconds), during which time conjuring will be impossible. Spell-points used to cast this spell will be wasted, and the spell will fail.

     If the conjurer succeeds, proceed to the "Second" part of the conjuration.

 

Second part of the conjuration:

After a creature has been conjured, it will attempt to break free of the conjuration circle. The conjurer must then pit his or her Mental-Strength vs. the creature's Mental-Strength (race to 4). At this point, if the caster fails, the creature it will break free and attempt escape, or attack (discretion of the G.M.).

     If the conjurer wins, full control of the creature will be achieved for the "Duration" of the spell.

Casting Time:

Instant. See: "Avoidance-roll".

Damage:

None.

Duration:

24 hours. For every scroll memorized after learning this spell, the duration will be lengthened by 1 hour.

Effect Time:

Instant. See: "Avoidance-roll".

Explanation:

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This spell will conjure an enchanted class creature to serve the caster for the “Duration” of the spell.

 

A creature can only be conjured within the region the caster is presently within. If that specific creature is not native to the region this spell is being cast within, the spell will fail.

 

Once summoned, and control over the creature has been secured, the conjurer can use it to his or her desire.

 

Notes:

There are Divine Favors that will grant the ability to reach into other dimensions and planes to conjure a creature into the plane or dimension the caster is currently within, but initially, this spell does not allow that.

 

The caster can communicate fully with a creature if he or she has conjured it.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Familiars cannot be conjured. Enslaved and/or imprisoned creatures cannot be conjured. A conjured creature's loyalty will break if willingly attacked by the conjurer. If the caster is damaged, the spell will fail.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

4 spaces (20').

Resting Time:

3 turns (15 seconds).

Special:

This spell must be cast with no physical distractions. If anyone touches the Conjurer he or she must successfully make a successful avoidance-roll vs. “Mental-Attack” or the spell must be recast.

Spell Preparation:

The Conjurer must place a piece of the creature (piece of hair, bone, etc.) within a "Set Conjuration Point" upon the ground to conjure it.

     This component will be destroyed upon completion of the spell, whether it succeeds or fails.

Spell-points to cast:

20

Susceptibilities:

None.

Value:

40,000 white-gold

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Conjure Fiend (Adventurer Spell (levels 6+) Return to top

 

This spell will conjure a "Fiend" class creature.

Modification-Point Cost (M.P.C.):  28

Prerequisites --------------------------- : Seeker Ability: "Fiend Creature Studies" (specific type of

                                                                                                    fiend being conjured).

 

                                                                         "Conjure Animal", "Conjure Monster", "Conjure Organic",

                                                                         "Set Conjuration Point"

 

                                                                          You will have to know at least one adventurer Summoner spell,

                                                                          when the Summoner is installed.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

The place in which the piece of the creature has been placed. See: "Spell Preparation".

Avoidance-Roll:

Yes: The conjurer must win two avoidance-roll checks as follows:

 

First part of the conjuration:

The conjurer must pit his or her Mental-Strength vs. the creature's Mental-Strength (single roll check), and win, to force the creature's presence within the "Set Conjuration Point". This will take 1-D4 +1 turns to accomplish, in which the conjurer must meditate undisturbed.

     This type of conjuring is not an easy thing to accomplish. If the caster fails, an unnatural exhaustion will afflict him or her for 10 turns (50 seconds), during which time conjuring will be impossible. Spell-points used to cast this spell will be wasted, and the spell will fail.

     If the conjurer succeeds, proceed to the "Second" part of the conjuration.

 

Second part of the conjuration:

After a creature has been conjured, it will attempt to break free of the conjuration circle. The conjurer must then pit his or her Mental-Strength vs. the creature's Mental-Strength (race to 4). At this point, if the caster fails, the creature it will break free and attempt escape, or attack (discretion of the G.M.).

     If the conjurer wins, full control of the creature will be achieved for the "Duration" of the spell.

Casting Time:

Instant. See: "Avoidance-roll".

Damage:

None.

Duration:

24 hours. For every scroll memorized after learning this spell, the duration will be lengthened by 1 hour.

Effect Time:

Instant. See: "Avoidance-roll".

Explanation:

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This spell will conjure a fiend class creature to serve the caster for the “Duration” of the spell.

 

A creature can only be conjured within the region the caster is presently within. If that specific creature is not native to the region this spell is being cast within, the spell will fail.

 

Once summoned, and control over the creature has been secured, the conjurer can use it to his or her desire.

 

Notes:

There are Divine Favors that will grant the ability to reach into other dimensions and planes to conjure a creature into the plane or dimension the caster is currently within, but initially, this spell does not allow that.

 

The caster can communicate fully with a creature if he or she has conjured it.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Familiars cannot be conjured. Enslaved and/or imprisoned creatures cannot be conjured. A conjured creature's loyalty will break if willingly attacked by the conjurer. If the caster is damaged, the spell will fail.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

4 spaces (20').

Resting Time:

3 turns (15 seconds).

Special:

This spell must be cast with no physical distractions. If anyone touches the Conjurer he or she must successfully make a successful avoidance-roll vs. “Mental-Attack” or the spell must be recast.

Spell Preparation:

The Conjurer must place a piece of the creature (piece of hair, bone, etc.) within a "Set Conjuration Point" upon the ground to conjure it.

     This component will be destroyed upon completion of the spell, whether it succeeds or fails.

Spell-points to cast:

14

Susceptibilities:

None.

Value:

28,000 white-gold

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Conjure Gaseous (Adventurer Spell (levels 6+) Return to top

 

This spell will conjure a "Gaseous" class creature.

Modification-Point Cost (M.P.C.):  58

Prerequisites --------------------------- : Seeker Ability: "Gaseous Creature Studies" (specific breed of

                                                                                                    gaseous being conjured).

 

                                                                         "Conjure Animal", "Conjure Animation", "Conjure Enchanted",

                                                                         "Conjure Fiend", "Conjure Gaseous", "Conjure Monster",

                                                                         "Conjure Organic", "Conjure Undead", "Conjure Vahkrin",

                                                                         "Set Conjuration Point"

 

                                                                          You must also know at least one adventurer Elemental Magician spell.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

The place in which the piece of the creature has been placed. See: "Spell Preparation".

Avoidance-Roll:

Yes: The conjurer must win two avoidance-roll checks as follows:

 

First part of the conjuration:

The conjurer must pit his or her Mental-Strength vs. the creature's Mental-Strength (single roll check), and win, to force the creature's presence within the "Set Conjuration Point". This will take 1-D4 +1 turns to accomplish, in which the conjurer must meditate undisturbed.

     This type of conjuring is not an easy thing to accomplish. If the caster fails, an unnatural exhaustion will afflict him or her for 10 turns (50 seconds), during which time conjuring will be impossible. Spell-points used to cast this spell will be wasted, and the spell will fail.

     If the conjurer succeeds, proceed to the "Second" part of the conjuration.

 

Second part of the conjuration:

After a creature has been conjured, it will attempt to break free of the conjuration circle. The conjurer must then pit his or her Mental-Strength vs. the creature's Mental-Strength (race to 4). At this point, if the caster fails, the creature it will break free and attempt escape, or attack (discretion of the G.M.).

     If the conjurer wins, full control of the creature will be achieved for the "Duration" of the spell.

Casting Time:

Instant. See: "Avoidance-roll".

Damage:

None.

Duration:

24 hours. For every scroll memorized after learning this spell, the duration will be lengthened by 1 hour.

Effect Time:

Instant. See: "Avoidance-roll".

Explanation:

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This spell will conjure a gaseous class creature to serve the caster for the “Duration” of the spell.

 

A creature can only be conjured within the region the caster is presently within. If that specific creature is not native to the region this spell is being cast within, the spell will fail.

 

Once summoned, and control over the creature has been secured, the conjurer can use it to his or her desire.

 

Notes:

There are Divine Favors that will grant the ability to reach into other dimensions and planes to conjure a creature into the plane or dimension the caster is currently within, but initially, this spell does not allow that.

 

The caster can communicate fully with a creature if he or she has conjured it.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Familiars cannot be conjured. Enslaved and/or imprisoned creatures cannot be conjured. A conjured creature's loyalty will break if willingly attacked by the conjurer. If the caster is damaged, the spell will fail.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

4 spaces (20').

Resting Time:

3 turns (15 seconds).

Special:

This spell must be cast with no physical distractions. If anyone touches the Conjurer he or she must successfully make a successful avoidance-roll vs. “Mental-Attack” or the spell must be recast.

Spell Preparation:

The Conjurer must place a piece of the creature (piece of hair, bone, etc.) within a "Set Conjuration Point" upon the ground to conjure it.

     This component will be destroyed upon completion of the spell, whether it succeeds or fails.

Spell-points to cast:

29

Susceptibilities:

None.

Value:

58,000 white-gold

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Conjure Mind (Adventurer Spell (levels 6+) Return to top

 

This spell will conjure a "Mind" class creature.

Modification-Point Cost (M.P.C.):  64

Prerequisites --------------------------- : Seeker Ability: "Mind Creature Studies" (specific breed of

                                                                                                    mind being conjured).

 

                                                                         "Conjure Animal", "Conjure Animation", "Conjure Enchanted",

                                                                         "Conjure Fiend", "Conjure Gaseous", "Conjure Mind",

                                                                         "Conjure Monster", "Conjure Organic", "Conjure Undead",

                                                                         "Conjure Vahkrin", "Set Conjuration Point"

 

                                                                          You must also know at least one adventurer Psychic spell.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

The place in which the piece of the creature has been placed. See: "Spell Preparation".

Avoidance-Roll:

Yes: The conjurer must win two avoidance-roll checks as follows:

 

First part of the conjuration:

The conjurer must pit his or her Mental-Strength vs. the creature's Mental-Strength (single roll check), and win, to force the creature's presence within the "Set Conjuration Point". This will take 1-D4 +1 turns to accomplish, in which the conjurer must meditate undisturbed.

     This type of conjuring is not an easy thing to accomplish. If the caster fails, an unnatural exhaustion will afflict him or her for 10 turns (50 seconds), during which time conjuring will be impossible. Spell-points used to cast this spell will be wasted, and the spell will fail.

     If the conjurer succeeds, proceed to the "Second" part of the conjuration.

 

Second part of the conjuration:

After a creature has been conjured, it will attempt to break free of the conjuration circle. The conjurer must then pit his or her Mental-Strength vs. the creature's Mental-Strength (race to 4). At this point, if the caster fails, the creature it will break free and attempt escape, or attack (discretion of the G.M.).

     If the conjurer wins, full control of the creature will be achieved for the "Duration" of the spell.

Casting Time:

Instant. See: "Avoidance-roll".

Damage:

None.

Duration:

24 hours. For every scroll memorized after learning this spell, the duration will be lengthened by 1 hour.

Effect Time:

Instant. See: "Avoidance-roll".

Explanation:

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This spell will conjure a mind class creature to serve the caster for the “Duration” of the spell.

 

A creature can only be conjured within the region the caster is presently within. If that specific creature is not native to the region this spell is being cast within, the spell will fail.

 

Once summoned, and control over the creature has been secured, the conjurer can use it to his or her desire.

 

Notes:

There are Divine Favors that will grant the ability to reach into other dimensions and planes to conjure a creature into the plane or dimension the caster is currently within, but initially, this spell does not allow that.

 

The caster can communicate fully with a creature if he or she has conjured it.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Familiars cannot be conjured. Enslaved and/or imprisoned creatures cannot be conjured. A conjured creature's loyalty will break if willingly attacked by the conjurer. If the caster is damaged, the spell will fail.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

4 spaces (20').

Resting Time:

3 turns (15 seconds).

Special:

This spell must be cast with no physical distractions. If anyone touches the Conjurer he or she must successfully make a successful avoidance-roll vs. “Mental-Attack” or the spell must be recast.

Spell Preparation:

The Conjurer must place a piece of the creature (piece of hair, bone, etc.) within a "Set Conjuration Point" upon the ground to conjure it.

     This component will be destroyed upon completion of the spell, whether it succeeds or fails.

Spell-points to cast:

32

Susceptibilities:

None.

Value:

64,000 white-gold

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Conjure Monster (Adventurer Spell (levels 6+) Return to top

 

This spell will conjure a "Monster" class creature.

Modification-Point Cost (M.P.C.):  16

Prerequisites --------------------------- : Seeker Ability: "Monster Creature Studies" (specific breed of

                                                                                                    monster being conjured).

 

                                                                         "Conjure Animal", "Set Conjuration Point"

 

                                                                          You must also know at least one adventurer Druid spell if it's a

                                                                          giant animal you are conjuring.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

The place in which the piece of the creature has been placed. See: "Spell Preparation".

Avoidance-Roll:

Yes: The conjurer must win two avoidance-roll checks as follows:

 

First part of the conjuration:

The conjurer must pit his or her Mental-Strength vs. the creature's Mental-Strength (single roll check), and win, to force the creature's presence within the "Set Conjuration Point". This will take 1-D4 +1 turns to accomplish, in which the conjurer must meditate undisturbed.

     This type of conjuring is not an easy thing to accomplish. If the caster fails, an unnatural exhaustion will afflict him or her for 10 turns (50 seconds), during which time conjuring will be impossible. Spell-points used to cast this spell will be wasted, and the spell will fail.

     If the conjurer succeeds, proceed to the "Second" part of the conjuration.

 

Second part of the conjuration:

After a creature has been conjured, it will attempt to break free of the conjuration circle. The conjurer must then pit his or her Mental-Strength vs. the creature's Mental-Strength (race to 4). At this point, if the caster fails, the creature it will break free and attempt escape, or attack (discretion of the G.M.).

     If the conjurer wins, full control of the creature will be achieved for the "Duration" of the spell.

Casting Time:

Instant. See: "Avoidance-roll".

Damage:

None.

Duration:

24 hours. For every scroll memorized after learning this spell, the duration will be lengthened by 1 hour.

Effect Time:

Instant. See: "Avoidance-roll".

Explanation:

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This spell will conjure a monster class creature to serve the caster for the “Duration” of the spell.

 

A creature can only be conjured within the region the caster is presently within. If that specific creature is not native to the region this spell is being cast within, the spell will fail.

 

Once summoned, and control over the creature has been secured, the conjurer can use it to his or her desire.

 

Notes:

There are Divine Favors that will grant the ability to reach into other dimensions and planes to conjure a creature into the plane or dimension the caster is currently within, but initially, this spell does not allow that.

 

The caster can communicate fully with a creature if he or she has conjured it.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Familiars cannot be conjured. Enslaved and/or imprisoned creatures cannot be conjured. A conjured creature's loyalty will break if willingly attacked by the conjurer. If the caster is damaged, the spell will fail.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

4 spaces (20').

Resting Time:

3 turns (15 seconds).

Special:

This spell must be cast with no physical distractions. If anyone touches the Conjurer he or she must successfully make a successful avoidance-roll vs. “Mental-Attack” or the spell must be recast.

Spell Preparation:

The Conjurer must place a piece of the creature (piece of hair, bone, etc.) within a "Set Conjuration Point" upon the ground to conjure it.

     This component will be destroyed upon completion of the spell, whether it succeeds or fails.

Spell-points to cast:

8

Susceptibilities:

None.

Value:

16,000 white-gold

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Conjure Organic (Adventurer Spell (levels 6+) Return to top

 

This spell will conjure a "Organic" class creature.

Modification-Point Cost (M.P.C.):  22

Prerequisites --------------------------- : Seeker Ability: "Organic Creature Studies" (specific breed of

                                                                                                    organic being conjured).

 

                                                                         "Conjure Animal", "Conjure Monster", "Set Conjuration Point"

 

                                                                          You must also know at least one adventurer Druid spell.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

The place in which the piece of the creature has been placed. See: "Spell Preparation".

Avoidance-Roll:

Yes: The conjurer must win two avoidance-roll checks as follows:

 

First part of the conjuration:

The conjurer must pit his or her Mental-Strength vs. the creature's Mental-Strength (single roll check), and win, to force the creature's presence within the "Set Conjuration Point". This will take 1-D4 +1 turns to accomplish, in which the conjurer must meditate undisturbed.

     This type of conjuring is not an easy thing to accomplish. If the caster fails, an unnatural exhaustion will afflict him or her for 10 turns (50 seconds), during which time conjuring will be impossible. Spell-points used to cast this spell will be wasted, and the spell will fail.

     If the conjurer succeeds, proceed to the "Second" part of the conjuration.

 

Second part of the conjuration:

After a creature has been conjured, it will attempt to break free of the conjuration circle. The conjurer must then pit his or her Mental-Strength vs. the creature's Mental-Strength (race to 4). At this point, if the caster fails, the creature it will break free and attempt escape, or attack (discretion of the G.M.).

     If the conjurer wins, full control of the creature will be achieved for the "Duration" of the spell.

Casting Time:

Instant. See: "Avoidance-roll".

Damage:

None.

Duration:

24 hours. For every scroll memorized after learning this spell, the duration will be lengthened by 1 hour.

Effect Time:

Instant. See: "Avoidance-roll".

Explanation:

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This spell will conjure an organic class creature to serve the caster for the “Duration” of the spell.

 

A creature can only be conjured within the region the caster is presently within. If that specific creature is not native to the region this spell is being cast within, the spell will fail.

 

Once summoned, and control over the creature has been secured, the conjurer can use it to his or her desire.

 

Notes:

There are Divine Favors that will grant the ability to reach into other dimensions and planes to conjure a creature into the plane or dimension the caster is currently within, but initially, this spell does not allow that.

 

The caster can communicate fully with a creature if he or she has conjured it.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Familiars cannot be conjured. Enslaved and/or imprisoned creatures cannot be conjured. A conjured creature's loyalty will break if willingly attacked by the conjurer. If the caster is damaged, the spell will fail.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

4 spaces (20').

Resting Time:

3 turns (15 seconds).

Special:

This spell must be cast with no physical distractions. If anyone touches the Conjurer he or she must successfully make a successful avoidance-roll vs. “Mental-Attack” or the spell must be recast.

Spell Preparation:

The Conjurer must place a piece of the creature (piece of hair, bone, etc.) within a "Set Conjuration Point" upon the ground to conjure it.

     This component will be destroyed upon completion of the spell, whether it succeeds or fails.

Spell-points to cast:

11

Susceptibilities:

None.

Value:

22,000 white-gold

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Conjure Undead (Adventurer Spell (levels 6+) Return to top

 

This spell will conjure a "Organic" class creature.

Modification-Point Cost (M.P.C.):  52

Prerequisites --------------------------- : Seeker Ability: "Undead Creature Studies" (specific breed of

                                                                                                    undead being conjured).

 

                                                                         "Conjure Animal", "Conjure Animation", "Conjure Enchanted",

                                                                         "Conjure Fiend", "Conjure Monster", "Conjure Organic",

                                                                         "Conjure Undead","Conjure Vahkrin", "Set Conjuration Point"

 

                                                                          You must also know at least one adventurer Necromancer spell.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

The place in which the piece of the creature has been placed. See: "Spell Preparation".

Avoidance-Roll:

Yes: The conjurer must win two avoidance-roll checks as follows:

 

First part of the conjuration:

The conjurer must pit his or her Mental-Strength vs. the creature's Mental-Strength (single roll check), and win, to force the creature's presence within the "Set Conjuration Point". This will take 1-D4 +1 turns to accomplish, in which the conjurer must meditate undisturbed.

     This type of conjuring is not an easy thing to accomplish. If the caster fails, an unnatural exhaustion will afflict him or her for 10 turns (50 seconds), during which time conjuring will be impossible. Spell-points used to cast this spell will be wasted, and the spell will fail.

     If the conjurer succeeds, proceed to the "Second" part of the conjuration.

 

Second part of the conjuration:

After a creature has been conjured, it will attempt to break free of the conjuration circle. The conjurer must then pit his or her Mental-Strength vs. the creature's Mental-Strength (race to 4). At this point, if the caster fails, the creature it will break free and attempt escape, or attack (discretion of the G.M.).

     If the conjurer wins, full control of the creature will be achieved for the "Duration" of the spell.

Casting Time:

Instant. See: "Avoidance-roll".

Damage:

None.

Duration:

24 hours. For every scroll memorized after learning this spell, the duration will be lengthened by 1 hour.

Effect Time:

Instant. See: "Avoidance-roll".

Explanation:

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This spell will conjure an undead class creature to serve the caster for the “Duration” of the spell.

 

A creature can only be conjured within the region the caster is presently within. If that specific creature is not native to the region this spell is being cast within, the spell will fail.

 

Once summoned, and control over the creature has been secured, the conjurer can use it to his or her desire.

 

Notes:

There are Divine Favors that will grant the ability to reach into other dimensions and planes to conjure a creature into the plane or dimension the caster is currently within, but initially, this spell does not allow that.

 

The caster can communicate fully with a creature if he or she has conjured it.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Familiars cannot be conjured. Enslaved and/or imprisoned creatures cannot be conjured. A conjured creature's loyalty will break if willingly attacked by the conjurer. If the caster is damaged, the spell will fail.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

4 spaces (20').

Resting Time:

3 turns (15 seconds).

Special:

This spell must be cast with no physical distractions. If anyone touches the Conjurer he or she must successfully make a successful avoidance-roll vs. “Mental-Attack” or the spell must be recast.

Spell Preparation:

The Conjurer must place a piece of the creature (piece of hair, bone, etc.) within a "Set Conjuration Point" upon the ground to conjure it.

     This component will be destroyed upon completion of the spell, whether it succeeds or fails.

Spell-points to cast:

26

Susceptibilities:

None.

Value:

52,000 white-gold

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Conjure Vahkrin (Adventurer Spell (levels 6+) Return to top

 

This spell will conjure a "Vahkrin" class creature.

Modification-Point Cost (M.P.C.):  46

Prerequisites --------------------------- : Seeker Ability: The specific breed or type of vahkrin being

                                                                          conjured must be known, as in other Conjuring spells.

 

                                                                         "Conjure Animal", "Conjure Animation", "Conjure Enchanted",

                                                                         "Conjure Fiend", "Conjure Monster", "Conjure Organic",

                                                                         "Conjure Vahkrin", "Set Conjuration Point"

 

                                                                           You will have to know at least one adventurer Summoner spell,

                                                                           when the Summoner is installed.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

The place in which the piece of the creature has been placed. See: "Spell Preparation".

Avoidance-Roll:

Yes: The conjurer must win two avoidance-roll checks as follows:

 

First part of the conjuration:

The conjurer must pit his or her Mental-Strength vs. the creature's Mental-Strength (single roll check), and win, to force the creature's presence within the "Set Conjuration Point". This will take 1-D4 +1 turns to accomplish, in which the conjurer must meditate undisturbed.

     This type of conjuring is not an easy thing to accomplish. If the caster fails, an unnatural exhaustion will afflict him or her for 10 turns (50 seconds), during which time conjuring will be impossible. Spell-points used to cast this spell will be wasted, and the spell will fail.

     If the conjurer succeeds, proceed to the "Second" part of the conjuration.

 

Second part of the conjuration:

After a creature has been conjured, it will attempt to break free of the conjuration circle. The conjurer must then pit his or her Mental-Strength vs. the creature's Mental-Strength (race to 4). At this point, if the caster fails, the creature it will break free and attempt escape, or attack (discretion of the G.M.).

     If the conjurer wins, full control of the creature will be achieved for the "Duration" of the spell.

Casting Time:

Instant. See: "Avoidance-roll".

Damage:

None.

Duration:

24 hours. For every scroll memorized after learning this spell, the duration will be lengthened by 1 hour.

Effect Time:

Instant. See: "Avoidance-roll".

Explanation:

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This spell will conjure a vahkrin class creature to serve the caster for the “Duration” of the spell.

 

A creature can only be conjured within the region the caster is presently within. If that specific creature is not native to the region this spell is being cast within, the spell will fail.

 

Once summoned, and control over the creature has been secured, the conjurer can use it to his or her desire.

 

Notes:

There are Divine Favors that will grant the ability to reach into other dimensions and planes to conjure a creature into the plane or dimension the caster is currently within, but initially, this spell does not allow that.

 

The caster can communicate fully with a creature if he or she has conjured it.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Familiars cannot be conjured. Enslaved and/or imprisoned creatures cannot be conjured. A conjured creature's loyalty will break if willingly attacked by the conjurer. If the caster is damaged, the spell will fail.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

4 spaces (20').

Resting Time:

3 turns (15 seconds).

Special:

This spell must be cast with no physical distractions. If anyone touches the Conjurer he or she must successfully make a successful avoidance-roll vs. “Mental-Attack” or the spell must be recast.

Spell Preparation:

The Conjurer must place a piece of the creature (piece of hair, bone, etc.) within a "Set Conjuration Point" upon the ground to conjure it.

     This component will be destroyed upon completion of the spell, whether it succeeds or fails.

Spell-points to cast:

23

Susceptibilities:

None.

Value:

46,000 white-gold

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Containment (Adventurer Spell (levels 6+) Return to top

 

This spell will force a conjured creature to remain within the Area of Effect of a "Set Conjuration Point".

Modification-Point Cost (M.P.C.):  20

Prerequisites --------------------------- : A conjurer can only contain a creature he or she has conjured,

                                                                         or has aided another in conjuring.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

The Area of Effect of the "Set Conjuration Point" spell already in play.

Avoidance-Roll:

Yes: The conjurer must pit his or her Mental-Strength vs. the creature's Mental-Strength (race to 4), and win.

 

If successful, the conjurer will force a conjured creature to remain within the Area of Effect of a "Set Conjuration Point" spell already in play.

Casting Time:

Instant.

Damage:

None.

Duration:

1-D6 hours. For every scroll memorized after learning this spell, the duration will be lengthened by 1 hour.

Effect Time:

Instant.

Explanation:

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This spell will force a conjured creature to be contained within the "Set Conjuration Point". If the creature is not within the Set Conjuration Point, this spell will be useless.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only conjured creatures can be held within a "Set Conjuration Point".

Maximum Adjustment:

None.

Notes:

None.

Range:

4 spaces (20').

Resting Time:

3 turns (15 seconds), though the resting time will be delayed for 1 turn 5 seconds) before taking effect.

Special:

None.

Spell Preparation:

Only that the creature being contained has been conjured, and that a "Set Conjuration Point" is still in effect.

Spell-points to cast:

10

Susceptibilities:

None.

Value:

20,000 white-gold

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Familiar (Adventurer Spell (levels 6+) Return to top

 

Conjures an Imp from the UnderWorld to serve the Conjurer permanently.

Modification-Point Cost (M.P.C.):   Minor Imp --- : 24

                                                                          Drungle Imp - : 28
                                                                          Gargan Imp -- : 32
                                                                          Satiris Imp --- : 36

 

Prerequisites --------------------------- : Drungle Imp - : Must have Minor Imp.
                                                                         Gargan Imp -- : Must have Drungle Imp.
                                                                         Satiris Imp --- : Must have Gargan Imp.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

See: "Spell Preparation".

Avoidance-Roll:

Yes: The conjurer must pit his or her Mental-Strength vs. the Imp to be conjured, and win, in order to force the Imp's presence and permanent service.

Casting Time:

1 hour (720 turns).

Damage:

None.

Duration:

Permanent.

Effect Time:

3 turns (15 seconds) to come forth from the UnderWorld.

Explanation:

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     This spell will conjure an Imp from the UnderWorld to permanently serve the caster. The type of Imp that can be conjured will be up to the Conjurer if he or she has the spell to conjure it (and meets the prerequisites).

     If the caster fails the avoidance-roll, the Imp will be free to attack the caster, or flee (discretion of the G.M.).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

An Imp that is already bound to the service of another conjurer, or an Imp that is bound by magic, an ability, or power, cannot be conjured.

Maximum Adjustment:

Only one Imp of each breed can be used as a Familiar at one time. A Conjurer can have four Imp Familiars if they are different breeds (i.e., Minor, Drungle, Gargan and Satiris Imps).

Notes:

None.

Range:

There is no range set to this spell as the power of this spell will reach into another plane to retrieve the desired Imp.

Resting Time:

24 hours.

Special:

This spell must be cast with no distractions. If anyone talks or touches the Conjurer, the Conjurer must a successful avoidance-roll vs. “Mental-attack” or the spell must be recast.

 

If a conjuring is interrupted there will be a 10% chance of encountering a random UnderWorld dweller, which will force its way out of the UnderWorld and into the presence of the Conjurer.

Spell Preparation:

The Conjurer must make a 15' radius circle upon a horizontal surface with finely powdered volcanic ash. Within this circle there must be placed a ruby, no less that 10 scale in size. The ruby will be destroyed upon completion of the spell, whether the spell succeeds or fails.

Spell-points to cast:

Minor Imp: 6; Drungle Imp: 7; Gargan Imp: 8; Satirist Imp: 9

Susceptibilities:

When a familiar is successfully gotten, the spell-points cast to conjure it will never regenerate again until the Imp has been verbally released from the caster's service, or killed.

Value:

45,000 white-gold

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Set Conjuration Point (Adventurer Spell (levels 6+) Return to top

 

Marks the area where a conjuration will take place.

Modification-Point Cost (M.P.C.):   8

Ability-points to invoke:

None (this is a spell).

Area of Effect:

The Set Conjuration Point will be cast upon one single space, thus becoming the very central point of a physical conjuration ring.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

8 hours (+1 hour per scroll memorized after learning the spell).

Effect Time:

Instant.

Explanation:

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This spell marks the area where a conjuration will take place, enabling the Area of Effect of all other conjuration, and conjuration-type, spells.

 

Without first casting this spell, a conjuration will never work, as it prepares the area to become a gateway where conjured creatures are to appear.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

One can read the words on a parchment by the illumination of this spell if one has a 40+ Awareness.

Range:

4 spaces (20').

Resting Time:

None.

Special:

None.

Spell Preparation:

A gem of any value must be placed within the space where this spell is to be cast.

 

Note:

When the spell is cast, the gem will disintegrate, and the powder of the gem will form a rune-like image on the ground that will illuminate enough to be seen in twilight. In the daylight hours, it will take an Awareness of 40+ to be detected (an avoidance-roll vs. "Awareness" will discover it).

Spell-points to cast:

4

Susceptibilities:

None.

Value:

8,000 white-gold

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Shadow Stalker (Adventurer Spell (levels 6+) Return to top

 

Creates a creature of shadow

Modification-Point Cost (M.P.C.):   20

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Shadow Stalker.

 

Note:

The “Area of Effect” is stated as such do to this spell being an actual creature.

Avoidance-Roll:

None.

Casting Time:

2 turns (10 seconds)

Damage:

Shadow Stalker has the same attacks and damage as a Forest Cat.

Duration:

1 hour x the level of the caster, or until it is dispersed by light or slain.

Effect Time:

1 turn (5 seconds)

Explanation:

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     This spell will conjure a cat-like creature from present shadows, forming it into a creature that will protect and watch over the Conjurer and his or her abode.

     The Conjurer can conjure 1 Shadow Cat (+1 additional Shadow Cat per 7 levels advanced), but only one at a time.

     Treat the Shadow Stalker as a Forest Cat, 1/2 the level (founded down) of the Conjurer

     A Shadow Stalker only needs a Rank-0 weapon to harm it.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Enchanted, Gaseous and Spirit creatures are not effected by this spell. Mental-attacks have no effect upon this spell-creature.

Maximum Adjustment:

None.

Notes:

When the sun comes up, at its zenith, the Shadow Stalker will be banished (whether it remains within shadow or not).

Range:

4 spaces (20')

Resting Time:

5 turns (25 seconds)

Special:

None.

Spell Preparation:

This spell cannot be cast in total light, there must be shadows present.

Spell-points to cast:

10

Susceptibilities:

Light-based spells that shed actual sunlight will destroy this creature in 3 turns (15 seconds)

Value:

20,000 white-gold

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