Seeker Abilities and Spells (Conjuration Studies):

Modification-Point Cost: 2

Taps into the abilities and spells of this class. Once this has been purchased, a character can then proceed to purchase actual abilities and spells.

 

Prerequisites for this class:

Seeker Abilities: "Magical Prowess"

 

%Roll:  Conjurer Abilities and Spells: 6

01-25:    Binding (Minor)                                                (Spell) (Modification-Point cost 2).

                                                                                                     Bind a conjured 0 to 5th level creature to serve you.

 

26-50:    Conjuration Circle                                            (Spell) (Modification-Point cost 2).

                                                                                                     Create a circle of Protection during a conjuration.

51-75:   Conjuring: %Roll: Conjured creatures:

                                01-40:   Conjure Minor Elemental (Spell) (Modification-Point cost 2).

                                                                                                      Conjure one Minor Elemental of Air, Earth, Fire, or

                                                                                                      Water to serve you.

 

                                41-80:   Conjure Minor Imp           (Spell) (Modification-Point cost 2).

                                                                                                     Conjures one Minor Imp to serve you.

 

                                81-00:   Conjure Nether`Fiend       (Spell) (Modification-Point cost 2).

                                                                                                     Conjures one Nether`Fiend to serve you.

76-00:     Protection

 

 

Binding (Minor) (Seeker Spell (levels 0 - 5) Return to top

 

Caster binds a creature to do his or her will in one thing needed or wanted.

Modification-Point Cost (M.P.C.):   2

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

Ability-points to invoke:

None (this is a spel).

Area of Effect:

1 creature.

Avoidance-Roll:

Yes. Caster must succesfully pit Mental-Strength vs. the creature's Mental-Strength.

 

See: "Explanation".

Casting Time:

1 turns (15 seconds).

Damage:

None.

Duration:

1-D12 +2 hours (+1 hour per 3 levels advanced).

Effect Time:

Instant.

Explanation:

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When cast upon a conjured creature, this spell will bind it to do the will of the Conjurer.

 

The targeted creature cannot be higher level than 1/2 the caster's level (rounded up).

 

See: "Avoidance-Roll".

Hand Movement:

2 Handed.

Healing:

Not applicable.

Immunities:

Level #6+ creatures cannot be effected by the power of this spell.

Maximum Adjustment:

5th level targeted creature.

Notes:

None.

Range:

4 spaces (20')

Resting Time:

None.

Special:

None.

Spell Preparation:

10 gems of any value and size must be placed in a circle about the caster before it is conjured.

Spell-points to cast:

2

Susceptibilities:

The caster will gain 2 attempts at the "Avoidance-Roll" if the targeted creature is less than 1/2 his or her level.

Value:

600 white-gole.

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Conjuration Circle (Seeker Spell (levels 0 - 5) Return to top

 

The Conjure will make a circle of gems 15' in diameter and cast Circle of Protection upon it for protection during a conjuration.

Modification-Point Cost (M.P.C.):   2

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

Ability-points to invoke:

None (this is a spel).

Area of Effect:

1 space (5') and the next ring of spaces directly connected to that space (15' diameter).

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

Permanent until a conjuration is preformed within this circle.

Effect Time:

Instant.

Explanation:

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This spell is the key to conjuring any creature or object. Without a prepared "Conjuration Circle", a conjuration simply will not be successful.

 

See: "Spell Preparation".

Hand Movement:

10 gems must be placed in a circle. The casting of the spell will require two hands.

Healing:

Not applicable.

Immunities:

None.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

5 spaces (25')

Resting Time:

None.

Special:

None.

Spell Preparation:

10 gems must be placed in a circle which measures 15' in diameter before the spell is cast. This is known as the"Conjuration Circle".

Spell-points to cast:

2

Susceptibilities:

None.

Value:

1,700 white-gold

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Conjure Minor Elemental (Seeker Spell (levels 0 - 5) Return to top

 

Conjure one Minor Elemental of Air, Earth, Fire, or Water to serve the caster (the Conjurer must state which Minor Elemental will be conjured).

Modification-Point Cost (M.P.C.):   2

Prerequisites --------------------------- : "Conjuration Circle"

Ability-points to invoke:

None (this is a spel).

Area of Effect:

One elemental.

Avoidance-Roll:

After an Elemental has been conjured, it will attempt to break free of the conjuration circle. The caster must successfully pit his or her Mental-Strength vs. the creatures (race to 4), or it will break free and attack the conjurer.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

1 moon (30 days). After the "Duration" has expired, the conjured Elemental will fade away.

Effect Time:

1-D4 -1 turns.

Explanation:

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This spell will conjure one single Minor Elemental forth from the dimension it resides within to aid the caster (i.e., fire elemental from the fire dimension, water elemental from the water dimension, etc.).

 

If the avoidance-roll is successful, the Elemental can be released from the conjuration circle safely. If the avoidance-roll is not successful, it will break free of the circle's power to restrain it. It will then be free to attack the conjurer, flee, etc. It will be free to roam at its own will and pleasure.

 

See: "Elemental, Air, Minor", "Elemental, Earth, Minor", "Elemental, Fire, Minor", "Elemental, Water, Minor" in the E Section of the
Creatures Book.

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

Conjurer cannot summon an elemental already summoned, or under the servitude of another.

Maximum Adjustment:

See: "Duration".

Notes:

None.

Range:

5 spaces (25')

Resting Time:

None.

Special:

None.

Spell Preparation:

10 gems must be placed in a circle which measures 15' in diameter before the spell is cast. This is known as the"Conjuration Circle". After this spell has been cast, the gems will fade away into thin wisps of smoke.

Spell-points to cast:

2 More than one elemental can be conjured, but spell-points will not begin to regenerate until this creature is destroyed, or is dismissed.

 

Note:

Elementals can only be conjured one at a time.

Susceptibilities:

None.

Value:

2,000 white-gold

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Conjure Minor Imp (Seeker Spell (levels 0 - 5) Return to top

 

Conjures one Minor Imp to serve the Conjurer.

Modification-Point Cost (M.P.C.):   2

Prerequisites --------------------------- : "Conjuration Circle"

Ability-points to invoke:

None (this is a spel).

Area of Effect:

One Minor Imp.

Avoidance-Roll:

After an Imp has been conjured, it will attempt to break free of the conjuration circle. The caster must successfully pit his or her Mental-Strength vs. the creatures (race to 4), or it will break free and attack the conjurer.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

1 moon (30 days). After the "Duration" has expired, the conjured Imp will fade away, returning to its place it was taken from.

Effect Time:

1-D4 -1 turns.

Explanation:

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This spell will conjure one single Minor Imp forth from the plane it resides within to aid the caster.

 

If the avoidance-roll is successful, the Imp can be released from the conjuration circle safely. If the avoidance-roll is not successful, it will break free of the circle's power to restrain it. It will then be free to attack the conjurer, flee, etc.It will be free to roam at its own will and pleasure.

 

See: "Imp, Minor" in the V Section of the Creatures Book.

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

Conjurer cannot summon an imp already summoned, or under the servitude of another.

Maximum Adjustment:

See: "Duration".

Notes:

None.

Range:

5 spaces (25')

Resting Time:

None.

Special:

None.

Spell Preparation:

10 gems must be placed in a circle which measures 15' in diameter before the spell is cast. This is known as the"Conjuration Circle". After this spell has been cast, the gems will fade away into thin wisps of smoke.

Spell-points to cast:

2 More than one imp can be conjured, but spell-points will not begin to regenerate until this creature is destroyed, or is dismissed.

 

Note:

Imps can only be conjured one at a time.

Susceptibilities:

None.

Value:

2,000 white-gold

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Conjure Nether`Fiend (Seeker Spell (levels 0 - 5) Return to top

 

Conjures one Nether`Fiend to serve the Conjurer.

Modification-Point Cost (M.P.C.):   2

Prerequisites --------------------------- : "Conjuration Circle"

Ability-points to invoke:

None (this is a spel).

Area of Effect:

One Nether`Fiend.

Avoidance-Roll:

None.

 

Note:

Unlike other conjurations, the NetherFiend willingly submits itself to the will of the conjurer.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

1 moon (30 days). After the "Duration" has expired, the conjured Nether`Fiend will fade away, returning to its place it was taken from.

Effect Time:

1-D4 -1 turns.

Explanation:

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This spell conjures one single Nether`Fiend to aid the caster. The Nether`Fiend will work fervently to accomplish the conjurer's every command. When this creature is summoned, it will faithfully serve the conjurer single mindedly.

 

If a Nether`Fiend faithfully and successfully completes a conjurer's bidding, it will be rewarded with the increase of one full level upon its return to the Nether Plane.

 

See: "Nether`Fiend" in the N Section of the Creatures Book.

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

Conjurer cannot summon a Nether`Fiuend already summoned, or under the servitude of another.

Maximum Adjustment:

See: "Duration".

Notes:

None.

Range:

5 spaces (25')

Resting Time:

None.

Special:

More than one NetherFiend can be conjured, but spell-points will not begin to regenerate for the caster until this creature is destroyed, or is dismissed.

Spell Preparation:

10 gems must be placed in a circle which measures 15' in diameter before the spell is cast. This is known as the"Conjuration Circle". After this spell has been cast, the gems will fade away into thin wisps of smoke.

Spell-points to cast:

2 More than one Nether`Fiend can be conjured, but spell-points will not begin to regenerate until this creature is destroyed, or is dismissed.

 

Note:

Nether`Fiends can only be conjured one at a time.

Susceptibilities:

None.

Value:

2,000 white-gold

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Protection (Seeker Spell (levels 0 - 5) Return to top

 

This spell will aid the Conjurer with protection against conjurations which may break free of the conjuration circle to threaten the safety of the caster.

Modification-Point Cost (M.P.C.) :  2

Prerequisites --------------------------- : "Conjuration Circle"

Ability-points to invoke:

None (this is a spel).

Area of Effect:

Caster only.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

36 turns (3 minutes) + 1 turn per level the caster has advanced.

Effect Time:

Instant.

Explanation:

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When this spell is caster, either before or after a conjuration, the caster will gain the following bonuses when dealing with a personally conjured creature (therse bonuses are for your own conjurations, and none other):

 

Avoidance-Rolls - : +1 to all avoidance-rolls (+1 per level advanced).

Defense ------------ : +1 (+1 Defense per level advanced).

Shield --------------- : 50 shielding points (+20 per level advanced).

                                 Shielding points must be damaged to zero, before

                                 you are physically struck.

 

See: "Maximum adjustment".

Hand Movement:

Two hands.

Healing:

Not applicable.

Immunities:

This spell will only aid the caster with avoidance-rolls while attempting to deal with his or her conjurations.

 

Protection is ONLY good against a personally conjured creature, and none other.

 

If you are conjuring creatures with the aid of another, Protection will work.

Maximum Adjustment:

+6 to all avoidance-rolls.

+6 Defense.

100 shielding points.

Notes:

None.

Range:

Caster only.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

2

Susceptibilities:

None.

Value:

800 white-gold

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