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Technopath
 
PostPosted: Wed, Mar 11 2015, 23:17 PM 

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Liber Conjuratio: Conjuration and what we know
By Michael Untoten


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Contents:

Introduction to Conjuration
Chapter I: Creature Types
Chapter II: Cantrips & 1st Circle spells
Chapter III: 2nd & 3rd Circle spells
Chapter IV: 4th & 5th Circle spells
Chapter V: 6th & 7th Circle spells
Chapter VI: 8th & 9th Circle spells


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Introduction: Conjuration draws together the latent energy of the Material Plane, summoning forth real objects or creatures for the use of the Caster. Control over extraplanar creatures allows one a unique understanding of it and other planes of existence. Seeing past the misconception of theft and instead the power within one’s grasp. With conjuration you control most aspects of the Inner planar materials, from simple things of acid to the complicated sentient beings with whom reside.

We Conjurers must be strong-willed, decisive and risk takers in times of need. Despite what those who lack the knowledge think; Conjuration spells do not in fact draw from the Material Plane causing damage or weakening it as is speculated. Rather we uses the leftover energy supplied by the ever-expanding force of creation. Which in theory if left alone could cause more damage to all planes of existence.


Chapter I: Creature Types

The School of Conjuration holds many variations of creatures to be summoned. These types are: Animal, Elemental, Vermin, Celestial & Fiendish. And can be changed between with a bit of concentration and rest, with the exception of the Celestial and Fiendish as will be explained here later.

Further Details:

Animal
Animals are mundane creatures of the Material Plane and have proven to be adept and resourceful. These creatures are the only ones summoned through use of magic items or scrolls.

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Elemental
Elementals are hardened spirits, capable of brushing aside many attacks and hold a resistance to the element they harbor. The Elemental summoned is Dependent on the power of the spell and which Inner Plane it resides.

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Vermin
Vermin are the creatures that crawl from the shadows, immune to mind affecting spells and equipped with poison, diseases and other debilitating abilities much like the effects of Negative Energy.

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Celestial
Celestials are animals of celestial heritage. They appear to be more resilient to weapons and magic alike when compared to their non-magical kin. These animals can only be called forth by those good in nature or at the very least fair.

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Fiendish
Fiends are animals of fiendish heritage. Wielding both terrifying and painful talons and claws fiends also posses destructive spells and or abilities; However they lack the endurance of their non-magical kin. Like the Celestial, they can only be called forth by a particular type of caster, those who tend to be evil in nature.

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Chapter II: Cantrips & 1st Circle Spells

Acid Splash:
Cantrip Circle Spell
The creation of a orb of acid which is flung at the target. Dealing little harm but harm nonetheless. Acid derives from the Elemental Plane of Water

Grease:
1st Circle Spell
The contents of this conjuration covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must be both agile and quick to stay on their feet.
Grease derives from the Elemental Plane of Water

Mage Armor:
1st Circle Spell
An invisible but tangible field of force surrounding the subject of this conjuration, providing protection. Unlike mundane armor, the mage armor does not restrict the individual in any manner. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor much like those same objects within their plane. Mage Armor derives from the Ethereal Plane.

Summon Monster I:
1st Circle Spell
As stated in (Chapter I) Conjuration of the creature come in many variations to be summoned. A Dire Rat for Animal, Tine Dust Elemental for Elemental, Dire Maggot for Vermin, Celestial Rat or Fiendish Rat for the last.


Chapter III: 2nd & 3rd Circle Spells

Melf’s Acid Arrow:
2nd Circle Spell
A magical formed arrow of acid springs from your hand and launches to its target. If struck the intended target receives burns from the acid which depending on the potency of the caster’s skill this effect can indeed linger for some time.

Summon Monster II:
2nd Circle Spell
A Hawk for Animal, Small Fire Elemental for Elemental, Slicer Beetle for Vermin, Celestial Hawk or Fiendish Hawk for the last.

Web:
2nd Circle Spell
The conjurer draws forth a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher.

Summon Monster III:
3rd Circle Spell
A Dire Badger for Animal, Small Earth Elemental for Elemental, Giant Leech for Vermin, Celestial Badger or Fiendish Badger for the last.


Chapter IV: 4th & 5th Circle Spells

Evard’s Black Tentacles:
4th Circle Spell
This spell conjures a field of rubbery black tentacles, each approximately 10 feet long in length. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.

Summon Monster IV:
4th Circle Spell
A Dire Boar for Animal, Air Elemental for Elemental, Giant Ant for Vermin, Celestial Boar or Fiendish Boar for the last.

Cloudkill:
5th Circle Spell
This spell generates a billowing cloud of noxious vapors that settles over an area, bringing death to those creatures to weak to even stand or to those that lack the fortitude. Most others suffer significant wounds while in the cloud and can even become disorientated, making it harder to navigate their way out.

Lesser Planar Binding:
5th Circle Spell
This summons forth outsider creatures to the caster, generally being powerful at the cost of being susceptible to spells which target outsiders. The outsider summoned is dependent on the caster.

Summon Monster V:
A Dire Wolf for Animal, Water Elemental for Elemental, Giant Wasp for Vermin, Celestial Wolf or Fiendish Wolf for the last.


Chapter V: 6th & 7th Circle Spells

Acid Fog:
6th Circle Spell
Acid fog creates a thick, clinging, greenish cloud that much like Cloudkill covers an area. Creatures entering the area become injured and disorientated. The longer they remain within the fog the more damage one takes.

Planar Binding:
6th Circle Spell
Summons forth a more formidable outsider to the casters bidding.

Summon Monster VI:
6th Circle Spell
A Dire Bare for Animal, Huge Smoke Elemental for Elemental, Dire Spider for Vermin, Celestial Bare or Fiendish Bear for the last.

*//*
7th Circle Spell

*//*
7th Circle Spell

Summon Monster VII:
7th Circle Spell
A Giant Swamp Gator for Animal, Huge Mud Elemental for Elemental, Dire Ankheg for Vermin, Androsphinx for Celestial and Manticore for Fiendish.


Chapter VI: 8th & 9th Circle Spells

Incendiary Cloud:
8th Circle Spell
The caster creates a cloud of smoke and embers that causes fire damage the longer the creatures remain within the area of its effect.

Greater Planar Binding:
8th Circle Spell
This summons forth the most formidable outsider offered through these spells.

Summon Monster VIII:
8th Circle Spell
A Giant King Cobra for Animal, Elder Void Elemental for Elemental, Giant Funnelweb for Vermin, Celestial Minotaur for Celestial and Greater Barghest for Fiendish.

Gate:
9th Circle Spell
Much like the Planar Binding spells; Gate too summons the strongest of the outsiders, slowly bringing forth the most formidable as the caster becomes more talented with the spell.

Summon Monster IX:
9th Circle Spell
A Bulette for Animal, Omnimental for Elemental, Giant Scorpion for Vermin, Blink Dog Packlord for Celestial and Bebilith for Fiendish


 
      
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