Magic School: Conjuration
Conjuration is a school of magic that is primarily defined by the ability to summon and create creatures and objects as well as its ability to provide magical transportation through the likes of teleportation effects.
As the school of Conjuration is also home to effects that create objects, many offense-based spells that produce a physical force that can physicaly damage foes.
Rank 0 (Basic) :
- Create Bonfire
Name : Create Bonfire
Description : You create a bonfire on ground that you can see within range. Casting time : 1 Action
Cooldown : - Range : 60 ft
Duration : Concentration, up to 1 minute Effect :
Until the spell ends :
- The bonfire fills 5 foot as an Harmful (Area condition) that deal 1 Heart of Fire Damage.
- Lights up an area up to 20 ft (negate Obscured (Area Condition) caused by darkness).
Casted as Rank 1 :
- Increase area from 5 foot to 10-foot square.
- The bonfire Damage is increased by 1.
- Infestation
Name : Infestation
Description : You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. Casting time : 1 Action
Cooldown : - Range : 30 ft
Duration : Instantaneous Effect :
The target take 1 Heart of Poison Damage.
The target then must succeed a Constitution Check to avoid moving by 5 feet in a random direction (if it can move).- Roll a d4 for the direction : 1 = north; 2 = south; 3 = east; or 4 = west.
- if the direction rolled is blocked, the target doesn't move.
Casted as Rank 1 :
- Can target up to 3 extra creatures that are within 5 feet of the target.
- The target Constitution Check has a Minor Penalty (-2).
- Mage Hand
Name : Mage Hand
Description : A spectral, floating hand appears within range. Casting time : 1 Action
Cooldown : - Range : 30 ft
Duration : 1 minute Effect :
The hand lasts for the duration or until you dismiss it as an Action.- It vanishes if ever more than 30 feet away from you or cast again.
- You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
- You can move the hand up to 30 feet each time you use it.
- The hand can’t attack, activate magical items, or carry more than 1 Inventory Slot.
- Produce Torch
Name : Produce Torch
Description : You create a torch in your hand to light you up. Casting time : 1 Action
Cooldown : - Range : Self
Duration : 10 minutes Effect :
The torch remains for the duration.- The spell ends if you dismiss it as an Action or if you cast it again.
- Lights up an area up to 20 ft (negate Obscured (Area Condition) caused by darkness).
- Require a free hand to carry it.
- Considered as an Unarmed (Weapon type).
- The target take either 1 Heart of Physical Damage or 1 Heart of Fire Damage, depending of how you use the torch during your Attack.
- Sword Burst
Name : Sword Burst
Description : You create a circle of blades that sweep around you. Casting time : 1 Action
Cooldown : - Range : Self (5-foot radius)
Duration : Instantaneous Effect :
All other creatures within 5 feet of you must succeed a Dexterity Check or take 1 Heart of Physical Damage.
Casted as Rank 1 :
- Increase area from 5-foot radius to 10-foot radius.
- Increase the Damage by 1.
- Thorn Whip
Name : Thorn Whip
Description : You create a long, vine-like whip covered in thorns. Casting time : 1 Action
Cooldown : - Range : 15 ft
Duration : 1 minute Effect :
When outdoors in nature, you automatically succeed this spell. The whip is considered as a Lash (Weapon type). On hit :- Considered as Physical Damage.
- The thorn grip the target, it must succeed on a Strength Contest with you or be pulled up to 10 feet in a straight line toward you.
Casted as Rank 1 :
- The whip is considered as Magical Damage instead.
- The whip's thorn are now poisonous : the target must succeed a Constitution Check or take 1 Heart of Poison Damage.
Rank 1 (Standard) :
- Entangle
Name : Entangle
Description : You call upon nature’s grasp, causing vines and roots to surge from the earth and ensnare those who stand against you. Casting time : 1 Action
Cooldown : - Range : 90 ft
Duration : Concentration, up to 1 minute Effect :
Grasping plants sprout from the ground in a 15-foot square within range. For the duration, these plants turn the ground in the area into Precarious Area (Area condition).- They disappear when the spell ends.
- You may choose to not resist the creature Action (automatic success).
- On a success, it frees itself from the grasping plants and is no longer restrained by them.
- Find Steed
Name : Find Steed
Description : You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. Casting time : 1 Minute
Cooldown : 1 Day Range : 30 ft
Duration : Instantaneous Effect :
This spell creature is an Otherworldly Steed.- The steed resembles a large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. You also choose the steed's creature type—Celestial, Fey, or Fiend—which determines which ability it will have acces to (see below).
The steed is an ally to you and your allies. In Combat, it shares your initiative, and it functions as a controlled mount while you ride it (as defined in the rules on Mounted Combat). If you loose consciousness, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. Disappearance of the Steed :
- If it take Damage.
- If this spell is cast again.
- If you die.
- Fell Glare (Fiend) : One creature within 30 feet that the steed can see become Terrified (Ailment).
- Fey Step (Fey) : The steed teleports, along with its rider, to an unoccupied space that the steed can see up to 15 feet away from itself.
- Healing Touch (Celestial) : All creatures within 5 feet of the steed regains 1 Hearts.
- Summon Fey
Name : Summon Fey
Description : You call forth a Fey Spirit that manifests in an unoccupied space that you can see within range. Casting time : 1 Action
Cooldown : 1 Hour Range : 30 ft
Material components : Expend 1 'Common ingredient' or 'Uncommon ingredient' or 'Rare ingredient'.
Duration : Concentration, up to 1 hour Effect :
This summoned creature is a Fey Spirit.- It appears as a translucent Fey being, Tiny in size and that can fly, that cannot carry more than 1 Inventory Slot.
- Its Hearts Total depend on the Material components used when casting :
('Common ingredient': 0, 'Uncommon ingredient': 2, 'Rare ingredient': 4). - When you cast the spell, your mood is transmitted to the Fey Spirit : Angry, Joyful, or Sad — which determines which ability it has access to (see below).
- The Fey Spirit mood cannot change for the duration of the spell.
The Fey Spirit is allied with you and your companions.
In combat, it shares your initiative and functions as a controlled pet. Disappearance :
- When the spell ends or Concentration is broken.
- When it would receive an Injury roll.
* All its Ability requires a Bonus Action (no roll required).
* All its Ability requires expending 1 usage of Ability (it has the same amount as the caster Psy Total).- Fey Step (Any mood) : Teleports itself up to 30 ft to an unoccupied space it can see.
- Berserk Mode (Angry) : Its Unarmed (Weapon Type) are considered as Quick (Weapon Type) with a +2 Attack Bonus until its next turn.
- Charming (Joyful) : Target one creature the spirit can see within 10 ft. The target must succeed on an Insight Check or become Charmed by both you and the spirit for 1 minute or until the target takes any Damage from either of you.
(While Charmed, can't attack or target the charmer with damaging abilities or magical effects. The charmer has Advantage on Check to interact with it socially.). - Isolation (Sad) : Creates a 5-foot cube of Magical Darkness within 10 ft, lasting until the end of its next turn.
(This darkness is a Totally dark Obscured (Area condition) that light and dark vison cannot see through)
Todo
- Find Familiar
Name : Find Familiar
Description : Lorem ipsum dolor sit amet. Casting time : x Action, Minute, Hour, Day
Cooldown : x Action, Minute, Hour, Day Range : x-x ft
Material components : ?
Duration : ? Effect :
Lorem ipsum dolor sit amet.
- Todo
Name : Todo
Description : Lorem ipsum dolor sit amet. Casting time : x Action, Minute, Hour, Day
Cooldown : x Action, Minute, Hour, Day Range : x-x ft
Duration : ? Effect :
Lorem ipsum dolor sit amet.
Rank 2 (Advanced) :
- Todo 1
Name : Todo
Description : Lorem ipsum dolor sit amet. Casting time : x Action, Minute, Hour, Day
Cooldown : x Action, Minute, Hour, Day Range : x-x ft
Duration : ? Effect :
Lorem ipsum dolor sit amet.
- Todo 2
Name : Todo
Description : Lorem ipsum dolor sit amet. Casting time : x Action, Minute, Hour, Day
Cooldown : x Action, Minute, Hour, Day Range : x-x ft
Duration : ? Effect :
Lorem ipsum dolor sit amet.
Rank 3 (Master) :
- Todo 1
Name : Todo
Description : Lorem ipsum dolor sit amet. Casting time : x Action, Minute, Hour, Day
Cooldown : x Action, Minute, Hour, Day Range : x-x ft
Duration : ? Effect :
Lorem ipsum dolor sit amet.
- Todo 2
Name : Todo
Description : Lorem ipsum dolor sit amet. Casting time : x Action, Minute, Hour, Day
Cooldown : x Action, Minute, Hour, Day Range : x-x ft
Duration : ? Effect :
Lorem ipsum dolor sit amet.



