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) :

  1. 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 :

    Casted as Rank 1 :
    • Increase area from 5 foot to 10-foot square.
    • The bonfire Damage is increased by 1.

     
  2. 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 :

     
  3. 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 an Action to control the hand.
    • 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.

     
  4. 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.
      You can also Attack with the torch, although doing so ends the spell after.

     
  5. 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.

     
  6. 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.
      When the spell end, the whip dries and disintegrates.
    Casted as Rank 1 :

     
 

Rank 1 (Standard) :

  1. 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.
      Each creature (other than you) in the area when you cast the spell must succeed on a Strength Contest VS the result you rolled to cast this spell, or become Restrained (Ailment) until the spell ends.   A creature Restrained (Ailment) by this spell can take an Action to make a Strength Contest VS your spell Aptitude (new roll).
    • 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.

     
  2. 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).
      Combat :
    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.
    When it disappears, it leaves behind anything it was wearing or carrying.   Steed Ability (By type) :
    • 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.

     
  3. 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.
      Combat :
    The Fey Spirit is allied with you and your companions.
    In combat, it shares your initiative and functions as a controlled pet.   Disappearance :
      Fey Spirit Abilities (By mood) :
    * 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)

     
  4.   Todo
  5. 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.

     
  6. 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) :

  1. 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.

     
  2. 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) :

  1. 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.

     
  2. 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.

     
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