Game Rules

Conjurer

The magic school of Summoning.

Spells

Level
1

Oil

Summons oil to make a 5 foot square radius slippery. Targets will slide across the area in a straight line if they step onto it.

Level
2

Acid Spray

Magic acid attack causes 1d4 damage + intelligence to target.

Fog Cloud

Fog obscures vision in a radius equal to your intelligence. All affected targets suffer -5 on rolls to hit.

Level
3

Stinking Cloud

Nauseating vapors fill a radius equal to half your intelligence. All targets suffer -2 to movement for 1d4 rounds.

Mage Armor

Gives target 1 armor + half intelligence bonus for 1 round. Can only be used once per combat session.

Level
4

Summon Monster I

Summons a small extraplanar creature to fight for you. This can only be used once per day.

Glitterdust

Outlines invisible target with dust. Target cannot stealth without Dispelling the dust. Can only be used once per target.

Level
5

Mage's Faithful Hound

Phantom dog can guard a location for 1 hour per intelligence. Dog can alert conjurer telepathically if it detects danger. Phantom dog cannot attack and will vanish if struck.

Lesser Planar Binding

Traps a lesser extraplanar creature until it performs a task of your choosing. Creature can perform a wisdom check to break free. Can only be used once per day.

Level
6

Summon Monster II

Summons a medium extraplanar creature to fight for you. Can only be used once per day.

Conjure Tentacles

Tentacles grapple all creatures within a 10 foot radius, reducing their movement by 1 point per your intelligence. This lasts as long as the Conjurer channels. Targets can make a strength check to break free.

Level
7

Acid Fog

Fog spreads in a radius equal to your intelligence dealing 1d4 poison damage to all for as long as the conjurer channels.

Demon Wall

Summon an extraplanar wall with 30hp to block a path. The length is equal to half your intelligence. Can only be used once per combat session.

Level
8

Teleport

Instantly transports you 10 squares. Can only be used once per day.

Conjure Steed

Extraplanar horse appears for 1 hour per intelligence. If horse is struck by damage, it will fade back into its plane.

Level
9

Phase Door

Removes doors and creates door-sized holes in walls. Can not be used on magic barriers.

Soul Trap

Imprisons target's soul within a soul gem. Soul gem must be empty.

Level
10

Summon Monster III

Summons a large extraplanar creature to fight for you. Can only be used once per day.

Level
11

Plane Shift

Two targets travel to another plane of the Conjurer's choosing. This can be used once per day. Targets will automatically return to their own plane after 1 hour as long as they have not died.

Level
12

Teleport, Greater

As teleport, but with a two square radius. Can bring multiple people or creatures with you. Can only be used once per day.

Level
13

Maze

Traps target in extradimensional maze for 1d6 + intelligence rounds. Target will return to their plane after the maze is solved or the spell time runs out. Can only be used once per target.

Summon Monster IV

Summons a greater extraplanar creature to fight for you. Can only be used once per day.

Level
14

Teleportation Circle

Teleports subjects inside circle to a place of the Conjurer's choosing.

Level
15

Summon Monster V

Summons a grand extraplanar creature to fight for you. Can only be used once per day.

Portal Gate

Semi-permanent gate connects two planes or places for travel. This lasts for 1 hour per intelligence.

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