Conjuration
Whatever you need, whenever you need it can be yours if you know the proper spell. The Conjuration tradition reveals methods for plucking creatures and objects from the world and bringing them to you. Thus, when you produce a blade from thin air, the spell plucks the item from somewhere nearby. When the spell ends, the blade returns to the place from which it came. Given the widespread knowledge of this tradition, many people have become accustomed to the sudden disappearance of their possessions and accept that they will find their way home, possibly a bit worse for wear.
Talents
Conjure Arrow: You can use an action to conjure an arrow and send it flying. Target one creature within 10 yards. Make an Intellect roll with 1 boon against the target’s Defense. On a success, the arrow hits and the target takes 2d6 damage. At level 3, the target takes 3d6 damage. At level 7, the target takes 7d6 damage. On a critical success, the target takes an extra 1d6 damage.
Conjure Caltrops: You can use an action to cause numerous sharp, barbed objects to appear. Target the ground in one Size 5 space within 10 yards. Caltrops (see Chapter 3) cover the ground in that space and remain for 1 minute. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
Conjure Useful Item: You can use an action to cause an ordinary piece of gear (see Chapter 3) worth 1 sp or less to appear in your hand or at your feet if your hands are full. The item remains for 1 hour, but disappears when you use this talent again. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
Hidden Route: You can use an action to cause an opening to appear. Target one surface on a Size 1 or larger object within reach. A Size 1/2 hole appears in the object centered on the point you touch. The hole extends up to 1 yard through the object. The object remains unharmed from the presence of the hole. The hole remains open for 1 minute. If anything is in the hole when the effect ends, it’s pushed out to the nearest empty space. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest
Novice Spells
Conjure Helpful Servant
Conjure Helpful Servant
Tradition: Conjuration
Rank: Novice
Castings: 1
Duration: 24 hours
A faint popping noise heralds the sudden appearance of a dog, horse, or pack mule in the target space. (See Chapter 3 for their rules.) The creature is friendly to you and becomes your controlled companion. If the creature becomes incapacitated, the spell ends early.
If you have a drop of blood, few hairs, or a bit of nail from a creature, you can expend the object and cause the creature to which the object belongs to appear in the target space instead. An unwilling creature can make a Will roll. On a success, the creature ignores the effect, but the object is still expended. An unwilling creature summoned in this way retains its normal disposition to you and does not become your con trolled companion.
Conjure Obstacle
Conjure Obstacle
Tradition: Conjuration
Rank: Novice
Castings: 1
Duration: 1 hour
Rocks, dirt, trees, and detritus fill the space around any creatures and objects in it. A creature in the space can make an Agility roll with 1 boon. On a success, the creature moves to the empty space nearest to the target space and becomes vulnerable until the end of your next turn. On a failure, the creature becomes buried (see Chapter 2).
Produce Flame
Produce Flame
Tradition: Conjuration
Rank: Novice
Castings: 3, One Size 2 space within reach
Duration: Instantaneous
You pluck flames from somewhere else and send them rushing out from your hands into the target space. The flames deal 3d6 damage to each object in the space, and 1d6 damage to each creature in the space. A creature makes an Agility roll. On a failure, the creature takes an extra 2d6 damage. On a critical failure, the creature catches f ire (luck ends).
Rain of Blades
Rain of Blades
Tradition: Conjuration
Rank: Novice
Castings: 1
Duration: Instantaneous
You snatch knives, daggers, forks, and other sharp things from all around and cause them to appear in the air above the target space. The blades fall and disappear after they land. Each creature and object in the space and not under hard shelter takes 2d6 damage. A creature makes a luck roll. On a failure, the creature takes an extra 1d6 damage.
Secret Chest
Secret Chest
Tradition: Conjuration
Rank: Novice
Castings: 1
Duration: Special
You touch the target container and leave behind your mark. You can use an action to cause the target and everything it holds to appear in an empty space on the ground within reach, which ends this spell. Otherwise, the spell lasts until you cast it on a different target.
Weighty Chains
Weighty Chains
Tradition: Conjuration
Rank: Novice
Castings: 1
Duration: 1 minute
You reach for and retrieve heavy chains with which you can bind the target. Make an Intellect roll against the target’s Strength. On a success, the chains wrap around the target and cause it to become held and weakened for the duration. The target can overcome this effect with a success on a Strength or Agility roll. On a failure, a heap of chains, 50 yards long, appears in an empty space of your choice within 1 yard of the target. The chains disappear when the spell ends.
Produce Superior Item
Produce Superior Item
Tradition: Conjuration
Rank: Expert
Castings: 1
Duration: 1 hour
The air shimmers over your hands until the object you desire appears there. You cause one superior suit of armor, weapon, or piece of gear to appear in your hands and remain for the duration.
Disruptive Mischief
Disruptive Mischief
Tradition: Conjuration
Rank: Novice
Castings: 3
Duration: Instantaneous
A giggling swarm of atomies spills out from some hidden place to beset the target, then immediately vanishes. As a consequence, you move the target up to 2 yards, and the target makes a luck roll; on a failure, it falls prone and becomes weakened until the end of your next turn. While weakened in this way, the target’s attempts to stand up fail. If the target gets a critical failure on the roll, the faeries steal one ordinary object of your choice that it wears or carries, bringing it with them when they vanish. The stolen item disappears into whatever hidden realm the faeries came from.
Faerie Friends
Faerie Friends
Tradition: Conjuration
Rank: Novice
Castings: 1
Duration: Instantaneous
Tiny, invisible faeries spring into existence in the target space, where they chatter among themselves. The invisible faeries follow you around, staying in a space of your choice within 5 yards of you. Once per round, when you or a creature you can see within 5 yards makes a roll, you can compel the faeries to move to a space within 1 yard of that individual to either help or hinder them.
Pixie Dart
Pixie Dart
Tradition: Conjuration
Rank: Novice
Castings: 3
Duration: Instantaneous
An invisible pixie pops into existence to launch an arrow at the target before immediately blinking away again. Make an Intellect roll with 1 boon against the target’s Defense; on a success, the target takes 1d6 damage. If the target’s Health is 20 or less, it also makes a Will roll; on a failure, the target falls prone and becomes unconscious. It remains so until harmed or until another creature uses an action to shake, kick, or shout it awake. Time spent unconscious in this way does not count toward resting.
Helpful Hand
Helpful Hand
Tradition: Conjuration
Rank: Novice
Castings: 3
Duration: 1 hour
A ghostly hand appears in your space. You can use the hand as if it were your own, but with a reach of your Size + 3. It can hold anything you could normally hold in your hand. To push a creature with the hand, target one creature within reach. Make a Will roll with 1 boon against the target’s Strength. On a success, you push the target 5 yards from you; on a critical success, the target also falls prone.
When the effect ends, anything the hand holds drops to the ground. You can use an action to end this effect early.
Expert Spells
Convenient Shelter
Convenient Shelter
Tradition: Conjuration
Rank: Expert
Castings: 1
Duration: 12 hours
The air in the target space darkens and returns to normal when a structure that can fit inside the space appears inside it. If you target a space on a liquid surface, a boat appears instead of a structure. The shelter contains whatever items were inside it before you conjured it.
Conjure Wall
Conjure Wall
Tradition: Conjuration
Rank: Expert
Castings: 3
Duration: 12 hours
Along one side of the space there appears a 1-yard thick wall formed from stone, iron plates, and timber. Each Size 1 cube of space has Health 40. Magic 97
Produce Superior Item
Produce Superior Item
Tradition: Conjuration
Rank: Expert
Castings: 1
Duration: 1 hour
The air shimmers over your hands until the object you desire appears there. You cause one superior suit of armor, weapon, or piece of gear to appear in your hands and remain for the duration.
Spin A Spider's Web
Spin A Spider's Web
Tradition: Conjuration
Rank: Expert
Castings: 1
Duration: 1 minute
Sticky strands spread through the space to fill it entirely. The strands turn the space into challenging terrain and grant creatures and objects in it partial cover. Each creature in the target space when the webs appear becomes held until the creature overcomes the effect with a successful Strength roll. A creature entering the space or moving in it must first make an Agility roll. On a failure, it becomes held as described.
The strands ignite if touched by fire and burn away at the end of the round, ending the spell early. Anything in the target space takes 2d6 damage, while creatures held by the strands in that space take an extra 2d6 damage.
Surprising Boulder
Surprising Boulder
Tradition: Conjuration
Rank: Expert
Castings: 1
Duration: Instantaneous
You pluck a boulder from somewhere and cause it to fill the target space. The boulder has Health 100. If you conjure the boulder in the air, it falls. The falling boulder deals 12d6 damage to all objects under it. Each creature under the boulder when it falls makes an Agility roll. A slowed creature makes the roll with 1 bane. On a success, the creature falls prone in the nearest empty space to the boulder. On a critical suc cess, the creature does not fall prone. On a failure, the creature takes 12d6 damage, falls prone, and becomes held until it overcomes the affliction with a success on a Strength or Agility roll. A creature held in this way cannot stand up.
Charge of the Gallant Unicorn
Charge of the Gallant Unicorn
Tradition: Conjuration
Rank: Expert
Castings: 3
Duration: Instantaneous
The thunder of hooves precedes the manifestation of a silver unicorn, which lowers its head and charges toward the target. Make a Will roll with 3 boons against the target’s Defense; on a success, the target takes 12d6 damage. Then, you teleport to an empty space of your choice within 4 yards and the unicorn disappears.
Conjur Secret Door
Conjur Secret Door
Tradition: Conjuration
Rank: Expert
Castings: 3
Duration: 1 minute
A door appears on the target surface. Any creature can open and shut the door. Opening the door reveals a shimmering curtain in a color you choose. A creature that moves into the curtain becomes aware of all empty spaces of its Size within 10 yards and teleports to one of those spaces that it chooses.
Faerie Ring
Faerie Ring
Tradition: Conjuration
Rank: Expert
Castings: 3
Duration: 1 hour
Mushrooms grow up from the ground in a ring around the outer edge of the target space, while images of diminutive dancing faeries move from cap to cap. Any creature that starts its turn in the target space or enters it makes a Will roll with 1 bane; on a success, the creature becomes immune to this casting of the spell. On a failure, it becomes cursed (luck ends). While cursed in this way, the creature is slowed, vulnerable, and weakened. It must use all its movement on each of its turns to dance and prance about inside the circle. At the end of each round, the cursed creature loses 3d6 Health.
Invoke the Bauchan's Ire
Invoke the Bauchan's Ire
Tradition: Conjuration
Rank: Expert
Castings: 1, reaction when a creature within 5 yards harms another creature
Duration: Instantaneous
A grubby, sour-smelling faerie pops into existence within 1 yard of the target. The faerie spits a curse and throws itself at the target before vanishing again. The target takes 1d6 damage, and you make a Will roll with 1 boon—or 3 boons if the target is cursed—against the target’s Defense. On a success, the target takes an extra 2d6 damage and becomes cursed (luck ends). As a consequence, each time a target cursed in this way gets a failure on a luck roll, a fist comes out of nowhere and strikes it, causing it to take 1d6 damage.
Wrath of the Wee Free Men
Wrath of the Wee Free Men
Tradition: Conjuration
Rank: Expert
Castings: 1
Duration: Instantaneous
A band of brownies erupts from the ground to form into a seething swarm of vulgar little folk. Each target takes 2d6 damage and makes a Strength roll with 1 bane; on a failure, the target takes an extra 2d6 damage, falls prone, and moves 5 yards to a space you choose. Then, the brownies let loose a stream of foul invective and disappear.
Master Spells
Conjure Abominable Thing
Conjure Abominable Thing
Tradition: Conjuration
Rank: Master
Castings: 1
Duration: 1 hour
A hulking mass of flesh and slobber, claws and teeth, appears on the ground inside the target space. It becomes your controlled companion. The spell ends early if it becomes incapacitated. Defense: 10, Health: 60 Attributes: Strength 14 (+4), Agility 10 (+0), Intellect 8 (–2), Will 10 (+0) Size: 1, Speed: 6 Fearsome: A creature rolls to attack the abominable thing with 1 bane unless the creature is immune to the frightened affliction. Melee Attack—Claws and Teeth: Strength (+4) with 1 boon (4d6)
Mansion Of The Mists
Mansion Of The Mists
Tradition: Conjuration
Rank: Master
Castings: 1, perform a ritual
Duration: 24 hours
You cause a mansion to appear in the target space. It has an appear ance appropriate to the part of the world in which you cast this spell: it could be a manor house, a castle, a fortress, or just a nice cottage. The place comes with furnishings, and anyone in the mansion when you conjured it appears inside it. Creatures traveling with the mansion are friendly to you and your allies and try to make you as comfortable as possible for the duration of your stay.
If you own a structure and that structure is on your continent when you cast this spell, you can conjure it to appear in the target space instead of a random structure. In addition, a conjured structure you own can remain in the space indefinitely.
Produce Lava
Produce Lava
Tradition: Conjuration
Rank: Master
Castings: 1
Duration: 1 minute
You call forth lava from deep in the earth to spread across the ground in the target space, covering it with challenging terrain. Each creature and object on the ground in the space when the lava appears or that enters it takes 10d6 damage and catches fire (luck ends).
During the next round, and each subsequent round, the lava deals damage to any creature or object on the ground in the target space or that enters it, but the damage dealt is reduced by 2d6: 8d6 damage on round two, 6d6 on round three, and so on.
In addition to dealing damage, toxic gas rises from the lava and cre ates light obscurement in the target space. Creatures in the space are affected by suffocation until they leave it.
Produce Magic Item
Produce Magic Item
Tradition: Conjuration
Rank: Master
Castings: 1
Duration: 1 hour
You pluck a magical item from somewhere in the world and cause it to appear in your hands or at your feet if your hands are full. You can choose any consumable or trinket described in Chapter 3. Alternatively, you can conjure a random oddity. The Sage has rules for oddities.
River Of Rock
River Of Rock
Tradition: Conjuration
Rank: Master
Castings: 1
Duration: Instantaneous
You pull rocks and debris from someplace else and cause them to come tumbling out from nowhere. A target object takes 20d6 damage and, if not secured, is pushed 5 yards. A target creature takes 10d6 damage, and makes an Agility roll. On a failure, the target takes an extra 10d6 damage, is pushed 5 yards, and falls prone. The boulders cover the ground in a 5-yard wide and 5-yard long line extending away from the target's space with challenging terrain that remains until cleared away.
Summon Winged Steeds
Summon Winged Steeds
Tradition: Conjuration
Rank: Master
Castings: 1, perform a ritual, you can see the sky
Duration: 8 hours
From the air above you swoop down winged steeds for you and each ally in the space. The steeds are friendly to you and your allies and bear you as riders. The steeds use the rules for horses (see Chapter 3) with the Fly trait. If a steed becomes incapacitated, it disappears. A creature on a steed falls when the spell ends or when the steed disappears.
Cave of Dreams
Cave of Dreams
Tradition: Conjuration
Rank: Master
Castings: 1, perform a ritual; you can expend a casting to teleport yourself and up to 5 creatures in reach to empty spaces of your choice within 5 yards of a door to a cave of dreams that you previously created
Duration: Instantaneous (but see effect)
When you finish the ritual, an ordinary door appears on the target surface. Anyone can open this door onto a magical cave of dreams: an extradimensional space that can have any shape you choose, so long as it fits inside a Size 10 space. The cave has all the characteristics of a normal cave, but colors dapple the walls and tiny pinpricks of light float in the area.
Time does not pass inside the cave while the door is shut. Creatures inside the cave derive no benefit from resting, but they need no food, drink, or air. While the door remains shut, creatures and objects inside the cave of dreams become immune to any ordinary or magical means to locate them. In other words, they cease to exist.
You can have one cave of dreams at a time. Each time you cast this spell to open a door to the cave, the door opens onto the same cave. If you would end a cave you have created before, you must cast this spell again with that intent. When you finish, the cave vanishes, as do all the doors to it. Each object in the cave tumbles into the Void. Every creature in the cave makes a luck roll; on a success, the creature leaves the cave and appears in an empty space within 5 yards of where a door to the cave used to be. On a failure, the creature disappears into the Void.
After each casting of this spell, make a Will roll. You roll with 1 bane for each door to the cave that exists beyond the first. On a failure, you reduce your Health by 10. The reduction is permanent.
Lords and Ladies
Lords and Ladies
Tradition: Conjuration
Rank: Master
Castings: 1, perform a ritual, see the effect
Duration: Instantaneous
You speak a rhyme to call forth a greater faerie from one of the faerie lands. During the ritual, you must make three offerings: one of blood, one of beauty, and one of flame.
* For the offering of blood, you must cut yourself and lose 1 Health * For the offering of beauty, you must present a piece of art worth 5 gp or more. * For the offering of flame, you must light seven special candles, each worth 1 sp. Lighting the candles expends them.
When you finish the ritual, a lesser fae lord or lady appears in the target space. The fae begins indifferent to you but shows interest in what you have to say and what you wish from them. Choose from the following options:
* Request that the fae answer three questions. The Sage decides whether the fae knows an answer. If not, the question is wasted. * Ask a service of the fae. Typical services include gathering intelligence; aid in the form of three wild hunters; or stealing, retrieving, or hiding some object. * Request an item worth up to 100 gp. The fae provides the item.
Once you make the request, make an Intellect roll against the fae’s Intellect; on a success, the fae carries out the request in return for a service from you. On a failure, the fae refuses and causes you to become cursed for 24 hours. The faerie then departs unless prevented from doing so. A return service can be to share information, undertake a quest, or give the fae something they desire, as the Sage decides. Often, the fae’s demand puts you in a difficult or dangerous situation.
If you hold the faerie by magical means, you can attempt to renegotiate, but each attempt you make after the first imposes 1 bane on your roll. If you get a critical failure on any roll, the effect holding the faerie ends and the highborn attacks you until it decides to leave.
Ride of the Wild Hunt
Ride of the Wild Hunt
Tradition: Conjuration
Rank: Master
Castings: 1
Duration: Instantaneous
Spectral fae riding on wolves appear inside the target space, then move in a straight line up to 10 yards over the ground in a direction you choose. Each enemy in the space when the fae appear or after they move takes 6d6 damage and makes a luck roll with 1 bane. On a failed luck roll, the enemy takes an extra 6d6 damage and moves with the fae until they stop moving, at which point the enemy falls prone. The faes and their mounts then disappear.