Conjuration
Conjuration is the magic of bringing things here, sending things away, and crossing the distance between. It calls creatures, objects and forces from elsewhere, opens brief paths through space, and moves people and hazards in an instant. It supplies tools, allies and obstacles as needed, or removes a danger by banishing it from the scene. Its effects are immediate and tangible: something arrives, vanishes or shifts, as if reality opened a door and shut it again.
Conjuration Spells at a Glance
| Spell | Complexity | Strain | Summary |
|---|---|---|---|
| Conjure Tool | Cantrip | 0 | Conjure one simple one-handed mundane tool (lockpicks, hammer, shovel, lantern…) lasting 1 stretch. |
| Flicker Step | Cantrip | 0 | Teleport to an unoccupied space you can see within 10 ft with a clear line of effect. Squeezing through gaps smaller than you: +1 Strain per size of difference. If grappled or bound, your roll must beat 1d20 + the restriction's level. |
| Kinetic Nudge | Cantrip | 0 | Push a creature 5 ft, or an unattended object 10 ft (Bulk below your Intellect or Charisma), unless it wins a Might save vs your Channeling result. Objects save with their level (0 if none). |
| Ability Restoration | 1 | 3 | Restore 1d4 points of ability score damage. |
| Burrow | 1 | 2 | The target gains a Burrow Speed equal to half its land Speed. |
| Cleanse Condition | 1 | 1 | Remove one negative condition from the target (not one maintained by an ongoing source until that source is removed). |
| Conjure Item | 1 | 2 | Create a simple mundane object of common material. Strain is 2 per Bulk (minimum 2). It fades when the duration ends. |
| Ease Exhaustion | 1 | 1 | The target acts as if it had 1 fewer level of Exhaustion (penalties only; it's still incapacitated if Exhaustion would incapacitate it). |
| Heal | 1 | 1 | The target regains 1d8 + your Mysticism ranks HP. |
| Numb Pain | 1 | 1 | Wound conditions are one step less severe: Light Wound conditions are suppressed, and Heavy Wounds impose the same location's Light Wound condition instead. Doesn't heal wounds or prevent Dying or Unconscious. |
| Soothe Strain | 1 | 1 | Heal 1d4 Strain. A creature can benefit once per 24 hours. |
| Barrier | 3 | 2 | Create a 30-ft-long, 5-ft-high immobile wall conforming to the surface. Each 5-ft section: Hardness 5, Durability 10, Fortified. |
| Warrior's Gift | 3 | 4 | While you concentrate, the target gains the benefits of one Combat- or Attack-trait talent you know. |
| Planar Binding | 5 | 8 | During the ritual prepare a binding trap and name the extraplanar creature. It makes a Charisma save vs your Channeling result: if it wins, the spell fails and it knows who tried; if you win, it's bound until it agrees to a service or breaks free (repeat the contest every 24 hours). |
| Planar Travel | 5 | 5 | Open a gateway to another plane. Known destination: within 2d10 miles (critical: exactly there). Only a general locale: failure = random spot, success = general vicinity, critical = close. |
| Resurrection | 8 | 20 | Requires a reasonably complete corpse dead no more than a year. Success: the target returns at 1 HP with 2 Exhaustion, Unconscious for 4 hours. |
Spells
Conjure Tool
Cantrip · Strain 0 · Chant (1 minute) · Duration 1 stretch
Utility, Tool
You conjure one simple, mundane tool you could hold in one hand: lockpicks, a hammer, a shovel, a lantern and so on. It lasts 1 stretch (10 minutes).
Push: take 1 Strain to cast for 1 AP instead of 2.
Critical Success: The tool is unusually well made: the first check made with it gains 1 level of Advantage.
Optional Modifiers
- Kit (+1): Conjure a small kit instead of a single tool: up to three tiny items that fit in a pouch.
- Emergency (+2): The spell loses Chant and gains Invocation and Concentration; casting takes 1 round. The tools last while you concentrate, up to 5 rounds, and you can sustain the spell normally.
Flicker Step
Cantrip · Strain 0 · Invocation, 2 AP · Duration Instant
Movement, Teleport
You teleport to an unoccupied space you can see within 10 feet. You need a clear line of effect to it, through space you could fit through; if the gap along the way is smaller than you, the spell costs +1 Strain per size category of difference.
If you (or a passenger) are grabbed, restrained or otherwise held by a creature or object, your Mysticism result must beat 1d20 + the level of the restraint, or you stay where you are.
Push: take 1 Strain to cast for 1 AP instead of 2.
Critical Success: Double the distance you can cover.
Optional Modifiers
- ★ Passenger (+1): Bring one willing creature adjacent to you along, to a space adjacent to your destination. If your path is squeezed by a gap smaller than you, this doubles the spell's total cost. [School Mastery, 2+ ranks]
- ★ Extended Range (+1*): Add 5 feet to the range per purchase, up to a number of purchases equal to half your Mysticism ranks; each costs +1 Strain. [School Mastery, 4+ ranks]
Kinetic Nudge
Cantrip · Strain 0 · Invocation, 2 AP · Duration Instant · Save: Might
Shove, Force
You shove one creature or unattended object you can affect.
- Creature: it is pushed 5 feet unless it succeeds at a Might save opposed by your Channeling result.
- Unattended object: it is pushed 10 feet unless it succeeds at a Might save opposed by your Channeling result. Its Bulk must be less than your Intellect or your Charisma (your choice). An object saves with its level as its modifier (level 0 if it has none).
Critical failure: a creature is also knocked Prone; an object instead takes nonmagical bludgeoning damage as if it fell the distance it was pushed.
Area deliveries cost double Strain for this spell.
Push: take 1 Strain to cast for 1 AP instead of 2.
Critical Success: The target is pushed twice as far.
Ability Restoration
Complexity 1 · Strain 3 · Invocation, 2 AP · Duration Instant
Brewable, Healing
You bless or anoint the target with restorative energy, restoring 1d4 points of ability score damage.
Area deliveries cost double Strain for this spell.
Critical Success: Restore 1d4 + 2 points instead.
Burrow
Complexity 1 · Strain 2 · Invocation, 2 AP · Duration 5 rounds
Brewable, Movement, Buff
You let the target meld through earth: for the duration it has a Burrow Speed equal to half its land Speed.
Area deliveries cost double Strain for this spell.
Critical Success: Its Burrow Speed equals its land Speed instead.
Optional Modifiers
- ★ Stone-Burrow (+3): The target can burrow through stone and similar solid material as well as earth (the GM rules on materials). [School Mastery, 5+ ranks]
Cleanse Condition
Complexity 1 · Strain 1 · Invocation, 2 AP · Duration Instant
Brewable, Healing
You draw a harmful effect out of the target, removing one negative condition. You can't remove a condition that an ongoing source keeps applying (such as Bound, Entangled or Stunned from a lasting effect) until that source is removed.
Area deliveries cost double Strain for this spell.
Critical Success: Remove two negative conditions instead.
Conjure Item
Complexity 1 · Strain 2 · Ritual (10 minutes) · Duration 1 stretch
Creation
You create a simple, mundane object made from common materials (GM's call). The Strain cost is 2 per Bulk of the item (minimum 2). It appears in your hands or on the ground nearby and fades when the duration ends, unless you make it durable.
Critical Success: The item is masterwork: the first relevant check made with it gains +1 (as if it had Potency 1).
Optional Modifiers
- Complete Set (+1): Conjure a complete set within the same Bulk limit (a quiver of arrows, a chess set and so on).
- Temporary Item (-1, +1 Complexity): +1 Complexity but −1 Strain. The item lasts 5 rounds instead of 1 stretch and vanishes if you lose Concentration: the spell is cast as an Invocation and gains Concentration. Can't be combined with Durable.
- ★ Durable (+1*): The item is permanent until dispelled, dismissed or destroyed. This costs +1 Strain per 2 Bulk of the item, and that Strain can't be recovered while the item exists. [School Mastery, 6+ ranks]
- Create Food (+2*): +2 Strain for each: enough nourishing food for one Medium creature for 1 day. It spoils after 24 hours if not eaten.
- Create Water (+2*): +2 Strain for each: enough clean water (like rainwater) for one Medium creature for 1 day.
Ease Exhaustion
Complexity 1 · Strain 1 · Ritual (10 minutes) · Duration 1 hour
Brewable, Buff
You fill the target with false motivation and borrowed vigor. For the duration it acts as though it had 1 fewer level of Exhaustion. This only suppresses the penalties; it removes nothing, and if its Exhaustion would incapacitate it, it is still incapacitated.
Area deliveries cost double Strain for this spell.
Critical Success: It acts as though it had 2 fewer levels instead.
Heal
Complexity 1 · Strain 1 · Invocation, 2 AP · Duration Instant
Brewable, Healing
You mend wounds and restore vitality: the target regains 1d8 + your Mysticism ranks in HP.
Area deliveries cost double Strain for this spell.
Critical Success: The target regains double your result instead.
Optional Modifiers
- Greater Healing (+2): The target regains 2d8 + double your Mysticism ranks (doubled on your critical success).
- Major Healing (+4): The target regains 3d8 + triple your Mysticism ranks (doubled on your critical success).
- Supreme Healing (+6): The target regains 4d8 + quadruple your Mysticism ranks (doubled on your critical success).
- Neutralize Affliction (+2): The target immediately attempts another save against one poison or disease affecting it, with 1 level of Advantage (2 on your critical success). If your Channeling result beats the affliction's DC, the save succeeds automatically; beat it by 15 or more and it's a critical success.
- Restoration I (+2): Reduce the target's Exhaustion by 1 level (2 on your critical success). A creature can benefit from this only once per 24 hours.
- Restoration II (+5): Reduce the target's Exhaustion by 2 levels (3 on your critical success). A creature can benefit from this only once per 24 hours.
Numb Pain
Complexity 1 · Strain 1 · Invocation, 2 AP · Duration 5 rounds
Brewable, Buff
You dull the target's pain. For the duration, the conditions its wounds impose are reduced by one step: conditions from Light Wounds are suppressed, and each Heavy Wound imposes the Light Wound condition for its location instead (head: Dazed; torso: Chest Trauma 1; arm: Weakened Grip 1; leg: Slowed 10). This covers wounds the target already has and any it takes while the spell lasts. When the spell ends, the wounds' full conditions apply again. Numb Pain doesn't heal wounds, and it doesn't stop the target from becoming Downed, Dying or Unconscious.
Critical Success: Reduce them by two steps instead: conditions from both Light and Heavy Wounds are suppressed.
Optional Modifiers
- Lingering Numbness (+1): Cast it as a Ritual instead; the duration becomes 1 hour.
Soothe Strain
Complexity 1 · Strain 1 · Invocation, 2 AP · Duration Instant
Brewable, Healing
You restore the target's vigor, healing 1d4 Strain damage. A creature can benefit from this spell at most once per 24 hours.
Critical Success: Double the Strain healed.
Barrier
Complexity 3 · Strain 2 · Invocation, 2 AP · Duration 5 rounds
Creation
You raise a solid, immobile wall 30 feet long and 5 feet high that conforms to the surface it is cast on, lasting for the duration. Each 5-foot section has Hardness 5, Durability 10 and the Fortified trait (half damage from anything that isn't Heavy). When the spell ends, or a section breaks, it crumbles or dissipates and leaves nothing behind but its trappings.
Optional Modifiers
- Damage (+1): A creature that touches the barrier takes 1d6 damage.
- Deadly (+2): A creature that touches the barrier takes 2d6 damage.
- Tough (+2): Double the barrier's Hardness and Durability.
- Shaped (+1): Shape the barrier as a circle, square or rectangle (no roof or floor). It can't be used to trap or bind creatures.
- Size (+2): Double the barrier's length and height.
Warrior's Gift
Complexity 3 · Strain 4 · Invocation, 2 AP · Duration 5 rounds
Buff, Mental, Concentration, Concentration
You project a vivid echo of your training into the target's mind. Choose one talent you know with the Combat or Attack trait: while you maintain Concentration, up to the duration, the target has that talent's benefits. When the spell ends for any reason, it loses them at once.
Critical Success: You may instead grant a Combat or Attack talent you don't know but meet the prerequisites for (GM approval). If you do, you can pay +2 Strain to gain that talent yourself for the duration too.
Optional Modifiers
- Dual Gift (+4): Grant two talents at once.
Planar Binding
Complexity 5 · Strain 8 · Ritual (10 minutes) · Duration Instant · Save: Charisma
Control, Invested, Invested
During the ritual you prepare a binding trap (a circle, casket, chains, wards and so on), then name or describe the extraplanar creature you seek, or speak its true name if you know it. It makes a Charisma save opposed by your Channeling result.
- If the creature wins, the spell fails and it knows who tried to bind it.
- If you win, it is summoned into the trap and held there until it agrees to a service or breaks free.
Invested: your maximum Strain is reduced by this spell's Strain until the creature is released or escapes.
Breaking free: if no agreement is reached within 24 hours, repeat the opposed check every 24 hours until you agree or it escapes.
Your critical failure: the creature may arrive unbound and act freely (the GM decides).
Optional Modifiers
- Stronger Circle (+1*): Each point of extra Strain you put into this modifier adds 1 to your Channeling result for opposing the creature's save.
Planar Travel
Complexity 5 · Strain 5 · Invocation, 2 AP · Duration Instant · Save: Charisma
Planar, Teleportation
You tear a hole in space and time, opening a gateway to another plane.
- A destination you know: on a success the gateway opens within 2d10 miles of it; on a critical success, exactly where you intended.
- Only a general locale: failure puts you somewhere random on that plane; success, in the general vicinity; critical success, close to where you wanted.
Optional Modifiers
- Pocket Refuge (+1): Create or enter a small extradimensional shelter with basic necessities for up to five people. It persists and can be revisited.
- ★ Planar Exile (+3): Try to send an unwilling creature through the gateway. It makes a Charisma save opposed by your Channeling result (with 1 level of Disadvantage on your critical success). On a failure it is exiled for 5 rounds, then returns to the nearest open space. [School Mastery, 7+ ranks]
Resurrection
Complexity 8 · Strain 20 · Séance (1 hour) · Duration Instant
Healing, Resurrection
Requires a reasonably complete corpse, dead no more than 1 year.
Through a séance you reach across the Aether and pull a soul back into the living world. On a success the target returns to life at 1 HP with 2 levels of Exhaustion and is Unconscious for 4 hours.
Critical Success: The target returns at 1 HP with 1 level of Exhaustion and is Unconscious for 1 hour.
Optional Modifiers
- Raise Decade (+5): You can raise a creature dead up to 10 years.
- ★ Greater Resurrection (+10): You can raise a creature no matter how long it has been dead, even without a corpse. The séance takes 12 hours, and you gain 2 levels of Exhaustion when it ends. [School Mastery, 8+ ranks]
Conjuration Wild Surges
Roll on Wild Surge — Conjuration: 1d30 on a failed Channeling check; 2d8 on a critical failure (negative entry 2 × roll − 3) or critical success (positive entry 2 × roll − 2). Use the severity for the triggering spell's Total Strain: Minor 0–4, Moderate 5–9, Major 10+.
| 1d30 | 2d8 | Surge | Minor (0–4) | Moderate (5–9) | Major (10+) |
|---|---|---|---|---|---|
| 1 | 2 | Misstep (−) | You teleport 5 ft in a random direction (nearest safe space). | Teleport 10 ft randomly. | Teleport 15 ft randomly. |
| 2 | 2 | Flicker (+) | You may teleport 10 ft to a space you can see. | Teleport 15 ft. | Teleport 20 ft. |
| 3 | 3 | Loose Pocket (−) | One small carried item spills to the ground. | Two small items spill. | One held item and one small item spill. |
| 4 | 3 | Pocket Find (+) | A simple useful item appears in your hand (chalk, string, coin, torch…). | Two simple useful items appear. | One unusually useful mundane item, or three simple ones. |
| 5 | 4 | Portal Draft (−) | Non-magical flames within 10 ft go out. | Flames within 20 ft go out. | Flames within 30 ft go out. |
| 6 | 4 | Portal Breeze (+) | 1 Advantage on your next Acrobatics or Athletics check before the end of your next turn. | 2 Advantage on it. | 2 Advantage on it and you may reroll it once. |
| 7 | 5 | Wrong Address (−) | The spell's delivery origin shifts 10 ft (GM's direction). | Shifts 20 ft. | Shifts 30 ft. |
| 8 | 5 | Perfect Placement (+) | You may shift the delivery origin up to 10 ft after choosing delivery. | Up to 20 ft. | Up to 30 ft. |
| 9 | 6 | Ectoplasm Slick (−) | A 10-ft radius around you is slippery for 1 round (1 Disadvantage on footing). | 15-ft radius, 2 Disadvantage. | 20-ft radius, 2 Disadvantage, until the end of your next turn. |
| 10 | 6 | Ectoplasm Hardens (+) | A 5-ft cube of cover (Hardness 6) appears for 3 rounds. | Hardness 8, lasts 5 rounds. | A 10-ft wall of two cubes (Hardness 8) for 5 rounds. |
| 11 | 7 | Summon Snag (−) | Conjured cords Restrain you until the end of your next turn unless you spend 1 AP to break free. | Breaking free rolls twice, keep the worse. | Restrained until you break free (1 AP per try, worse of two rolls). |
| 12 | 7 | Summon Assist (+) | A conjured hand gives +1 on your next check before the end of your next turn. | +2 on your next check. | +2 on your next two checks. |
| 13 | 8 | Spatial Pinch (−) | Take 1d6 force damage. | Take 2d6 force damage. | Take 3d6 force damage. |
| 14 | 8 | Spatial Cushion (+) | Gain 1d6 temporary HP until the start of your next turn. | Gain 2d6 temporary HP until the start of your next turn. | Gain 3d6 temporary HP until the start of your next turn. |
| 15 | 9 | Echo Gate (−) | A random tiny creature appears and panics for 1 round. | Two tiny creatures appear. | 1d4 tiny creatures appear and panic until the end of your next turn. |
| 16 | 9 | Helpful Critter (+) | A tiny conjured creature gives one enemy 1 Disadvantage on its next attack. | 2 Disadvantage. | Up to two enemies each suffer 2 Disadvantage on their next attack. |
| 17 | 10 | Backpack Swap (−) | A held item swaps with another carried item (random). | …and you can't draw or stow until the start of your next turn. | …and you drop the swapped-in item. |
| 18 | 10 | Quick Draw (+) | Draw or stow one item for free. | Draw or stow up to two items for free. | Until the start of your next turn, draw or stow one item once for free. |
| 19 | 11 | Anchor Snap (−) | Your next movement before the end of your next turn is 10 ft shorter. | 20 ft shorter. | Your movement is −10 ft until the end of your next turn. |
| 20 | 11 | Skate Step (+) | Your next movement before the end of your next turn is 10 ft longer. | 20 ft longer. | Your movement is +10 ft until the end of your next turn. |
| 21 | 12 | Doorway Hum (−) | You shimmer: 2 Disadvantage on Stealth for 1 round. | 2 Disadvantage on Stealth until the end of your next turn. | Stealth automatically fails until the end of your next turn. |
| 22 | 12 | Soft Entry (+) | 1 Advantage on Stealth for 1 round. | 2 Advantage on Stealth for 1 round. | 2 Advantage on Stealth until the end of your next turn. |
| 23 | 13 | Conjured Clutter (−) | A 5-ft cube of debris next to you is difficult terrain for 1 round. | Two cubes for 1 round. | A 10-ft radius around you is difficult terrain until the end of your next turn. |
| 24 | 13 | Clean Space (+) | Remove non-magical difficult terrain in 10 ft for 1 round. | 15 ft, until the end of your next turn. | 20 ft, until the end of your next turn. |
| 25 | 14 | Mistimed Arrival (−) | Anything your spell created appears at the end of your next turn instead. | …and can't act or be used until the following turn. | It appears 1 minute later (or after the scene). |
| 26 | 14 | Instant Delivery (+) | Anything your spell created gets +2 on its first check or use. | +4. | +4 and 1 Advantage. |
| 27 | 15 | Rift Mark (−) | Divination to find you gains 1 Advantage for 1 hour. | 2 Advantage for 1 hour. | 2 Advantage for 1 stretch, and you leave planar traces. |
| 28 | 15 | Rift Veil (+) | Divination to find you suffers 1 Disadvantage for 1 hour. | 2 Disadvantage for 1 hour. | 2 Disadvantage for 1 stretch, and mundane tracking suffers 1 Disadvantage. |
| 29 | 16 | Planar Itch (−) | You become Dazed. | Dazed and Off-Guard until the end of your next turn. | Dazed until you pass a DC 15 flat check at the end of your turn. |
| 30 | 16 | Planar Focus (+) | 1 Advantage on your next Channeling check before the end of your next turn. | 2 Advantage on it. | 2 Advantage on Channeling checks until the end of your next turn. |
− negative (odd), + positive (even).