Conjuration
This group of spells created or transported people, energy or objects
The conjuration school of arcane magic calls materials, creatures or energy to the caster and can also be reversed to send creatures to other places, either over long distances or even to a whole different plane of existence. A wizard who specialized in conjurations spells is called a conjurer.
Subschools
- Calling: Spells of this type take creatures from their natural plane and bring them to the caster. They have one chance to return to their home plane but the spell usually restricts the circumstances that would allow it to do so. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled. A called creature cannot use any innate summoning abilities it may have, and it is incapable of casting any spells that would cost it XP, or using any spell-like abilities that would cost XP if they were spells.
- Creation: These spells manipulate matter itself to create an object or creature. Most, but not all of these spells require more magic to hold the creation together after it has been made and when the magic of the spell wears off, the creation simply disappears and the matter returns to its original form, whatever that may have been. Those that don't rely on magic to hold it together last indefinitely. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence. It is however magical in nature, and is effected by Dispel Magic as if it were a Disintegrate spell.
- Summoning: Summoning spells bring a creature or object from wherever it currently is to the caster of the spell. When the spell expires, creatures are instantly sent back to wherever they came from, although objects do not unless the spell used to summon them was designed to. If a creature is killed while under the effects of a summoning spell, they instantly disappear and reform at the point that they were summoned from. It takes 24 hours for the creature to reform, during which time it can’t be summoned again. When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have, and it refuses to cast any spells that would cost it XP, or to use any spell-like abilities that would cost XP if they were spells.
- Teleportation: These spells transport the subjects of the spell over great distances, usually via the Astral Plane. The most powerful of these spells can teleport the subject to a destination in another plane entirely. Teleportation spells are often one-way and require another teleportation spell to return.
Creation
By default, all creation type magic creates things that are slightly less then average in quality. Divine magic often allows creation of superior things in accordance with the deities ethos. Anything created has a slight feeling of wrongness to it such as the wrong weight(often lighter then the real thing), the reflectivity or shine(often much duller then the real thing), and the texture(often soft and sponge-like). A DC check of 10 for Spellcraft, or any appropriate craft or profession skill can tell the artificial nature of a magically created item.- By default, magic that summons or creates objects have as an additional material component a piece of material that was once part of a creature or object of the type to be summoned/polymorphed. Pieces of certain exotic monsters will have a high market value. (So Eschew Materials will be ineffective). Only some divine magic can ignore this.
Teleportation
- You can only teleport a number of miles equal to your caster level. (When teleporting through the use of a racial ability, the distance is limited to a number of miles equal to your total HD.)
- Teleporting characters or objects disappear instantly, but teleportation takes a number of rounds equal to the number of miles traveled (minimum of 1 round). During this time, characters at the destination of the teleport can make a Spot check (DC 20). If the check succeeds, they are aware of the incoming teleport. If the distance of the teleport is a mile or less, characters at the receiving end of the teleport will only have a surprise round in which to take actions before the teleport is completed.
- Teleport Destination: The caster must have a clear mental picture of the teleport destination. For the best results the caster must physically be in the target location for a full hour and make careful notes of the sight, sound, smell and feel of the area. The caster must pick a mostly static location, one that does not change with the passage of time. A destination only remains valid if less then 50% of area remains the same to match the mental picture in the casters mind. Small changes, such as a tree blowing in the wind have no effect, however cutting down the tree makes the destination invalid for a caster that has the tree as part of their mental destination picture. If the caster does not have a full hour of study on a location, the chance of the teleportation success is only 20%, plus one percent per caster level.
- Teleport Trace: Outgoing teleport spells leave a teleport trace during the duration of the teleport. Characters at the source of a teleport can make a Spot check (DC 20) to spot the teleport trace. Teleport spells and similar effects can be used to automatically follow the original teleport, although the caster will not know where the teleport spell goes until they arrive. Scrying sensors can be sent through a teleport trace.
- Dispelling Teleports: Spellcasters who are aware of the incoming teleport can attempt to counterspell the teleport (even though they are unable to see the caster).
- Blocked Teleports: If a teleport is counterspelled, blocked, or otherwise disrupted the character or object being teleported returns to its original location. Creatures adjacent to a caster activating a teleportation spell would would not normally be included in the spell's effect may make a Reflex save (DC as normal for a teleportation spell of the level) to “hitch a ride” and be carried along by the magic, ending up adjacent to the caster. For every 20 feet a creature's movement speed exceeds 20ft per round, he may be an additional 5 feet away and still "hitch a ride." (Thus, a wizard could grab his friend's hand and cast teleport to move them both away, but the adjacent orc could make a reflex save to follow him. Alternately, a wizard could cast dimension hop, and his adjacent rogue ally could make a reflex save to follow him, even though the spell normally only affects one creature.) Extradimensional spaces are hazardous to teleport. There is a flat 50% chance that anything teleorted in an extradimensional space is lost. There is a further 50% chance that the contents are simply utterly destroyed or teleported to a random location(often, but not always, the Astral Plane).
- Gate: The gate spell can be used to circumvent the distance limitation on teleportation. The casting time for the spell is equal to 1 round per mile traveled or 1d10 minutes for interplanar travel. During the casting time, the gate is clearly visible from both ends and events at the other end of the gate can be seen murkily through it (Spot checks suffer a -10 penalty). Once the gate is established, travel through the gate is instantaneous.
Summoning
- The strain of binding and controlling a summoned creature imposes a cumulative -1 penalty to caster level for each creature currently summoned.
- When casting a summoning spell, there is a 1% chance per spell level that the spell goes horribly awry and summons something else entirely. The exact nature of the mistake is left up to the DM, depending on the power of the spell and what the desired result was. Occasionally, this results in something insignificantly weak, such as a celestial chipmunk. Other times, your summon monster II delivers a hezrou. The new creature is not bound by any sort of magic, and may break the summon at any time it wishes and return to its home plane. It cannot be dismissed by dismissing the spell.
- A creature summoned into a situation it doesn’t like may attempt to break the magical contract and escape the plane with a successful Will save (DC as normal for a spell of the summon’s level). Making this check is a swift action. A particularly upset summoned creature may remain on the plane for the remainder of the spell’s duration to attack the caster, who may not dismiss it.
- The chance of a Conjuration (Calling) spell such as planar ally going horribly wrong is 5% per spell level. If the new target has too many hit die to be affected by the spell normally, it may burst through summoning circles and constraints with ease, typically with horrible consequences for the summoner.
- Conjuration (Calling) spells do not have experience costs to cast; however, the creatures almost always demand that the summoner sacrifice part of his own life force as part of their payment for the services, typically to the quantity of 1/10th the gold piece cost (see the spell lesser planar ally for details.
- Outsiders summoning other outsiders from their own plane, such as a demon's summon ability, are not subject to the restrictions noted above.
- Magic that summons have as an additional material component a piece of material that was once part of a creature or object of the type to be summoned/polymorphed. Pieces of certain exotic monsters will have a high market value. (So Eschew Materials will be ineffective).