Conjurer

Conjurer's are spell casters that hold the balance of light and dark in the highest regard. They manipulate the essence of both to their full advantage. They are much more studied then the average Wizard or Sorcerer.  They have the power to bring armies to their knees, whilst breathing new life to broken bodies with a single flick.

Creating a Conjurer

When making a Conjurer you must think about good and evil, you must know whether that which you pull forth will obey you, and you must always remember how you have this magic. You may have once been transported to Pandemonium, or maybe you've always had a fascination with Unicorns and wanted to meet one. Once you've decided on this path think about what you want now. Do you want more power? Do you want your power to make people happy? Or maybe you just want some friends.

As a you gain the following class features.

Hit Points

Hit Dice: 1d6 per level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per level after 1st

Proficiencies

Armor: Shields
Weapons: Simple Melee Weapons, one Martial Melee Weapon of the players choice
Tools: None
Saving Throws: Charisma, Constitution or Wisdom
Skills: Choose two from Arcana, Deception, Insight, Perception, Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Steel Mirror

Abilities: A Conjurer's intelligence is her most important ability as it dictates her spell casting and affects the potency of her Spirit Artes. Dexterity and Constitution are also nice abilities for her as it make her able to survive the heat of combat.

Races: Human

Alignment: Conjurer's must be neutral due to their values and views.

Starting Gold: 1d10 x10

 

 

Table: The Conjurer

Hit Die: d4

Level

Base
Attack Bonus

Saving Throws

 

Special

Spells per Day

Fort

Ref

Will

 

Cur

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+0

+0

+2

+1

Spirit Artes 1

5

3

2nd

+0

+0

+0

+3

+2

Infectious Curse

6

4

3rd

+1

+1

+1

+3

+2

Bonus Feat

6

5

4th

+2

+1

+1

+4

+3

Healing Aura, ability score improvement

6

6

3

5th

+2

+1

+1

+4

+3

Spirit Artes 2

6

6

4

6th

+3

+2

+2

+5

+4

Aura of Menace

6

6

5

3

7th

+3

+2

+2

+5

+4

Toxifying Curse, Bonus Feat

6

6

6

4

8th

+4

+2

+2

+6

+5

Spirit Artes 3, ability score improvement

6

6

6

5

3

9th

+4

+3

+3

+6

+5

6

6

6

6

4

10th

+5

+3

+3

+7

+6

Meta-Magic master

6

6

6

6

5

3

11th

+5

+3

+3

+7

+6

Bonus Feat, Spirit Artes 4

6

6

6

6

6

4

12th

+6/+1

+ 4

+4

+8

+7

Touch of the Spirits, ability score improvement

6

6

6

6

6

5

3

13th

+6/+1

+4

+4

+8

+7

6

6

6

6

6

6

4

14th

+7/+2

+4

+4

+9

+8

Spirit Artes 5

6

6

6

6

6

6

5

3

15th

+7/+2

+5

+5

+9

+8

Bonus feat

6

6

6

6

6

6

6

4

-

-

16th

+8/+3

+5

+5

+10

+8

bonus feat, ability score improvement

6

6

6

6

6

6

6

5

3

17th

+8/+3

+5

+5

+10

+9

Spirit Artes 6

6

6

6

6

6

6

6

6

4

18th

+9/+4

+6

+6

+11

+9

bonus feat

6

6

6

6

6

6

6

6

5

3

19th

+9/+4

+6

+6

+11

+9

Bonus feat, ability score improvement

6

6

6

6

6

6

6

6

6

4

20th

+10/+5

+6

+6

+12

+9

bonus feat

6

6

6

6

6

6

6

6

6

6

 

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int

Class Features

Weapon and Armor Proficiency: A Conjurer isn't proficient with armor or weapons of any kind.


Spells: A Conjurer casts Divine spells which are drawn primarily from the Cleric spell list. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a Conjurer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Conjurer's spell is 10 + the spell level + the Conjurer's Intelligence modifier.

Like other spellcasters, a Conjurer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Conjurer. In addition, she receives bonus spells per day if she has a high Intelligence score.

A Conjurer's selection of spells is extremely limited. A Conjurer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new Conjurer level, she gains one or more new spells, as indicated on Table: Conjurer Spells Known. (Unlike spells per day, the number of spells a Conjurer knows is not affected by his Intelligence score; the numbers on Table: Conjurer Spells Known are fixed.) These new spells can be common spells chosen from the Cleric spell list, or they can be unusual spells that the Conjurer has gained some understanding of by study. The Conjurer can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered Conjurer level after that (6th, 8th, and so on), a Conjurer can choose to learn a new spell in place of one she already knows. In effect, the Conjurer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Conjurer spell the Conjurer can cast. A Conjurer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a Conjurer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.


Diminished Spellcasting: A Conjurer has spent more time and study on her Spirit Artes then her spellcasting, and therefore always knows 1 less spell then normal.


Bonus Feat: Starting at 3rd level, and every 4th level thereafter, the Conjurer gains a bonus feat. The chosen feat must however be a Meta-magic feat.


Spirit Artes: The Conjurer asks the beings from the spirit realm to help her channel the essences of light and Dark, allowing her to conjure powerful magic to harm and terrify her enemies, or heal her sundered allies. Staring at 1st level, and at corresponding levels thereafter, she gains new Spirit Artes. Using a Spirit Arte requires a standard action that provokes attacks of opportunity. An incantation serves as the contract between the Conjurer and the spirits of the spirit realm when casting the arte, but it isn't necessary. Casting a spirit arte with its incantation requires a full-round action, but grants the arte an added effect or boost. Spirit Arte are treated as spells, and each use takes up a spell slot as if she was casting as spell.

Light; Pixie Circle(level 1 spell slot): The Conjurer creates a channeling circle that summons fey to weave a healing circle underneath her ally’s feet. Heals 1d6/level (max of 3d6) + the Conjurer's Intelligence mod within a 10ft area. When cast with the incantation, the area of the spell increases by 5ft. This kind of healing damages undead. Range (25ft +5ft/2 levels). Incantation: Spirits of the wind, sing to good health. Pixie Circle!


Dark; Negative Gate(level 1 spell slot): The Conjurer summons tendrils of fear that strike out at enemies with terror. Deals 1d6/level (max of 3d6) + the Conjurer's Intelligence mod negative energy damage within a 10ft area, and causes the Shaken effect for 1 minute/caster level. When cast with the incantation, the Will save to suffer half damage and avoid being shaken increases by 2. A Will save (DC 10 + the Conjurer's caster level + her Intelligence mod) can be made to suffer only half damage and avoid being Shaken. This kind of damage cannot be prevented by damage reduction or resistances, but it still heals creatures that absorb negative energy. Range (10 foot area within 25ft +5ft/2 levels of the caster). Incantation: Fly forth, oh cloud of darkness. Negative Gate!


Light; Recover(level 2 spell slot): The Conjurer instills an ally with a bubbling aura, restoring them to good health. Removes the conditions of blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. It also grants another save against poisons and feeble-minded effects. When cast with the incantation, it also heals 1d4 + 1/level (max of +10) to the subject of the arte. Range (One touched ally). Incantation: Remove your foul afflictions. Recover!"


Dark; Dread Wings(level 2 spell slot): The Conjurer creates an image of prismatic butterflies that transform into blades of darkness that strike out at her foes. Deals 1d6/level (max of 5d6) + the Conjurer's Intelligence mod slashing/negative energy damage (1/2 of the damage is slashing, the other half is negative energy damage) to one creature and causes the creature to become blind for 1 minute/caster level. When cast with the incantation, the arte instead deals 1d8/level. A Will save (DC 10 + the Conjurer's caster level + her Intelligence mod) can be made to suffer only half damage and avoid being blinded. This kind of damage cannot be prevented by damage reduction or resistances, but a creature that absorbs negative energy can prevent half the damage. Incantation: Eater of souls, let loose your retribution. Dread Wings!"


Light; Healing Circle(2 level 3 spell slots): The Conjurer channels a glyph that showers allies with healing glitter. Heals 1d8/level (max of 4d8) + the Conjurer's Intelligence mod within a 15ft area. When cast with the incantation, creatures healed by the arte also gain fast healing 5 for 1 round/level. This kind of healing damages undead. Range (25ft +5ft/2 levels). Incantation: Rain down, the breath of life. Healing Circle!"


Dark; Ignite Terror(2 level 3 spell slots): The Conjurer constructs a channeling circle in front of her that lets loose a ray of destructive shadow. Deals 1d8/level (max of 5d8) + the Conjurer's Intelligence mod negative energy damage to creatures within a 40ft line (starting at the caster). When cast with the incantation, the arte also incurs a -2 penalty to AC to creatures damaged by the arte for 1 round/level (Will negates). A REF save can be made (DC 10 + 1/2 the Conjurer's caster level + her Intelligence mod) to suffer only half damage. This kind of damage cannot be prevented by damage reduction or resistances, but a creature that absorbs negative energy can prevent this damage. Incantation: Open the covenant of darkness, and unleash its wrath. Ignite Terror!"


Light; Revive(2 level 4 spell slots):
 The Conjurer infuses her target with healing energy, granting them a blessing. Grants one ally within 40ft of the caster a revival effect; which heals them of 1d10 + the Conjurer's Intelligence mod when their HP reaches 0 or below (this does not activate if the attack would kill the ally under this effect.) When cast with the incantation, the subject also receives DR 5/- until the end of the arte's effect. An undead that is affected by this spell is instead affected by a Harm spell. Incantation: Light, grant us the essence of rebirth. Revive!"


Dark; Dark Visitor(2 level 4 spell slots): The Conjurer conjures a channeling circle that summons a Dark Angel to make a deadly attack with her scythe. Deals 1d8/level (max of 8d8) + the Conjurer's Intelligence mod negative energy/slashing damage (1/2 the damage is slashing, while the other half results directly from negative energy.) to creatures within a 10ft area, and staggers them for 1 minute/caster level. When cast with the incantation, the damage cap for the arte increases to 10d8. A Will save (DC 10 + the Conjurer's caster level + her Intelligence mod) can be made to suffer only half damage and avoid being staggered. This kind of damage cannot be prevented by damage reduction or resistances, but a creature that absorbs negative energy can prevent half the damage. Incantation: Maven of darkness, grant the slumber of death. Dark Visitor!


Light; Dispel(2 level 5 spell slots): The Conjurer creates a field of concentrated energy that restores lost strength. Heals 1d6 points of ability damage dealt to all creatures within 15ft of the caster, and grants them a +2 to saves to negate ability damage dealing affects for 1 minute/level. When cast with the incantation, the bonus to saves increases to a +4. Incantation: Absolve us, from sin. Dispel!


Dark; Trillion Vite(2 level 5 spell slots): The Conjurer creates a channeling circle in front of her that lets loose a sinister curse upon her enemy. Deals 1d6/level (max of 4d6) + the Conjurer's Intelligence mod negative/acid damage (1/2 the damage is acid, while the other half results directly from negative energy.) to creatures within a 20ft cone, and deals 4 points of Strength, Dexterity, or Constitution damage. This kind of ability damage cannot stack and Will save (DC 10 + the Conjurer's caster level + her Intelligence mod) can be made to suffer only half damage and avoid the ability damage. When cast with the incantation, the Will save to negate the ability damage and take half damage increases by 2. This kind of damage cannot be prevented by damage reduction or resistances, but a creature that absorbs negative energy can prevent half the damage. Incantation: Viper's rage, let loose your shadowy vile. Trillion Vite!


Light; Nurse(2 level 6 spell slots): The Conjurer summons angelic nurses to mend her ally’s wounds. Heals 10 hit points/level + the Conjurer's Intelligence mod to creatures within 20ft of her. When cast with the incantation, the arte also grants creatures affected by it a +2 to AC and saves for 1 round/level. This kind of healing damages undead. Incantation: Spirits that flutter, grant us fortune. Nurse!


Dark; Gravity Well(2 level 6 spell slots):
 The Conjurer constructs a channeling circle that creates a gravitational pull able to crush enemies. Deals 1d10/level (max of 10d10) + the Conjurer's Intelligence mod negative/bludgeoning damage (1/2 the damage is force, while the other half results directly form negative energy.) to creatures within a 15ft area, and puts them under a slow affect (like the spell) for 1 round/level. When cast with incantation, the damage cap of the arte increases to 12d10. A Will save (DC 10 + the Conjurer's level + her Intelligence mod) can be made to suffer only half damage and avoid being slowed. This kind of damage cannot be prevented by damage reduction or resistances, but a creature that absorbs negative energy can prevent half the damage. Incantation: Void of darkness, close upon all things. Gravity Well!"

 

Infectious Curse: At 2nd level, the Conjurer can cause the enfeebling effects from her magic to spread across the battlefield like disease. When she successfully casts an enfeebling spell on a creature and it fails it's save to resist it, starting during the round after the primary creature was affected, and every round thereafter, the effect the creature is under tries to infect any creature within 5ft of it at the start of the round. If the creature fails it's save to resist it, it is affected as normal, at half the effects normal capacity (ex. a Blind effect passed on will only cause the creature to incur a 25% miss chance instead of 50% like normal, while a Flare effect will still incur a -1 to attack rolls since 1 can’t be halved properly). Once the primary creature is rid of its effect by making it's saving throw or from other means, it can no longer attempt to infect other creatures.


Healing Aura:
 At 4th level, the Conjurer can cause her healing spells to provide long term care. Whenever the Conjurer casts a Cure spell, or whenever she uses a spirit arte that heals HP, the recipient(s) of that spell or arte gains fast healing equal to the Conjurer's class level for a number of rounds equal to her Intelligence mod.


Aura of Menace: At 6th level, the Conjurer now adds her Intelligence mod (if any) as magical bonus to her AC. This applies even when she is caught flat-footed, but does not apply when she is helpless, wearing armor, or when under a medium or heavy load.


Toxifying Curse: At 7th level, whenever the Conjurer affects a creature with an enfeebling spell and it fails it's saves, it also takes a d6 +1/level of damage. This damage bypasses any kind of resistances or damage reduction the creature might have.


Meta-Magic Master: At 10th level, once per day, when applying one Meta-Magic feat to the casting of a spell, you can reduce the spell slot the spell is raised by two (To a minimum of 1). This cannot cause the spell slot to remain the same. At 15th level, she may do this twice per day.


Touch of the Spirits: Once per day at 12th level, the Conjurer can gather massive amounts of spiritual energy through touch. By succeeding on a melee touch attack, she may deal a d4/level damage of an energy type of her choice to the touched creature, or she can grant a touched creature resistance 10 + her Intelligence mod to an energy type of her choice.

 

 

Table: Conjurer Spells Known

Level

Spells Known

 

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

 

1st

3

1

 

2nd

4

1

 

3rd

4

2

 

4th

5

2

1

 

5th

5

2

1

 

6th

6

3

1

1

 

7th

6

4

2

1

 

8th

7

4

2

1

1

 

9th

7

4

3

2

1

1

 

10th

8

4

3

2

1

1

 

11th

8

4

4

3

2

1

 

12th

8

4

4

3

2

1

1

 

13th

8

4

4

3

3

2

1

 

14th

8

4

4

3

3

2

1

1

 

15th

8

4

4

3

3

2

1

1

 

16th

8

4

4

3

3

3

2

1

1

 

17th

8

5

5

4

4

4

3

3

2

 

18th

8

5

5

4

4

4

3

3

2

1

 

19th

8

5

5

4

4

4

3

3

2

2

 

20th

8

5

5

5

4

4

3

3

2

2

 

 

Back to The Classes