Conjuration/Summoning

Description: This school includes two different types of magic, though both involve bringing in matter from another place. Conjuration spells produce various forms of non-living matter. Summoning spells entice or compel creatures to come to the caster, as well as allowing the caster to channel forces from other planes. Since the casting techniques and ability requirements are the same for both types of magic, conjuration and summoning are considered two parts of the same school.

Specialist Name: Conjurer. A specialist who has learned only summoning spells sometimes calls himself a summoner, but this is merely a matter of semantics and has no bearing on the specialist's abilities, restrictions, or effectiveness.

Allowed Races: A wizard must have human blood to be a conjurer. Therefore, humans and half-elves can specialize in this school, but elves cannnot.

Ability Requirements: A wizard must have exceptional stamina to spend a lifetime casting conjuration and summoning spells, since he is at times tapping into his own life force in order to create conjured matter or lure summoned creatures. Therefore, a wizard must have a Constitution score of at least 15 to specialize in this school.

Saving Throw Modifiers: All opponents modify their saving throws by -1 when attempting to save against a conjuration or summoning spell cast by a conjurer. A conjurer adds a +1 bonus when saving against conjuration spells or attacks from creatures or forces created by summoning spells.

Bonus Spells and Acquired Powers: A conjurer can memorize an extra spell at each spell level, providing that at least one of the memorized spells is from the school of conjuration/summoning. When a conjurer reaches 17th level, he no longer requires any material components to cast conjuration and summoning spells. When a conjurer reaches 20th level, he gains the ability to instantly dispel creatures conjured by an opponent who has used a monster summoning spell or its equivalent. The conjurer can dispel up to 10 Hit Dice worth of creatures with this ability; only creatures with 5 HD or fewer are affected (therefore, the conjurer could dispel two 5 HD creatures or ten 1 HD creatures, but not a 6 HD creature). The conjurer can use this ability up to three times per day by pointing at the creatures to be affected and concentrating.

Oppositional Schools: A conjurer cannot learn spells from the schools of greater divination and invocation/evocation.

Spell Analysis: Although the conjurer doesn't have an excessive number of specialty spells from which to choose, spells of the conjuration/summoning school are among the most potent of all, comparable only to the school of necromancy in sheer power.

Though useful in a wide variety of situations, conjuration/summoning spells are particularly effective in combat, since the majority of them are capable of inflicting damage.

Generally, conjuration spells such as Melf's acid arrow inflict damage directly, while summoning spells, such as monster summoning, use an intermediary force or monster to attack opponents. Direct attacks have the advantage of immediacy; Melf's acid arrow, for instance, is sent directly at its target. Indirect attacks using an intermediary have the advantage of versatility; giant rats summoned by monster summoning I can be directed to attack the stationary Opponent No. 1, then can be ordered to run down the fleeing Opponent No. 2.

Many summoning attacks require the continual participation of the conjurer; he can't control his summoned creatures if he can't communicate with them. This is especially crucial with spells such as conjure elemental, where the summoned creature will turn on the conjurer if the conjurer breaks his concentration.

Conjurers who learn a large number of spells to summon creatures are better in large parties; the more companions he has, the more protection he has available if a need arises for his comrades to run interference, helping to ensure that his concentration remains unbroken. When traveling, such conjurers should remain in the center of the party, traditionally the safest spot. As members of smaller parties, conjurers are more effective knowing a variety of conjuration/summoning spells, particularly those that inflict damage directly; a conjurer with only one or two companions may find it difficult-- and dangerous-- to cast conjure elemental.

Most Desirable Spells:

Low-Level: Melf's acid arrow, summon swarm, and flame arrow are excellent offensive spells, but monster summoning I is the prize -- a clever conjurer should find numerous uses for, say, eight giant rats.

Medium-Level: The monster summoning spells are the best. Conjure elemental, Mordenkainen's faithful hound, and summon shadow can turn the tide in just about any battle with low or medium level opponents.

High-Level: This group includes what most wizards consider to be the most prized spell of any school, wish. Limited wish is nearly as potent.

Because DMs vary widely in how they handle wishes, players with conjurer characters might want to discuss with their DM his parameters for adjudicating these types of spells. (See the
Spell Commentary section in Chapter 7 for more about wishes.) In addition to wishes, high-level conjuration/summoning spells offer the conjurer some extremely powerful offensive spells. The all-around best in combat are power word, kill; prismatic sphere; and the monster summoning spells.

Ethos: Because of the great power they wield, most conjurers are utterly convinced that their specialty is superior to all others. Illusion and divination are trivial, alteration and invocation are inconsequential, abjuration and enchantment are too weak, and necromancy is too repulsive. Though tending toward smugness and arrogance, conjurers are also confident, courageous, and bright.

Conjurers tend to rely on summoned creatures to perform difficult tasks for them; hence, many conjurers grow flabby as the years pass. Many consider conjurers to be downright lazy.

Conjurers recognize the importance of keeping evil in check, and most are of good alignment. Evil conjurers flourish, however, particularly those who maintain contact with evil entities summoned from other planes of existence.

Conjurers speak their minds freely and have little patience for the opinions of those they consider to be inferior; it takes a leader of proven worth and unyielding strength to earn the respect of a conjurer. In an adventuring party, conjurers tend to prefer action to discussion, and attacking to negotiating. Conjurers relish every opportunity for combat in order to demonstrate their power.

Since conjurers have little interest in associating with common people, they prefer to live in isolated areas of the countryside. Most consider children a nuisance, so even the few conjurers who marry typically remain childless by choice.

Aside from magical research, conjurers shun all activities that would normally constitute a career or occupation. When funds are low, conjurers can always summon creatures to fetch treasure for them

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