Showing posts with label Conjuration. Show all posts
Showing posts with label Conjuration. Show all posts

Wednesday, October 24, 2012

Star Wars: Force Powers, Conjuration (4th circle)

Black Tentacles
Conjuration (Creation) Difficulty: Difficult (20), modified by proximity.
Time to Use: 1 action
Prerequisite: Any 4 Conjuration spells
This power can be kept 'up'
Effect: This spell conjures a field (6 meter radius) of rubbery black tentacles, each 3 meters long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.

Every creature within the area of the spell must make a brawling check, opposed by the tentacles strength (5d) check. Those who fail are entangled by the tentacles and cannot move. The tentacles do 5d damage each round until you free yourself. The tentacles continue to crush the opponent until the spell ends or the opponent escapes. The tentacles are immune to all types of damage.

Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t fighting with the tentacles may move through the area at only half normal speed.

Cure Critical Wounds

Conjuration (Healing) Difficulty: Difficult (20), modified by relationship
Time to Use: 1 action
Prerequisite: Cure Serious Wounds, and any 3 other Conjuration spells
Effect: When laying your hand upon a living creature, you channel Light Side energy that allows the target you touched to heal from Mortally Wounded to fully healed.

Since undead are powered by negative energy, this spell causes them to become Mortally Wounded instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Willpower check against your Conjuration roll to reduce this effect to Incapacitated.


Dimension Door
Conjuration (Teleportation) Difficulty: Difficult (20), modified by proximity and potentially relationship
Time to Use: 1 action
Prerequisite: Any 4 Conjuration spells
Effect: You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as you can carry it. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three dice in Conjuration. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d damage and are shunted to a random open space on a suitable surface within 30 meters of the intended location.

If there is no free space within 30 meters, you and each creature traveling with you take an additional 2d damage and are shunted to a free space within 300 meters. If there is no free space within 300 meters, you and each creature travelling with you take an additional 4d damage and the spell simply fails.
Minor Creation
Conjuration (Creation) Difficulty: Difficult (20)
Time to Use: 1 minute
Prerequisite: Any 4 Conjuration spells
This power can be kept 'up'
Effect: You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 0.3 cubic meters per die in Conjuration. You must succeed on an appropriate skill check to make a complex item.

Attempting to use any created object as a material component causes the spell to fail.
Neutralize Poison
Conjuration (Healing) Difficulty: Difficult (20), modified by relationship
Time to Use: 1 action
Prerequisite: Delay poison and any 4 Conjuration spells
This power can be kept 'up'
Effect: You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as damage, temporary attribute damage, or effects that don’t go away on their own.

The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren’t postponed until after the duration —the creature need not make any saves against poison effects applied to it during the length of the spell.

This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option.
Planar Ally, lesser
Conjuration (Calling) Difficulty: Difficult (20), modified by proximity
Time to Use: 10 minutes
Prerequisite: Any 4 Conjuration spells
Effect: By casting this spell, you request your deity to send you an elemental or outsider (with no more than 3d Strength) of the deity’s choice. If you serve no particular deity, the spell is a plea to either the Light or Dark Side of the Force. If you know an individual creature’s name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).

You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.

The creature called requires a payment for its services. This payment can take a variety of forms, from donating money or items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature’s goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.

Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature’s ethos, it may halve or even waive the payment.

At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).

Note: When you use a calling spell that calls a Dark Side creature, it is a Dark Side power.
Restoration
Conjuration (Healing) Difficulty: Difficult (20), modified by relationship
Time to Use: 3 rounds
Prerequisite: Lesser Restoration and any 3 other Conjuration spells
Effect: Restoration cures all temporary Attribute damage, and it restores all points permanently drained from a single Attribute (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.

Secure Shelter
Conjuration (Creation) Difficulty: Difficult (20), modified by proximity
Time to Use: 10 minutes
Prerequisite: Any 4 Conjuration spells
This power can be kept 'up'
Effect: You conjure a sturdy cottage or lodge (6 sq, meters) made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.

The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).

The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.

The secure shelter contains rude furnishings —eight bunks, a trestle table, eight stools, and a writing desk.
Solid Fog
Conjuration (Creation) Difficulty: Difficult (20)
Time to Use: 1 action
Prerequisite: Fog cloud and any 3 other Conjuration spells
This power can be kept 'up'
Effect: This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 1.5 meters, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 3 meters of vapor that it passes through reduces falling damage by 1d.

However, unlike normal fog, only a severe wind (50+ kmh) disperses these vapors, and it does so in 1 round.

Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes.

Summon Monster IV
Conjuration (Summoning) Difficulty: Difficult (20), modified by proximity
Time to Use: 1 round
Prerequisite: Summon Monster III, and any 3 other Conjuration spells
this power can be kept 'up'
Effect: This spell functions like summon monster I, except that you can summon one creature from the 4th-circle list, 1d3 creatures of the same kind from the 3rd-circle list, or 1d creatures of the same kind from any lower circle list. Summoned creatures must be summoned within 9 meters of each other.

Light Side Summon Monster III
Archon, Lantern
Celestial Giant Owl
Celestial Giant Eagle
Celestial Lion

Neutral Summon Monster III
Mephit (any)

Dark Side Summon Monster III
Fiendish Dire Wolf
Fiendish Giant Wasp
Fiendish Giant Praying Mantis
Fiendish shark, Large
Yeth Hound
Fiendish Monstrous Spider, Large
Fiendish Snake, Huge Viper
Howler



Summon Nature's Ally IV
Conjuration (Summoning) Difficulty: Difficult (20), modified by proximity
Time to Use: 1 round
Prerequisite: Summon Nature's Ally III, and any 3 other Conjuration spell
This power can be kept 'up'
Effect: This spell functions like summon nature’s ally I, except that you can summon one 4th-circle creature, 1d3 3rd-circle creatures of the same kind, or 1d creatures of the same kind from a lower circle list. Summoned creatures must be summoned within 9 meters of each other.

Summon Nature's Ally III
Arrowhawk, juvenile
Bear, brown
Crocodile, giant
Deinonychus
Dire Ape
Dire Boar
Dire Wolverine
Elemental, Medium (any)
Salamander, Flamebrother (Dark Side)
Sea Cat
Shark, huge
Snake, Huge Viper
Tiger
Tojanida, juvenile
Unicorn
Xorn, minor

Wednesday, October 17, 2012

Star Wars: Force Powers, Conjuration (3rd circle)

Create Food & Water
Conjuration (Creation) Difficulty: Moderate (15), modified by proximity
Time to Use: 10 minutes
Prerequisite: Any 3 Conjuration spells
Effect: The food that this spell creates is simple fare of your choice—highly nourishing, if rather bland. The spell creates enough to sustain three humans per die in Conjuration. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and drink spell on it. The water created by this spell is just like clean rain water, and it doesn’t go bad as the food does.

Cure Serious Wounds
Conjuration (Healing) Difficulty: Moderate (15), modified by relationship
Time to Use: 1 action
Prerequisite: Cure Moderate Wounds, and any 2 other Conjuration spells
Effect: When laying your hand upon a living creature, you channel Light Side energy that allows the target you touched to heal from Incapacitated to fully healed.

Since undead are powered by negative energy, this spell causes them to become incapacitated instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Willpower check against your Conjuration roll to reduce this effect to Wounded twice.

Phantom Steed
Conjuration (Creation) Difficulty: Moderate (15)
Time to Use: 10 minutes
Prerequisite: Any 3 Conjuration spells
This power can be kept 'up'
Effect: You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

Phantom Steed
Type: Large Outsider
Dexterity: 5d+1
Perception: 1d
Strength: Equal to your Conjuration
Special Abilities:
All-terrain: If you have at least 8d in Conjuration (Creation), the mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
Water Walk: If you have at least 10d in Conjuration (Creation), the mount can use water walk at will (as the spell, no action required to activate this ability).
Air Walk: If you have at least 12d in Conjuration (Creation), the mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.
Fly: If you have at least 14d in Conjuration (Creation), The mount can fly at its speed.
Move: 6 meters per die in Conjuration, to a maximum of 72 meters. 

Remove Blindness/Deafness
Conjuration (Healing) Difficulty: Moderate (15), modified by relationship
Time to Use: 1 action
Prerequisite: Any 3 Conjuration spells
Effect: Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.

Remove blindness/deafness counters and dispels blindness/deafness.

Remove Disease
Conjuration (Healing) Difficulty: Moderate (15), modified by relationship
Time to Use: 1 action
Prerequisite: Any 3 Conjuration spells
Effect: Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only with a high enough Conjuration roll.

Note: It does not prevent reinfection after a new exposure to the same disease at a later date.

Sepia Snake Sigil
Conjuration (Creation) Difficulty: Moderate (15)
Time to Use: 10 minutes
Prerequisite: Any 3 Conjuration spells
Effect: When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.

Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a Dodge check against your Conjuration roll to evade the snake’s strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its check, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d days + one day per die in Conjuration have elapsed.

While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury.

The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.

A dispel magic can remove the sigil. An erase spell destroys the entire page of text.

Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page.

Sleet Storm
Conjuration (Creation) Difficulty: Moderate (15), modified by proximity. 
Time to Use: 1 action
Prerequisite: Any 3 Conjuration spells
This power can be 'kept' up
Effect: Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area (cylinder 12 meter radius, 6 meters high) to be icy. A creature can walk within or through the area of sleet at half normal speed with an Easy (10) Running check. Failure means it can’t move in that round, while failure by 5 or more means it falls.

The sleet extinguishes torches and small fires.

Stinking Cloud
Conjuration (Creation) Difficulty: Moderate (15) or the targets Stamina check, modified by proximity. 
Time to Use: 1 action
Prerequisite: Any 3 Conjuration spells
This power can be 'kept' up
Effect: Stinking cloud creates a bank of fog (6 meter radius, 6 meter high), except that the vapors are nauseating. Living creatures in the cloud become nauseated (they cannot attack, use Force powers, or anything else that requires attention. This condition lasts as long as the creature is in the cloud and for 1d rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its Stamina check but remains in the cloud must continue to make Stamina checks each round on your turn.

Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.

Summon Monster III
Conjuration (Summoning) Difficulty: Moderate (15), modified by proximity
Time to Use: 1 round
Prerequisite: Summon Monster II, and any two other Conjuration spells
this power can be kept 'up'
Effect: This spell functions like summon monster I, except that you can summon one creature from the 3rd-circle list, 1d3 creatures of the same kind from the 2nd-circle list or 1d creatures of the same kind from the 1st-circle list. Summoned creatures must be summoned within 9 meters of each other.

Light Side Summon Monster III
Celestial Black Bear
Celestial Bison
Celestial Dire Badger
Celestial Hippogriff

Neutral Summon Monster III
Elemental, Small (any)

Dark Side Summon Monster III
Fiendish Ape
Fiendish Dire Weasel
Hell Hound
Fiendish Snake, Constrictor
Fiendish Boar
Fiendish Dire Bat
Fiendish Monstrous Centipede, Huge
Fiendish Crocodile
Dretch (demon)
Fiendish Snake, Large Viper
Fiendish Wolverine

Summon Nature's Ally III
Conjuration (Summoning) Difficulty: Moderate (15), modified by proximity
Time to Use: 1 round
Prerequisite: Summon Nature's Ally II, and any two other Conjuration spell
This power can be kept 'up'
Effect: This spell functions like summon nature’s ally I, except that you can summon one 3rd-circle creature, 1d3 2nd-circle creatures of the same kind, or 1d 1st-circle creatures of the same kind. Summoned creatures must be summoned within 9 meters of each other.

Summon Nature's Ally III
Ape
Dire Weasel
Dire Wolf
Eagle, Giant
Lion
Owl, giant
Satyr (without pipes)
Shark, large
Snake, Constrictor
Snake, Large Viper
Thoqqua

Wednesday, October 10, 2012

Star Wars: Force Powers, Conjuration (2nd circle)

Acid Arrow
Conjuration (Creation) Difficulty: Easy (10), modified by proximity
Time to Use: 1 action
Prerequisite: Any 2 Conjuration spells
This power can be kept 'up'
Effect: An arrow of acid springs from your hand and speeds to its target. You must succeed on a Thrown Weapons attack to hit your target. The arrow deals 2d acid damage with no splash damage. For every three dice in Conjuration (Creation), the acid, unless somehow neutralized, lasts for another round, dealing another 2d damage in that round.

Cure Moderate Wounds
Conjuration (Healing) Difficulty: Easy (10), modified by relationship
Time to Use: 1 action
Prerequisite: Cure Light Wounds, and any other Conjuration spell
Effect: When laying your hand upon a living creature, you channel Light Side energy that allows the target you touched to heal from Wounded Twice to fully healed.

Since undead are powered by negative energy, this spell inflicts a wounded twice on them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Willpower check against your Conjuration roll to reduce this effect to Wounded.

Delay Poison
Conjuration (Healing) Difficulty: Easy (10), modified by relationship
Time to Use: 1 action
Prerequisite: Any 2 Conjuration powers
This power can be kept 'up'
Effect: The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed while the spell is kept 'up' does not affect the subject until the spell is dropped. Delay poison does not cure any damage that poison may have already done.

Fog Cloud
Conjuration (Creation) Difficulty: Easy (10), modified by proximity
Time to Use: 1 action
Prerequisite: Any 2 Conjuration powers
This power can be kept 'up'
Effect: A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 1.5 meters. A creature within 1.5 meters has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

A moderate wind (15+ kmh) disperses the fog in 4 rounds; a strong wind (30+ kmh) disperses the fog in 1 round.

The spell does not function underwater.

Glitterdust
Conjuration (Creation) Difficulty: Easy (10), modified by proximity. 
Time to Use: 1 action
Prerequisite: Any 2 Conjuration spells
This power can be kept 'up'
Effect: A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded (a Willpower check against your Conjuration roll avoids this effect) and visibly outlining invisible things. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

Any creature covered by the dust increase the difficulty of stealth checks by +40.

Remove Paralysis
Conjuration (Healing) Difficulty: Easy (10), modified by relationship and proximity
Time to Use: 1 action
Prerequisite: Any 2 Conjuration spells
Effect: You can free one or more creatures (up to 4, who must be within 9 meters of each other) from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another Willpower, Stamina, or Dodge check with a +1d+1 bonus against the effect that afflicts it. If cast on three or four creatures, each receives another Willpower, Stamina, or Dodge check with a +2 bonus.

Restoration, Lesser
Conjuration (Healing) Difficulty: Easy (10), modified by relationship
Time to Use: 3 rounds
Prerequisite: Any 2 Conjuration spells
Effect: Lesser restoration dispels any magical effects reducing one of the subject’s Attributes or cures 1d points of temporary Attribute reduction to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character. It does not restore permanent Attribute drain.

Summon Monster II
Conjuration (Summoning) Difficulty: Easy (10), modified by proximity
Time to Use: 1 round
Prerequisite: Summon Monster I, and one other Conjuration spell
This power can be kept 'up'
Effect: This spell functions like summon monster I, except that you can summon one creature from the 2nd-circle list or 1d3 creatures of the same kind from the 1st-circle list. Summoned creatures must be summoned within 9 meters of each other.

Light Side Summon Monster II
Celestial Giant Bee
Celestial Giant Bombardier Beetle
Celestial Riding Dog
Celestial Eagle

Dark Side Summon Monster II
Lemure (devil)
Fiendish Squid (must be in an aquatic environment)
Fiendish Wolf
Fiendish Large Monstrous Centipede
Fiendish Medium Monstrous Scorpion
Fiendish Medium Shark (must be in an aquatic environment)
Fiendish Medium Monstrous Spider
Fiendish Medium Viper Snake

Summon Nature's Ally II
Conjuration (Summoning) Difficulty: Easy (10), modified by proximity
Time to Use: 1 round
Prerequisite: Summon Nature's Ally I, and any other Conjuration spell
This power can be kept 'up'
Effect: This spell functions like summon nature’s ally I, except that you can summon one 2nd circle creature or 1d3 1st-circle creatures of the same kind. Summoned creatures must be summoned within 9 meters of each other.

Summon Nature's Ally II
Bear, black
Crocodile
Dire Badger
Dire Bat
Small Elemental (any kind)
Hippogriff
Medium Shark (must be in an aquatic environment)
Medium Viper Snake
Squid (must be in an aquatic environment)
Wolverine

Summon Swarm 
Conjuration (Summoning) Difficulty: Easy (10), modified by proximity
Time to Use: 1 round
Prerequisite: Any 2 Conjuration spells
This power can be kept 'up'
Effect: You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.

Web
Conjuration (Creation) Difficulty: Easy (10), modified by proximity
Time to Use: 1 action
Prerequisite: Any 2 Conjuration spells
This power can be kept 'up'
Effect: Web creates a many-layered mass of strong, sticky strands in a 6 meter radius spread. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled.

Anyone in the effect’s area when the spell is cast must make a Dodge check against your Conjuration roll. If this check succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the check fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a Difficult (2) Strength check or a Very Difficult (25) Dexterity check. Once loose (either by making the initial Dodge check or a later Strength check or Dexterity check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Dexterity check. The creature moves 1.5 meters for each full 5 points by which the check result exceeds 10.

If you have at least 1.5 meters of web between you and an opponent, it provides cover. If you have at least 6 meters of web between you, it provides total cover.

The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 1.5 square meters in 1 round. All creatures within flaming webs take 2d points of fire damage from the flames.

Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.

Wednesday, October 3, 2012

Star Wars: Force Powers, Conjuration (1st circle)

Acid Splash
Conjuration (Creation) Difficulty: Very Easy (3), modified by proximity
Time to Use: 1 action
Prerequisite: None
Effect: You fire a small orb of acid at the target. You must succeed on a Thrown Weapons attack to hit your target. The orb deals 1d acid damage.

Create Water
Conjuration (Creation) Difficulty: Very East (3), modified by proximity
Time to Use: 1 action
Prerequisite: None
Effect: This spell generates up to 7.5 liters per die in Conjuration (Creation) of wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.

Note: Conjuration spells can’t create substances or objects within a creature.

Cure Minor Wounds
Conjuration (Healing) Difficulty: Very Easy (3), modified by relationship
Time to Use: 1 action
Prerequisite: None
Effect: When laying your hand upon a living creature, you channel Light Side energy that allows the target you touched to heal from Stunned to Fully healed.

Since undead are powered by negative energy, this spell stuns them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Willpower check against your Conjuration roll to ignore this effect.

Summon Instrument
Conjuration (Summoning) Difficulty: Very Easy (3)
Time to Use: 1 round
Prerequisite: None
This power can be kept 'up'
Effect: This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can’t summon an instrument too large to be held in two hands.

Cure Light Wounds
Conjuration (Healing) Difficulty: Very Easy (5), modified by relationship
Time to Use: 1 action
Prerequisite: Cure Minor Wounds
Effect: When laying your hand upon a living creature, you channel Light Side energy that allows the target you touched to heal from Wounded to fully healed.

Since undead are powered by negative energy, this spell inflicts a wounded on them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Willpower check against your Conjuration roll to reduce this effect to Stunned.

Grease
Conjuration (Creation) Difficulty: Very Easy (5), modified by proximity
Time to Use: 1 action
Prerequisite: Any 1 Conjuration spell
This power can be kept 'up'
Effect: A grease spell covers a solid surface (up to 3 meter square) with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Dodge check against your Conjuration roll or fall. This check is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with an Easy (10) Dexterity check. Failure means it can’t move that round (and must then make a Dodge check or fall), while failure by 5 or more means it falls.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Dodge check to avoid the effect. If the initial check fails, the creature immediately drops the item. A check must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +3d+1 bonus on checks to escape bindings and Brawling checks to resist or escape a grapple or to escape a pin.

Mage Armor
Conjuration (Creation) Difficulty: Easy (5)
Time to Use: 1 action
Prerequisite: Any 1 Conjuration spell
This power can be kept 'up'
Effect: An invisible but tangible field of force surrounds the touched subject of a mage armor spell, providing a +1d+1 armor bonus. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

Mount
Conjuration (Summoning) Difficulty: Very Easy (5), modified by proximity
Time to Use: 1 round
Prerequisite: Any 1 Conjuration spell
This power can be kept 'up'
Effect: You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.


Obscuring Mist
Conjuration (Creation) Difficulty: Very Easy (5)
Time to Use: 1 action
Prerequisite: Any 1 Conjuration spell
This power can be kept 'up'
Effect: A misty vapor arises around you and spreads in a 6 meter radius, 6 meters high. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 1.5 meters. A creature 1.5 meters away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (20+ kmh), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (40+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.

Summon Monster I
Conjuration (Summoning) Difficulty: Very Easy (5), modified by proximity
Time to Use: 1 round
Prerequisite: Any 1 Conjuration spell
This power can be kept 'up'
Effect: This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The spell conjures one of the creatures from the Summon Monster list. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. If you summon an evil creature, this is a Dark Side power.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

Light Side Summon Monster I
Celestial Dog
Celestial Owl
Celestial Giant Fire Beetle
Celestial Porpoise (must be in an aquatic environment)
Celestial Badger
Celestial Monkey

Dark Side Summon Monster I
Fiendish Dire Rat
Fiendish Raven
Fiendish Medium Monstrous Centipede
Fiendish Small Monstrous Scorpion
Fiendish Hawk
Fiendish Small Monstrous Spider
Fiendish Octopus (must be in an aquatic environment)
Fiendish Small Viper Snake

Summon Nature's Ally I
Conjuration Difficulty: Very Easy (5), modified by proximity
Time to Use: 1 round
Prerequisite: Any 1 Conjuration spell
This power can be kept 'up'
Effect: This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

The spell conjures one of the creatures from the Summon Nature's Ally list. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.

Summoned Creature
Dire Rat
Eagle
Monkey
Octopus (must be in an aquatic environment)
Owl
Porpoise
Small Viper Snake
Wolf

Unseen Servant
Conjuration (Creation) Difficulty: Very Easy (5), modified by proximity
Time to Use: 1 action
Prerequisite: Any 1 Conjuration spell
This power can be kept 'up'
Effect: An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain nearby. It can open only normal doors, drawers, lids, and the like. It has an effective Strength of 1d. It can trigger traps and such, but it can exert only 9 kg of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check harder than Very Easy (10). Its speed is 4.5 meters.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes damage from area attacks. (It gets no check against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist.