molten_dragon
2013-03-10, 09:37 AM
I've decided to work on a new homebrew project for 3.5. I really like the idea of the limited arcane casters like warmage, dread necromancer, and beguiler. I just wish they had finished the set. Since they didn't, I decided to give it a shot myself. I picked conjuration to start with. So below is my idea for a homebrew Conjurer class in the same vein as the warmage, dread necro, or beguiler. Please let me know what you think.
The Conjurer
Whether it be summoning a bear to maul his enemies, or conjuring a fog bank to hide his allies’ actions on the battlefield, the Conjurer is a master of calling creatures and objects into existence from nothing. A Conjurer’s magic is more limited than that of a wizard. He can’t turn into a giant, or smite his enemies with lightning bolts, or scry on someone, but in the field of conjuration, he is an unparalleled master.
Making a Conjurer
A conjurer often fills the same role in a party as a wizard or sorcerer. He lacks many of the spells that help a sorcerer or wizard do their jobs, and relies instead on guile and imagination, using the magic he does have to create the right tool to do any job that needs done.
Abilities: Intelligence determines how powerful a spell a Conjurer can cast, how many spells he can cast per day, and how hard those spells are to resist. A conjurer also benefits from good dexterity and constitution scores. In later levels, a decent charisma can be helpful in bargaining with powerful extraplanar creatures.
Races: Most conjurers are humans or half-elves, since their flexibility and imagination lends itself well to the Conjurer class. Elven Conjurers are also relatively common. Dwarves and Halflings are as likely to become conjurers as they are wizards, but neither is all that common. Half orcs tend not to be intelligent enough. And gnomes, while they have a predilection for magic, tend to avoid the class since it doesn’t offer access to the illusion magic they are so fond of.
Alignment: Conjurers can be of any alignment.
Starting Gold: 5d4x10 gp (125 gp)
Starting Age: As wizard (PH 109)
Hit Die: d6
Class Features
The majority of a conjurer’s abilities are tied to his magic, giving him additional options and making his spells more powerful.
Weapon and Armor Proficiency: A Conjurer is proficient with all simple weapons. A conjurer is not proficient with armor, and generally avoids wearing it since it will interfere with his ability to cast spells.
{table="head"]Level|BAB|Fort|Ref|Will|Special |
1st|
2nd|
3rd|
4th|
5th|
6th|
7th|
8th|
9th
1st|+0|+0|+0|+2|Augment Summoning|
3|
-|
-|
-|
-|
-|
-|
-|
-
2nd|+1|+0|+0|+3|Extend Summons|
4|
-|
-|
-|
-|
-|
-|
-|
-
3rd|+1|+1|+1|+3|Rapid Summoning|
5|
-|
-|
-|
-|
-|
-|
-|
-
4th|+2|+1|+1|+4|Advanced Learning, Constant Companion 1|
6|
3|
-|
-|
-|
-|
-|
-|
-
5th|+2|+1|+1|+4|Stalwart Creation 1|
6|
4|
-|
-|
-|
-|
-|
-|
-
6th|+3|+2|+2|+5| |
6|
5|
3|
-|
-|
-|
-|
-|
-
7th|+3|+2|+2|+5|Combine Casting 1/day|
6|
6|
4|
-|
-|
-|
-|
-|
-
8th|+4|+2|+2|+6|Advanced Learning|
6|
6|
5|
3|
-|
-|
-|
-|
-
9th|+4|+3|+3|+6|Constant Companion 2, Combine Casting 2/day|
6|
6|
6|
4|
-|
-|
-|
-|
-
10th|+5|+3|+3|+7|Stalwart Creation 2|
6|
6|
6|
5|
3|
-|
-|
-|
-
11th|+5|+3|+3|+7|Combine Casting 3/day|
6|
6|
6|
6|
4|
-|
-|
-|
-
12th|+6/+1|+4|+4|+8|Advanced Learning|
6|
6|
6|
6|
5|
3|
-|
-|
-
13th|+6/+1|+4|+4|+8|Combine Casting 4/day|
6|
6|
6|
6|
6|
4|
-|
-|
-
14th|+7/+2|+4|+4|+9|Constant Companion 3|
6|
6|
6|
6|
6|
5|
3|
-|
-
15th|+7/+2|+5|+5|+9|Stalwart Creation 3, Combine Casting 5/day|
6|
6|
6|
6|
6|
6|
4|
-|
-
16th|+8/+3|+5|+5|+10|Advanced Learning|
6|
6|
6|
6|
6|
6|
5|
3|
-
17th|+8/+3|+5|+5|+10|Greater Combine Casting 1/day|
6|
6|
6|
6|
6|
6|
6|
4|
-
18th|+9/+4|+6|+6|+11| |
6|
6|
6|
6|
6|
6|
6|
5|
3
19th|+9/+4|+6|+6|+11|Constant Companion 4, Greater Combine Casting 2/day|
6|
6|
6|
6|
6|
6|
6|
6|
4
20th|+10/+5|+6|+6|+12|Advanced Learning, Stalwart Creation 4|
6|
6|
6|
6|
6|
6|
6|
6|
5
[/table]
Class Skills (2+Int modifier per level, x4 at 1st level): Concentration, Craft, Decipher Script, Knowledge (arcana), Knowledge (the planes), Profession, Speak Language, Spellcraft
Spells: A Conjurer casts arcane spells, which are drawn from the Conjurer spell list below. When you gain access to a new level of spells, you automatically know all the spells for that level on the Conjurer’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature (see below) as you increase in level. To cast a Conjurer spell, you must have in Intelligence score of 10 + the spell’s level. The Difficulty Class for a saving throw against a Conjurer’s spell is 10 + the spell’s level + the Conjurer’s Int modifier. Like other spellcasters, a Conjurer can only cast a certain number of spells of each spell level per day. The base daily spell allotment is given in the table below. In addition, you can receive bonus spells for a high Intelligence score (PH 8). A conjurer does not need to prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
Augment Summoning: A Conjurer frequently relies on summoned creatures, and is able to summon more powerful creatures than average. At 1st level, a Conjurer gains Augment Summoning as a bonus feat, regardless of whether or not he meets the prerequisites.
Extend Summons: Beginning at 2nd level a Conjurer can get slightly longer service out of creatures he summons. He adds 1 round to the duration of any summoning spell he casts.
Rapid Summoning: Beginning at 3rd level a Conjurer learns to hurry the casting process of summoning spells. When casting a spell that summons a creature with a casting time of 1 full round action, the Conjurer can cast the spell as a standard action instead.
Advanced Learning: At 4th level you can add a new spell to your spell list, representing the result of person study and experimentation. The spell must be a sorcerer/wizard spell of the conjuration school and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list. You gain another new spell at 8th, 12th, 16th, and 20th level.
Constant Companion: Beginning at 4th level, a Conjurer is able to summon a creature and force it to serve him indefinitely. The creature can be any creature from a 1st level summon spell that the Conjurer knows (i.e. summon monster or summon nature’s ally). Doing so involves a ritual that takes 4 hours. The creature is treated as if it had been summoned with a summoning spell, except that the duration is permanent. It can be affected by spells that effect summoned creatures, or dispelled. It also gains any benefits that apply to creatures the Conjurer summons (augment summoning for instance). At any time the conjurer can dismiss the creature and complete another ritual to summon a different one. At 9th level the Conjurer is able to summon a companion from a 2nd level summon spell or 2 creatures from a 1st level summon spell. At 14th level the Conjurer is able to summon a companion from a 3rd level summon spell, 2 creatures from a 2nd level summon spell, or 4 creatures from a 1st level summon spell. At 19th level the Conjurer is able to summon a companion from a 4th level summon spell, 2 creatures from a 3rd level summon spell, or 4 creatures from a 1st or 2nd level summon spell.
Stalwart Creation: At 5th level a Conjurer starts to learn to better tie his creations to the material plane, making them harder for other casters to dispel. He adds 1 to his caster level for the purposes of determining how hard his conjurations are to dispel. At 10th level the bonus increases to 2, at 15th level it increases to 3, and at 20th level it increases to 4.
Combine Casting: A crafty conjurer knows how to combine his spells to great effect, and eventually can do so almost instinctively. Beginning at 7th level a Conjurer can cast two spells at the same time once per day. The combined casting takes the same amount of time as the longer casting time of the two spells being cast. One spell may be of any level the Conjurer knows and the other may be of any level up to 2 levels lower than the highest level the Conjurer knows (for example at 7th level a Conjurer could combine a 3rd level spell with a 1st level spell, but not a 3rd level and 2nd level spell). Both spells must have the same target or point of origin. A combined casting of a single-target spell with an area spell is allowed, as long as the point of origin of the area spell is the target of the single-target spell. If something disrupts the combined casting, then both spells are lost. At 9th, 11th, 13th, and 15th levels the Conjurer can use this ability an extra time per day.
Greater Combine Casting: At 17th level a Conjurer can combine 3 spells into a combined casting once per day. One can be up to the maximum level he knows, one two levels lower, and one 4 levels lower. For example a 17th level Conjurer could combine an 8th level spell, a 6th level spell, and a 4th level spell into a single casting. This ability otherwise works like Combine Casting.
Conjurer Spell List
1st level: Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster 1, Summon Nature’s Ally 1, Unseen Servant, Benign Transposition, Blades of Fire, Buzzing Bee, Corrosive Grasp, Deep Breath, Hail of Stone, Lesser Orb of Acid/Cold/Electricity/Fire/Sound, Summon Undead 1, Wall of Smoke, Stand, Kelgore’s Fire Bolt
2nd level: Dimension Hop, Kelgore’s Grave Mist, Baleful Transposition, Cloud of Bewilderment, Create Magic Tattoo, Ice Knife, Inky Cloud, Malevolent Miasma, Summon Undead 2, Summon Monster 2, Summon Nature’s Ally 2, Fog Cloud, Glitterdust, Melf’s Acid Arrow, Web, Summon Swarm, Cloud of Knives
3rd level: Dimension Step, Lesser Luminous Assassin, Melf’s Unicorn Arrow, Regroup, Scattering Trap, Acid Breath, Bands of Steel, Contagious Fog, Corpse Candle, Icelance, Greater Mage Armor, Mass Mage Armor, Nauseating Breath, Regal Procession, Servant Horde, Summon Undead 3, Vipergout, Phantom Steed, Sepia Snake Sigil, Sleet Storm, Stinking Cloud, Summon Monster 3, Summon Nature’s Ally 3
4th level: Dimension Door, Evard’s Black Tentacles, Leomund’s Secure Shelter, Minor Creation, Solid Fog, Summon Monster 4, Summon Nature’s Ally 4, Blast of Flame, Bloodstar, Ethereal Mount, Orb of Acid/Cold/Electricity/Fire/Force/Sound, Summon Undead 4, Translocation Trick, Wall of Sand, Wall of Water, Bright Worms, Doom Scarabs, Explosive Rune Field
5th level: Dimension Shuffle, Luminous Assassin, Toxic Weapon, Acid Sheath, Arc of Lightning, Call Zelekhut, Greater Dimension Door, Lesser Dragon Ally, Hidden Lodge, Phantasmal Thief, Summon Undead 5, Viscid Glob, Vitriolic Sphere, Cloudkill, Leomund’s Secure Chest, Major Creation, Mordenkainen’s Faithful Hound, Lesser Planar Binding, Summon Monster 5, Summon Nature’s Ally 5, Teleport, Wall of Stone
6th level: Acid Fog, Planar Binding, Summon Monster 6, Summon Nature’s Ally 6, Wall of Iron, Acid Storm, Fire Spiders, Freezing Fog, Gemjump,
7th level: Greater Luminous Assassin, Call Kolyarut, Dragon Ally, Stun Ray, Drawmij’s Instant Summons, Mordenkainen’s Magnificent mansion, Phase Door, Plane Shift, Summon Monster 7, Summon Nature’s Ally 7, Greater Teleport, Teleport Object,
8th level: Incendiary Cloud, Maze, Greater Planar Binding, Summon Monster 8, Summon Nature’s Ally 8, Trap the soul, Fierce Pride of the Beastlands, Greater Plane Shift
9th level: Summon Golem, Abyssal Army, Black Blade of Disaster, Call Marut, Greater Dragon Ally, Heavenly Host, Hellish Horde, Obedient Avalanche, Sphere of Ultimate Destruction, Summon Elemental Monolith, Vile Death, Gate, Refuge, Summon Monster 9, Summon Nature’s Ally 9, Teleportation Circle.
The Conjurer
Whether it be summoning a bear to maul his enemies, or conjuring a fog bank to hide his allies’ actions on the battlefield, the Conjurer is a master of calling creatures and objects into existence from nothing. A Conjurer’s magic is more limited than that of a wizard. He can’t turn into a giant, or smite his enemies with lightning bolts, or scry on someone, but in the field of conjuration, he is an unparalleled master.
Making a Conjurer
A conjurer often fills the same role in a party as a wizard or sorcerer. He lacks many of the spells that help a sorcerer or wizard do their jobs, and relies instead on guile and imagination, using the magic he does have to create the right tool to do any job that needs done.
Abilities: Intelligence determines how powerful a spell a Conjurer can cast, how many spells he can cast per day, and how hard those spells are to resist. A conjurer also benefits from good dexterity and constitution scores. In later levels, a decent charisma can be helpful in bargaining with powerful extraplanar creatures.
Races: Most conjurers are humans or half-elves, since their flexibility and imagination lends itself well to the Conjurer class. Elven Conjurers are also relatively common. Dwarves and Halflings are as likely to become conjurers as they are wizards, but neither is all that common. Half orcs tend not to be intelligent enough. And gnomes, while they have a predilection for magic, tend to avoid the class since it doesn’t offer access to the illusion magic they are so fond of.
Alignment: Conjurers can be of any alignment.
Starting Gold: 5d4x10 gp (125 gp)
Starting Age: As wizard (PH 109)
Hit Die: d6
Class Features
The majority of a conjurer’s abilities are tied to his magic, giving him additional options and making his spells more powerful.
Weapon and Armor Proficiency: A Conjurer is proficient with all simple weapons. A conjurer is not proficient with armor, and generally avoids wearing it since it will interfere with his ability to cast spells.
{table="head"]Level|BAB|Fort|Ref|Will|Special |
1st|
2nd|
3rd|
4th|
5th|
6th|
7th|
8th|
9th
1st|+0|+0|+0|+2|Augment Summoning|
3|
-|
-|
-|
-|
-|
-|
-|
-
2nd|+1|+0|+0|+3|Extend Summons|
4|
-|
-|
-|
-|
-|
-|
-|
-
3rd|+1|+1|+1|+3|Rapid Summoning|
5|
-|
-|
-|
-|
-|
-|
-|
-
4th|+2|+1|+1|+4|Advanced Learning, Constant Companion 1|
6|
3|
-|
-|
-|
-|
-|
-|
-
5th|+2|+1|+1|+4|Stalwart Creation 1|
6|
4|
-|
-|
-|
-|
-|
-|
-
6th|+3|+2|+2|+5| |
6|
5|
3|
-|
-|
-|
-|
-|
-
7th|+3|+2|+2|+5|Combine Casting 1/day|
6|
6|
4|
-|
-|
-|
-|
-|
-
8th|+4|+2|+2|+6|Advanced Learning|
6|
6|
5|
3|
-|
-|
-|
-|
-
9th|+4|+3|+3|+6|Constant Companion 2, Combine Casting 2/day|
6|
6|
6|
4|
-|
-|
-|
-|
-
10th|+5|+3|+3|+7|Stalwart Creation 2|
6|
6|
6|
5|
3|
-|
-|
-|
-
11th|+5|+3|+3|+7|Combine Casting 3/day|
6|
6|
6|
6|
4|
-|
-|
-|
-
12th|+6/+1|+4|+4|+8|Advanced Learning|
6|
6|
6|
6|
5|
3|
-|
-|
-
13th|+6/+1|+4|+4|+8|Combine Casting 4/day|
6|
6|
6|
6|
6|
4|
-|
-|
-
14th|+7/+2|+4|+4|+9|Constant Companion 3|
6|
6|
6|
6|
6|
5|
3|
-|
-
15th|+7/+2|+5|+5|+9|Stalwart Creation 3, Combine Casting 5/day|
6|
6|
6|
6|
6|
6|
4|
-|
-
16th|+8/+3|+5|+5|+10|Advanced Learning|
6|
6|
6|
6|
6|
6|
5|
3|
-
17th|+8/+3|+5|+5|+10|Greater Combine Casting 1/day|
6|
6|
6|
6|
6|
6|
6|
4|
-
18th|+9/+4|+6|+6|+11| |
6|
6|
6|
6|
6|
6|
6|
5|
3
19th|+9/+4|+6|+6|+11|Constant Companion 4, Greater Combine Casting 2/day|
6|
6|
6|
6|
6|
6|
6|
6|
4
20th|+10/+5|+6|+6|+12|Advanced Learning, Stalwart Creation 4|
6|
6|
6|
6|
6|
6|
6|
6|
5
[/table]
Class Skills (2+Int modifier per level, x4 at 1st level): Concentration, Craft, Decipher Script, Knowledge (arcana), Knowledge (the planes), Profession, Speak Language, Spellcraft
Spells: A Conjurer casts arcane spells, which are drawn from the Conjurer spell list below. When you gain access to a new level of spells, you automatically know all the spells for that level on the Conjurer’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature (see below) as you increase in level. To cast a Conjurer spell, you must have in Intelligence score of 10 + the spell’s level. The Difficulty Class for a saving throw against a Conjurer’s spell is 10 + the spell’s level + the Conjurer’s Int modifier. Like other spellcasters, a Conjurer can only cast a certain number of spells of each spell level per day. The base daily spell allotment is given in the table below. In addition, you can receive bonus spells for a high Intelligence score (PH 8). A conjurer does not need to prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
Augment Summoning: A Conjurer frequently relies on summoned creatures, and is able to summon more powerful creatures than average. At 1st level, a Conjurer gains Augment Summoning as a bonus feat, regardless of whether or not he meets the prerequisites.
Extend Summons: Beginning at 2nd level a Conjurer can get slightly longer service out of creatures he summons. He adds 1 round to the duration of any summoning spell he casts.
Rapid Summoning: Beginning at 3rd level a Conjurer learns to hurry the casting process of summoning spells. When casting a spell that summons a creature with a casting time of 1 full round action, the Conjurer can cast the spell as a standard action instead.
Advanced Learning: At 4th level you can add a new spell to your spell list, representing the result of person study and experimentation. The spell must be a sorcerer/wizard spell of the conjuration school and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list. You gain another new spell at 8th, 12th, 16th, and 20th level.
Constant Companion: Beginning at 4th level, a Conjurer is able to summon a creature and force it to serve him indefinitely. The creature can be any creature from a 1st level summon spell that the Conjurer knows (i.e. summon monster or summon nature’s ally). Doing so involves a ritual that takes 4 hours. The creature is treated as if it had been summoned with a summoning spell, except that the duration is permanent. It can be affected by spells that effect summoned creatures, or dispelled. It also gains any benefits that apply to creatures the Conjurer summons (augment summoning for instance). At any time the conjurer can dismiss the creature and complete another ritual to summon a different one. At 9th level the Conjurer is able to summon a companion from a 2nd level summon spell or 2 creatures from a 1st level summon spell. At 14th level the Conjurer is able to summon a companion from a 3rd level summon spell, 2 creatures from a 2nd level summon spell, or 4 creatures from a 1st level summon spell. At 19th level the Conjurer is able to summon a companion from a 4th level summon spell, 2 creatures from a 3rd level summon spell, or 4 creatures from a 1st or 2nd level summon spell.
Stalwart Creation: At 5th level a Conjurer starts to learn to better tie his creations to the material plane, making them harder for other casters to dispel. He adds 1 to his caster level for the purposes of determining how hard his conjurations are to dispel. At 10th level the bonus increases to 2, at 15th level it increases to 3, and at 20th level it increases to 4.
Combine Casting: A crafty conjurer knows how to combine his spells to great effect, and eventually can do so almost instinctively. Beginning at 7th level a Conjurer can cast two spells at the same time once per day. The combined casting takes the same amount of time as the longer casting time of the two spells being cast. One spell may be of any level the Conjurer knows and the other may be of any level up to 2 levels lower than the highest level the Conjurer knows (for example at 7th level a Conjurer could combine a 3rd level spell with a 1st level spell, but not a 3rd level and 2nd level spell). Both spells must have the same target or point of origin. A combined casting of a single-target spell with an area spell is allowed, as long as the point of origin of the area spell is the target of the single-target spell. If something disrupts the combined casting, then both spells are lost. At 9th, 11th, 13th, and 15th levels the Conjurer can use this ability an extra time per day.
Greater Combine Casting: At 17th level a Conjurer can combine 3 spells into a combined casting once per day. One can be up to the maximum level he knows, one two levels lower, and one 4 levels lower. For example a 17th level Conjurer could combine an 8th level spell, a 6th level spell, and a 4th level spell into a single casting. This ability otherwise works like Combine Casting.
Conjurer Spell List
1st level: Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster 1, Summon Nature’s Ally 1, Unseen Servant, Benign Transposition, Blades of Fire, Buzzing Bee, Corrosive Grasp, Deep Breath, Hail of Stone, Lesser Orb of Acid/Cold/Electricity/Fire/Sound, Summon Undead 1, Wall of Smoke, Stand, Kelgore’s Fire Bolt
2nd level: Dimension Hop, Kelgore’s Grave Mist, Baleful Transposition, Cloud of Bewilderment, Create Magic Tattoo, Ice Knife, Inky Cloud, Malevolent Miasma, Summon Undead 2, Summon Monster 2, Summon Nature’s Ally 2, Fog Cloud, Glitterdust, Melf’s Acid Arrow, Web, Summon Swarm, Cloud of Knives
3rd level: Dimension Step, Lesser Luminous Assassin, Melf’s Unicorn Arrow, Regroup, Scattering Trap, Acid Breath, Bands of Steel, Contagious Fog, Corpse Candle, Icelance, Greater Mage Armor, Mass Mage Armor, Nauseating Breath, Regal Procession, Servant Horde, Summon Undead 3, Vipergout, Phantom Steed, Sepia Snake Sigil, Sleet Storm, Stinking Cloud, Summon Monster 3, Summon Nature’s Ally 3
4th level: Dimension Door, Evard’s Black Tentacles, Leomund’s Secure Shelter, Minor Creation, Solid Fog, Summon Monster 4, Summon Nature’s Ally 4, Blast of Flame, Bloodstar, Ethereal Mount, Orb of Acid/Cold/Electricity/Fire/Force/Sound, Summon Undead 4, Translocation Trick, Wall of Sand, Wall of Water, Bright Worms, Doom Scarabs, Explosive Rune Field
5th level: Dimension Shuffle, Luminous Assassin, Toxic Weapon, Acid Sheath, Arc of Lightning, Call Zelekhut, Greater Dimension Door, Lesser Dragon Ally, Hidden Lodge, Phantasmal Thief, Summon Undead 5, Viscid Glob, Vitriolic Sphere, Cloudkill, Leomund’s Secure Chest, Major Creation, Mordenkainen’s Faithful Hound, Lesser Planar Binding, Summon Monster 5, Summon Nature’s Ally 5, Teleport, Wall of Stone
6th level: Acid Fog, Planar Binding, Summon Monster 6, Summon Nature’s Ally 6, Wall of Iron, Acid Storm, Fire Spiders, Freezing Fog, Gemjump,
7th level: Greater Luminous Assassin, Call Kolyarut, Dragon Ally, Stun Ray, Drawmij’s Instant Summons, Mordenkainen’s Magnificent mansion, Phase Door, Plane Shift, Summon Monster 7, Summon Nature’s Ally 7, Greater Teleport, Teleport Object,
8th level: Incendiary Cloud, Maze, Greater Planar Binding, Summon Monster 8, Summon Nature’s Ally 8, Trap the soul, Fierce Pride of the Beastlands, Greater Plane Shift
9th level: Summon Golem, Abyssal Army, Black Blade of Disaster, Call Marut, Greater Dragon Ally, Heavenly Host, Hellish Horde, Obedient Avalanche, Sphere of Ultimate Destruction, Summon Elemental Monolith, Vile Death, Gate, Refuge, Summon Monster 9, Summon Nature’s Ally 9, Teleportation Circle.