Grod_The_Giant
2013-12-01, 08:19 PM
My project of re/writing fixed-list, thematically focused casters like the beguiler continues to tick along, bringing me face to face with one of the most unbalanced schools of magic: conjuration. It's got summons, it's got teleportation, it's got damage, it's got battlefield control... what it doesn't have is focus. And that's not even getting into the problems with summoning-- to whit, it's waaaay too versatile. Still... there's no problem we can't solve with a little elbow grease ink typing, eh?
The Conjurer
HD: d4
Skills: The Conjurer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Heal (Wis), Knowledge (All skills, taken individually) (Int), Listen (Wis), Profession (Wis), Speak Language, Spellcraft (Int), and Spot (Wis)
Skill points at first level: (4+Int modifier) x4
Skill points at each additional level: 4+Int modifier
Level
BAB
Fort
Ref
Will
Special
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Conjured Ally (I)
5
3
—
—
—
—
—
—
—
—
2nd
+1
+0
+0
+3
Augment Summoning
6
4
—
—
—
—
—
—
—
—
3rd
+1
+1
+1
+3
Conjured Ally (II)
6
5
3
—
—
—
—
—
—
—
4th
+2
+1
+1
+4
Eclectic Learning
6
6
4
—
—
—
—
—
—
—
5th
+2
+1
+1
+4
Conjurer's Bondling, Conjured Ally (III)
6
6
5
3
—
—
—
—
—
—
6th
+3
+2
+2
+5
Eclectic Learning
6
6
6
4
—
—
—
—
—
—
7th
+3
+2
+2
+5
Conjured Ally (IV)
6
6
6
5
3
—
—
—
—
—
8th
+4
+2
+2
+6
Eclectic Learning
6
6
6
6
4
—
—
—
—
—
9th
+4
+3
+3
+6
Conjured Ally (V)
6
6
6
6
5
3
—
—
—
—
10th
+5
+3
+3
+7
Bind Outsider, Eclectic Learning
6
6
6
6
6
4
—
—
—
—
11th
+5
+3
+3
+7
Conjured Ally (VI)
6
6
6
6
6
5
3
—
—
—
12th
+6/+1
+4
+4
+8
Eclectic Learning
6
6
6
6
6
6
4
—
—
—
13th
+6/+1
+4
+4
+8
Conjured Ally (VII)
6
6
6
6
6
6
5
3
—
—
14th
+7/+2
+4
+4
+9
Eclectic Learning
6
6
6
6
6
6
6
4
—
—
15th
+7/+2
+5
+5
+9
Conjured Ally (VIII), Planar Step
6
6
6
6
6
6
6
5
3
—
16th
+8/+3
+5
+5
+10
Eclectic Learning
6
6
6
6
6
6
6
6
4
—
17th
+8/+3
+5
+5
+10
Conjured Ally (IX)
6
6
6
6
6
6
6
6
5
3
18th
+9/+4
+6
+6
+11
Eclectic Learning
6
6
6
6
6
6
6
6
6
4
19th
+9/+4
+6
+6
+11
Planar Wanderer
6
6
6
6
6
6
6
6
6
5
20th
+10/+5
+6
+6
+12
Planar Emperor
6
6
6
6
6
6
6
6
6
6
Weapon and Armor Proficiencies: Conjurers are proficient with all simple weapons, but not with any type of armor or shield. Armor of any type interferes with a conjurer's movements, which can cause her spells with somatic components to fail.
Spells: A Conjurer casts arcane spells, which are drawn from the Conjurer spell list below. When he gains access to a new level of spells, he automatically knows all the spells for that level on the Conjurer's spell list. He can cast any spell he knows without preparing it ahead of time. Essentially, his spell list is the same as his spells known list. He also has the option of adding to his existing spell list through his Ecclectic Learning class feature (see below) as he increases in level.
To cast a Conjurer spell, a Conjurer must have an Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Conjurer's spell is 10 + the spell's 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. The base daily spell allotment is given on the table above. In addition, he receives bonus spells for a high Intelligence score (PH 8).
A Conjurer need not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Conjured Ally (Sp): A true Conjurer never fights alone. Instead, he calls upon his magic to pull creatures from other planes to his side. Doing so is a standard action, and a Conjuration (Summoning) effect. The summoned creature appears adjacent to you and takes its turn immediately. If you can communicate with the creature, it follows your instructions to the best of its ability; if not, it follows at your side and attacks any foes who attack you. Summons last for a number of rounds equal to your Conjurer level plus your Intelligence modifier. You may use this ability a number of times per day equal to one-half your Conjurer level plus your Intelligence modifier.
Conjurers must know what they are calling, however; thus, they may only summon a limited number of different creatures. At 1st level, choose two creatures from the Summon Monster I and Summon Nature's Ally I spell lists. At each subsequent Conjurer level, you may select one additional creature to summon. These creatures may be drawn from any Summon Monster of Summon Nature's Ally spell of a level you could cast (if the spells were on your spell list). You may not choose to summon multiple creatures from a lower level list, however.
Because the summoned creature is only held to the plane by the Conjurer's will, any magic it uses puts a drain on its summoner. A summoned creature may use a maximum of one spell or spell-like ability per two points of the Conjurer's Intelligence modifier.
This ability counts as using a summon monster or summon nature's ally spell of the appropriate level.
Augment Summoning: At second level, Conjurers's summons gain a +4 enhancement bonus to Strength and Constitution. This ability counts as the feat Augment Summoning for all intents and purposes.
Eclectic Learning: At 4th level, and every subsequent even-numbered level, a Conjurer learns one spell from the Sorcerer/Wizard list. If the spell is from the conjuration school, he learns it at its normal level. If it is not, he learns it one level higher than normal. He must be able to cast the spell at its adjusted level in order to learn it. He may not learn Summon Monster spells, or spells of the (Calling) subschool in this fashion.
Conjurer's Bondling: Beginning at 5th level, a Conjurer can bind a summon to his service. He selects one of the creatures he could summon via his Conjured Ally ability and gains it as a Bondling. Bondlings function as familiars, with the following exceptions:
Bondlings gain a +4 enhancement bonus to Strength and Constitution,
Bondlings use the higher of their normal Intelligence and the Intelligence specified for a familiar of the appropriate level.
Bondlings have a number of hit die of their normal type equal to your Conjurer level. (For example, a Hound Archon bondling of a 10th level Conjurer would have 10 Outsider hit die)
If your Bondling dies, you take 1d4 Wisdom damage, and must make a Will save (DC 10+your Bondling's HD) or be stunned for 1 round and sickened for 1d6 minutes thereafter.
A Bondling may be replaced at any time with a one-hour ceremony.
Bind Outsider (Sp): Beginning at 10th level, once per week, you may cast lesser planar binding, as the spell, with the following exceptions. It takes one hour to cast, and you may call a single creature from your Conjured Ally list. You may only have a single outsider in service to you at a time.
In addition, you may construct a binding circle. This works exactly as the alternate, inward-focused use of a magic circle against evil spell, except that it is effective against outsiders and called creatures of any alignment.
Planar Step (Sp): Beginning at 15th level, a Conjurer can flicker in and out of phase with reality as he chooses. When taking a move action to move or a full-round action to run, he may either teleport instantly to his destination or become ethereal for the duration of the movement. Doing so does not allow him to move farther than he could using his normal movement speed. He may use this ability a number of times per day equal to his Intelligence modifier.
Planar Wanderer (Sp): At 19th level, a Conjurer slips in and out of reality without the slightest thought. As a move action, he may use either plane shift or teleport as a spell-like ability, usable at will. He may target only himself, and up to 50 pounds of objects he is carrying. Worn objects such as armor are included automatically.
Planar Emperor (Su): By 20th level, a Conjurer's understanding of the planes rivals that of the gods. He may perform a special once-in-a-lifetime ritual, taking one week and using up reagents worth 10,000 gold, and create his own demiplane. This works as the psionic power genesis, with the following exceptions:
The plane is 1 square mile in size, although it may be laid out in any fashion the Conjurer wishes. Its size is static
The plane forms with 100 inhabitants. These inhabitants must be creatures of a type you could summon with your Conjured Ally ability, but have two hit die more than normal and all their ability score bonuses are 2 higher than normal. In addition, you and the inhabitants may communicate as though you shared a language. They are considered native to this plane. When you use your Conjured Ally ability, you may choose to summon one of your demiplane's inhabitants instead of a "generic" version of that creature. Inhabitants are persistent-- that is, any damage they take or items they carry persist when they are summoned or banished. If slain, they are permanently destroyed.
If fewer than 100 inhabitants are present on your plane (or summoned elsewhere), new inhabitants are birthed at a rate of one per day.
If your demiplane is destroyed, you may repeat the ritual after a year and a day, but you may spend 10,000 experience points to do so.
In addition, you are considered to be native to your demiplane, gaining the Extraplanar subtype whenever you leave.
-------------------------------------------------------
Conjurer Spell List
Note: italicized spells have had their level changed from the original sorcerer/wizard list
0-level Spells (Cantrips)
Caltrops (SpC): Creates caltrops in 5-ft.-by-5-ft. square, +5-ft. square/2 levels beyond 1st (max 5).
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
1st Level Spells
Benign Transposition (SpC): Two willing subjects switch places
Mount: Summons riding horse for 2 hours/level.
Resist Planar Alignment (SpC): Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Unseen Servant: Invisible force obeys your commands.
2nd Level Spells
Baleful Transposition (SpC): Two subjects switch places.
Dimension Hop (PHB II): Teleport subject short distance.
Luminous Assassin, Lesser (PHB II): Summons an assassin to attack the subject.
Phantom Steed: Magic horse appears for 1 hour/level.
Rope Trick: As many as eight creatures hide in extradimensional space.
3rd Level Spells
Avoid Planar Effects (SpC): Provides temporary protection against overtly damaging planar traits.
Blink: You randomly vanish and reappear for 1 round/level.
Dimension Step (PHB II): Allies can immediately teleport a distance equal to their speed.
Dispel Magic: Cancels magical spells and effects.
Regal Procession (SpC): As mount, but you summon several mounts.
Regroup (PHB II): Teleports nearby allies to your side.
Scattering Trap (PHB II): Imbue one 5-ft. square/2 levels with teleport trap.
Servant Horde (SpC): Create 2d6 unseen servants +1/ level (max +15).
Shadow Phase (SpC): Subject becomes partially incorporeal
Summon Swarm: Summons swarm of bats, rats, or spiders.
4th Level Spells
Attune Form (SpC): Grant creature temporary protection against overtly damaging planar traits.
Baleful Blink (PHB II): Subject has 50% chance of failure on attacks and spells.
Bright Worms (PHB II): Fiery worms damage enemies within 20-ft. spread.
Dimension Door: Teleports you short distance.
Dimensional Anchor: Bars extradimensional movement.
Luminous Assassin (PHB II): As [I]lesser luminous assassin, but the assassin is more powerful.
Translocation Trick (SpC): You and subject switch places and appear as each other.
5th Level Spells
Blink, Greater (SpC): Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
Dimension Door, Greater (SpC): Short-range, multiple use dimension door.
Dimension Shuffle (PHB II): Teleport multiple creatures short distances within line of sight.
Dismissal: Forces a creature to return to native plane.
Etherealness, Swift (PHB II): Subject momentarily becomes ethereal.
Insect Plague: Locust swarms attack creatures.
Mage’s Faithful Hound: Phantom dog can guard, attack.
Plane Shift (F): As many as eight subjects travel to another plane.
Planar Tolerance (SpC): Provides long-term protection against overtly damaging planar traits.
Secret Chest (F): Hides expensive chest on Ethereal Plane; you retrieve it at will.
Teleport: Instantly transports you as far as 100 miles/level.
6th Level Spells
Dispel Magic, Greater: As dispel magic, but +20 on check.
Fire Spiders (SpC): Swarm of Fine fire elementals deals fire damage in an area.
Gemjump (F) (SpC): Teleport to the location of a specially prepared gem.
Luminous Assassin, Greater (PHB II): As luminous assassin, but the assassin is more powerful.
Shadow Walk: Step into shadow to travel rapidly.
Teleport Object: As teleport, but affects a touched object.
7th Level Spells
Banishment: Banishes 2 HD/level of extraplanar creatures.
Ethereal Jaunt: You become ethereal for 1 round/level.
Instant Summons (M): Prepared object appears in your hand.
Mage’s Magnificent Mansion (F): Door leads to extradimensional mansion.
Plane Shift, Greater (SpC): Plane shift accurately to your desired destination.
Phase Door: Creates an invisible passage through wood or stone.
Planar Bubble (SpC): Create bubble around creature that emulates its native planar environment.
Refuge (M): Alters item to transport its possessor to you.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8th Level Spells
Binding (M): Utilizes an array of techniques to imprison a creature.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Fierce Pride of the Beastlands (SpC): Summon celestial lions and celestial dire lions to follow your commands.
Gate (X): Connects two planes for travel or summoning. (Portal version ONLY)
Maze: Traps subject in extradimensional maze.
Summon Golem (PHB II): Summon a clay, flesh, iron, or stone golem from a small amount of like material.
Temporal Stasis (M): Puts subject into suspended animation.
9th Level Spells
Abyssal Army (SpC): Summons demons to fight for you.
Elemental Swarm: Summons multiple elementals.
Etherealness: Travel to Ethereal Plane with companions.
Heavenly Host (SpC): Summons archons to fight for you.
Hellish Horde (SpC): Summons devils to fight for you.
Imprisonment: Entombs subject beneath the earth.
Instant Refuge (M,X) (SpC): Transport to a safe location of your choice.
Reality Maelstrom (SpC): Hole in reality sends creatures and objects to another plane.
Summon Elemental Monolith (M) (SpC): Calls powerful elemental creature to fight for you.
Teleportation Circle (M): Circle teleports any creature inside to designated spot.
-------------------------------------------------------
New Feats
Alien Call
Prerequisite: Conjurer Level 3
Benefit: When using your Conjured Ally ability, you may spend one additional daily use to add the Pseudonatural template (CArc) to the summoned creature.
Desert Ally
Prerequisite: Conjurer Level 3
Benefit: When using your Conjured Ally ability, you may spend one additional daily use to add the Dustform template (Sandstorm) to the summoned creature.
Double Summons
Prerequisite: Conjurer Level 6
Benefit: When using your Conjured Ally ability, you may spend two additional daily uses to summon a second creature of the same type.
Faithful Ally
Prerequisite: Conjurer Level 6
Benefit: Beginning at 8th level, when using his Conjured Ally ability, a Conjurer may expend an additional daily use to have his summon last for a number of minutes equal to his Conjurer level plus his Intelligence modifier
Frostfell Ally
Prerequisite: Conjurer Level 3
Benefit: When using your Conjured Ally ability, you may spend one additional daily use to add the Ice Beast template (Frostburn) to the summoned creature.
Greenbound Ally
Prerequisite: Conjurer Level 6
Benefit: When using your Conjured Ally ability, you may spend three additional daily uses to add the Greenbound template (LEoF) to the summoned creature.
Triple Summons
Prerequisite: Conjurer Level 6
Benefit: When using your Conjured Ally ability, you may spend four additional daily uses to summon a third creature of the same type.
The Conjurer
HD: d4
Skills: The Conjurer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Heal (Wis), Knowledge (All skills, taken individually) (Int), Listen (Wis), Profession (Wis), Speak Language, Spellcraft (Int), and Spot (Wis)
Skill points at first level: (4+Int modifier) x4
Skill points at each additional level: 4+Int modifier
Level
BAB
Fort
Ref
Will
Special
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Conjured Ally (I)
5
3
—
—
—
—
—
—
—
—
2nd
+1
+0
+0
+3
Augment Summoning
6
4
—
—
—
—
—
—
—
—
3rd
+1
+1
+1
+3
Conjured Ally (II)
6
5
3
—
—
—
—
—
—
—
4th
+2
+1
+1
+4
Eclectic Learning
6
6
4
—
—
—
—
—
—
—
5th
+2
+1
+1
+4
Conjurer's Bondling, Conjured Ally (III)
6
6
5
3
—
—
—
—
—
—
6th
+3
+2
+2
+5
Eclectic Learning
6
6
6
4
—
—
—
—
—
—
7th
+3
+2
+2
+5
Conjured Ally (IV)
6
6
6
5
3
—
—
—
—
—
8th
+4
+2
+2
+6
Eclectic Learning
6
6
6
6
4
—
—
—
—
—
9th
+4
+3
+3
+6
Conjured Ally (V)
6
6
6
6
5
3
—
—
—
—
10th
+5
+3
+3
+7
Bind Outsider, Eclectic Learning
6
6
6
6
6
4
—
—
—
—
11th
+5
+3
+3
+7
Conjured Ally (VI)
6
6
6
6
6
5
3
—
—
—
12th
+6/+1
+4
+4
+8
Eclectic Learning
6
6
6
6
6
6
4
—
—
—
13th
+6/+1
+4
+4
+8
Conjured Ally (VII)
6
6
6
6
6
6
5
3
—
—
14th
+7/+2
+4
+4
+9
Eclectic Learning
6
6
6
6
6
6
6
4
—
—
15th
+7/+2
+5
+5
+9
Conjured Ally (VIII), Planar Step
6
6
6
6
6
6
6
5
3
—
16th
+8/+3
+5
+5
+10
Eclectic Learning
6
6
6
6
6
6
6
6
4
—
17th
+8/+3
+5
+5
+10
Conjured Ally (IX)
6
6
6
6
6
6
6
6
5
3
18th
+9/+4
+6
+6
+11
Eclectic Learning
6
6
6
6
6
6
6
6
6
4
19th
+9/+4
+6
+6
+11
Planar Wanderer
6
6
6
6
6
6
6
6
6
5
20th
+10/+5
+6
+6
+12
Planar Emperor
6
6
6
6
6
6
6
6
6
6
Weapon and Armor Proficiencies: Conjurers are proficient with all simple weapons, but not with any type of armor or shield. Armor of any type interferes with a conjurer's movements, which can cause her spells with somatic components to fail.
Spells: A Conjurer casts arcane spells, which are drawn from the Conjurer spell list below. When he gains access to a new level of spells, he automatically knows all the spells for that level on the Conjurer's spell list. He can cast any spell he knows without preparing it ahead of time. Essentially, his spell list is the same as his spells known list. He also has the option of adding to his existing spell list through his Ecclectic Learning class feature (see below) as he increases in level.
To cast a Conjurer spell, a Conjurer must have an Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Conjurer's spell is 10 + the spell's 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. The base daily spell allotment is given on the table above. In addition, he receives bonus spells for a high Intelligence score (PH 8).
A Conjurer need not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Conjured Ally (Sp): A true Conjurer never fights alone. Instead, he calls upon his magic to pull creatures from other planes to his side. Doing so is a standard action, and a Conjuration (Summoning) effect. The summoned creature appears adjacent to you and takes its turn immediately. If you can communicate with the creature, it follows your instructions to the best of its ability; if not, it follows at your side and attacks any foes who attack you. Summons last for a number of rounds equal to your Conjurer level plus your Intelligence modifier. You may use this ability a number of times per day equal to one-half your Conjurer level plus your Intelligence modifier.
Conjurers must know what they are calling, however; thus, they may only summon a limited number of different creatures. At 1st level, choose two creatures from the Summon Monster I and Summon Nature's Ally I spell lists. At each subsequent Conjurer level, you may select one additional creature to summon. These creatures may be drawn from any Summon Monster of Summon Nature's Ally spell of a level you could cast (if the spells were on your spell list). You may not choose to summon multiple creatures from a lower level list, however.
Because the summoned creature is only held to the plane by the Conjurer's will, any magic it uses puts a drain on its summoner. A summoned creature may use a maximum of one spell or spell-like ability per two points of the Conjurer's Intelligence modifier.
This ability counts as using a summon monster or summon nature's ally spell of the appropriate level.
Augment Summoning: At second level, Conjurers's summons gain a +4 enhancement bonus to Strength and Constitution. This ability counts as the feat Augment Summoning for all intents and purposes.
Eclectic Learning: At 4th level, and every subsequent even-numbered level, a Conjurer learns one spell from the Sorcerer/Wizard list. If the spell is from the conjuration school, he learns it at its normal level. If it is not, he learns it one level higher than normal. He must be able to cast the spell at its adjusted level in order to learn it. He may not learn Summon Monster spells, or spells of the (Calling) subschool in this fashion.
Conjurer's Bondling: Beginning at 5th level, a Conjurer can bind a summon to his service. He selects one of the creatures he could summon via his Conjured Ally ability and gains it as a Bondling. Bondlings function as familiars, with the following exceptions:
Bondlings gain a +4 enhancement bonus to Strength and Constitution,
Bondlings use the higher of their normal Intelligence and the Intelligence specified for a familiar of the appropriate level.
Bondlings have a number of hit die of their normal type equal to your Conjurer level. (For example, a Hound Archon bondling of a 10th level Conjurer would have 10 Outsider hit die)
If your Bondling dies, you take 1d4 Wisdom damage, and must make a Will save (DC 10+your Bondling's HD) or be stunned for 1 round and sickened for 1d6 minutes thereafter.
A Bondling may be replaced at any time with a one-hour ceremony.
Bind Outsider (Sp): Beginning at 10th level, once per week, you may cast lesser planar binding, as the spell, with the following exceptions. It takes one hour to cast, and you may call a single creature from your Conjured Ally list. You may only have a single outsider in service to you at a time.
In addition, you may construct a binding circle. This works exactly as the alternate, inward-focused use of a magic circle against evil spell, except that it is effective against outsiders and called creatures of any alignment.
Planar Step (Sp): Beginning at 15th level, a Conjurer can flicker in and out of phase with reality as he chooses. When taking a move action to move or a full-round action to run, he may either teleport instantly to his destination or become ethereal for the duration of the movement. Doing so does not allow him to move farther than he could using his normal movement speed. He may use this ability a number of times per day equal to his Intelligence modifier.
Planar Wanderer (Sp): At 19th level, a Conjurer slips in and out of reality without the slightest thought. As a move action, he may use either plane shift or teleport as a spell-like ability, usable at will. He may target only himself, and up to 50 pounds of objects he is carrying. Worn objects such as armor are included automatically.
Planar Emperor (Su): By 20th level, a Conjurer's understanding of the planes rivals that of the gods. He may perform a special once-in-a-lifetime ritual, taking one week and using up reagents worth 10,000 gold, and create his own demiplane. This works as the psionic power genesis, with the following exceptions:
The plane is 1 square mile in size, although it may be laid out in any fashion the Conjurer wishes. Its size is static
The plane forms with 100 inhabitants. These inhabitants must be creatures of a type you could summon with your Conjured Ally ability, but have two hit die more than normal and all their ability score bonuses are 2 higher than normal. In addition, you and the inhabitants may communicate as though you shared a language. They are considered native to this plane. When you use your Conjured Ally ability, you may choose to summon one of your demiplane's inhabitants instead of a "generic" version of that creature. Inhabitants are persistent-- that is, any damage they take or items they carry persist when they are summoned or banished. If slain, they are permanently destroyed.
If fewer than 100 inhabitants are present on your plane (or summoned elsewhere), new inhabitants are birthed at a rate of one per day.
If your demiplane is destroyed, you may repeat the ritual after a year and a day, but you may spend 10,000 experience points to do so.
In addition, you are considered to be native to your demiplane, gaining the Extraplanar subtype whenever you leave.
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Conjurer Spell List
Note: italicized spells have had their level changed from the original sorcerer/wizard list
0-level Spells (Cantrips)
Caltrops (SpC): Creates caltrops in 5-ft.-by-5-ft. square, +5-ft. square/2 levels beyond 1st (max 5).
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
1st Level Spells
Benign Transposition (SpC): Two willing subjects switch places
Mount: Summons riding horse for 2 hours/level.
Resist Planar Alignment (SpC): Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Unseen Servant: Invisible force obeys your commands.
2nd Level Spells
Baleful Transposition (SpC): Two subjects switch places.
Dimension Hop (PHB II): Teleport subject short distance.
Luminous Assassin, Lesser (PHB II): Summons an assassin to attack the subject.
Phantom Steed: Magic horse appears for 1 hour/level.
Rope Trick: As many as eight creatures hide in extradimensional space.
3rd Level Spells
Avoid Planar Effects (SpC): Provides temporary protection against overtly damaging planar traits.
Blink: You randomly vanish and reappear for 1 round/level.
Dimension Step (PHB II): Allies can immediately teleport a distance equal to their speed.
Dispel Magic: Cancels magical spells and effects.
Regal Procession (SpC): As mount, but you summon several mounts.
Regroup (PHB II): Teleports nearby allies to your side.
Scattering Trap (PHB II): Imbue one 5-ft. square/2 levels with teleport trap.
Servant Horde (SpC): Create 2d6 unseen servants +1/ level (max +15).
Shadow Phase (SpC): Subject becomes partially incorporeal
Summon Swarm: Summons swarm of bats, rats, or spiders.
4th Level Spells
Attune Form (SpC): Grant creature temporary protection against overtly damaging planar traits.
Baleful Blink (PHB II): Subject has 50% chance of failure on attacks and spells.
Bright Worms (PHB II): Fiery worms damage enemies within 20-ft. spread.
Dimension Door: Teleports you short distance.
Dimensional Anchor: Bars extradimensional movement.
Luminous Assassin (PHB II): As [I]lesser luminous assassin, but the assassin is more powerful.
Translocation Trick (SpC): You and subject switch places and appear as each other.
5th Level Spells
Blink, Greater (SpC): Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
Dimension Door, Greater (SpC): Short-range, multiple use dimension door.
Dimension Shuffle (PHB II): Teleport multiple creatures short distances within line of sight.
Dismissal: Forces a creature to return to native plane.
Etherealness, Swift (PHB II): Subject momentarily becomes ethereal.
Insect Plague: Locust swarms attack creatures.
Mage’s Faithful Hound: Phantom dog can guard, attack.
Plane Shift (F): As many as eight subjects travel to another plane.
Planar Tolerance (SpC): Provides long-term protection against overtly damaging planar traits.
Secret Chest (F): Hides expensive chest on Ethereal Plane; you retrieve it at will.
Teleport: Instantly transports you as far as 100 miles/level.
6th Level Spells
Dispel Magic, Greater: As dispel magic, but +20 on check.
Fire Spiders (SpC): Swarm of Fine fire elementals deals fire damage in an area.
Gemjump (F) (SpC): Teleport to the location of a specially prepared gem.
Luminous Assassin, Greater (PHB II): As luminous assassin, but the assassin is more powerful.
Shadow Walk: Step into shadow to travel rapidly.
Teleport Object: As teleport, but affects a touched object.
7th Level Spells
Banishment: Banishes 2 HD/level of extraplanar creatures.
Ethereal Jaunt: You become ethereal for 1 round/level.
Instant Summons (M): Prepared object appears in your hand.
Mage’s Magnificent Mansion (F): Door leads to extradimensional mansion.
Plane Shift, Greater (SpC): Plane shift accurately to your desired destination.
Phase Door: Creates an invisible passage through wood or stone.
Planar Bubble (SpC): Create bubble around creature that emulates its native planar environment.
Refuge (M): Alters item to transport its possessor to you.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8th Level Spells
Binding (M): Utilizes an array of techniques to imprison a creature.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Fierce Pride of the Beastlands (SpC): Summon celestial lions and celestial dire lions to follow your commands.
Gate (X): Connects two planes for travel or summoning. (Portal version ONLY)
Maze: Traps subject in extradimensional maze.
Summon Golem (PHB II): Summon a clay, flesh, iron, or stone golem from a small amount of like material.
Temporal Stasis (M): Puts subject into suspended animation.
9th Level Spells
Abyssal Army (SpC): Summons demons to fight for you.
Elemental Swarm: Summons multiple elementals.
Etherealness: Travel to Ethereal Plane with companions.
Heavenly Host (SpC): Summons archons to fight for you.
Hellish Horde (SpC): Summons devils to fight for you.
Imprisonment: Entombs subject beneath the earth.
Instant Refuge (M,X) (SpC): Transport to a safe location of your choice.
Reality Maelstrom (SpC): Hole in reality sends creatures and objects to another plane.
Summon Elemental Monolith (M) (SpC): Calls powerful elemental creature to fight for you.
Teleportation Circle (M): Circle teleports any creature inside to designated spot.
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New Feats
Alien Call
Prerequisite: Conjurer Level 3
Benefit: When using your Conjured Ally ability, you may spend one additional daily use to add the Pseudonatural template (CArc) to the summoned creature.
Desert Ally
Prerequisite: Conjurer Level 3
Benefit: When using your Conjured Ally ability, you may spend one additional daily use to add the Dustform template (Sandstorm) to the summoned creature.
Double Summons
Prerequisite: Conjurer Level 6
Benefit: When using your Conjured Ally ability, you may spend two additional daily uses to summon a second creature of the same type.
Faithful Ally
Prerequisite: Conjurer Level 6
Benefit: Beginning at 8th level, when using his Conjured Ally ability, a Conjurer may expend an additional daily use to have his summon last for a number of minutes equal to his Conjurer level plus his Intelligence modifier
Frostfell Ally
Prerequisite: Conjurer Level 3
Benefit: When using your Conjured Ally ability, you may spend one additional daily use to add the Ice Beast template (Frostburn) to the summoned creature.
Greenbound Ally
Prerequisite: Conjurer Level 6
Benefit: When using your Conjured Ally ability, you may spend three additional daily uses to add the Greenbound template (LEoF) to the summoned creature.
Triple Summons
Prerequisite: Conjurer Level 6
Benefit: When using your Conjured Ally ability, you may spend four additional daily uses to summon a third creature of the same type.