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Dryad
2007-05-21, 05:49 PM
Here's some spells I've used with my conjuration wizard, and have been of my own design. While not actually powerful, they are loads of fun, and allow the conjurer to do something in combat without the use of evocation or necromancy. Also, some spells allow the summoner to do something a summoning spell usually does not grant enough time for: Conversation with the summoned creature. (And thus having some chance of getting information.)
Tell me what you think!


Daoraím’s Lesser Commanding Pentacle.
School: Conjuration
Level: Wiz 1
Casting time: 15 minutes
Duration: Special
Target: One summoned creature with two or less hit dice.
Saves: None.
Components: Somatic.

Effect:
Before summoning a creature, the caster must create a summoning circle big enough to fit the entire creature. A creature summoned in this circle is bound to it until the circle is broken.
A creature bound to the circle must obey one command, which must be precisely formulated. If a summoned creature can misinterpret the command, it will. The summoner cannot command the creature to take their own lives.
After the command is fulfilled, the creature dissipates, or returns to the circle, if this was part of the command.
If the caster commands the summoned creature to guard or follow her, then the normal duration for a summoned creature applies.
Note that a separate Summon Monster spell must be cast inside the circle for this spell to have an effect.
If the circle is damaged, the spell is broken, and the summoned creature is free to do as it desires, no longer under the control of the summoner. Also, someone stepping inside the circle is not protected by it, and the summoned creature may act against the creature stepping inside as it wishes.
Additional components: One vial of blood or one vial of blessed water, chalk, five candles, rosemary incense worth 5gp.

Daoraím’s Commanding Pentacle.
School: Conjuration
Level: Wiz3
Casting time: 15 minutes
Duration: Special
Target: One summoned creature with five or less hit dice.
Saves: none.

Effect: As Daoraím’s Lesser Commanding Pentacle, but effecting creatures with hit dice up to five.
Cost: Extra rosemary incense worth 20gp.

Daoraím’s Greater Commanding Pentacle.
School: Conjuration
Level: Wiz7
Casting time: 15 minutes
Duration: Special
Target: One summoned creature with eight or less hit dice.
Saves: none.

Effect: As Daoraím’s Lesser Commanding Pentacle, but effecting creatures with hit dice up to eight.
Cost: Extra rosemary incense worth 60gp.


Daoraím’s Quickening pentacle.
School: Conjuration
Level: Wiz4
Casting Time: Three hours.
Duration: Until destroyed.
Target: Area. (Big enough to contain the summoned creature.)
Components: Somatic.

Effect:
This intricate summoning circle already has the spell for a summoning partly inscribed in it. The circle enables the caster to cast a summoning spell in that circle as if having the quicken spell feat, thus decreasing the casting time of a summoning spell to a standard action, instead of a full-round action, without increasing the summoning spell’s spell level.
A caster can only have one Quickening Pentacle at a time. After using the Quickening Pentacle, it is destroyed.
Cost: Gold and silver inks worth 50gp.

Daoraím’s Lesser Empowering Pentacle
School: Alteration
Level: Wiz2
Casting Time: Standard Action.
Duration: One hour/caster lvl.
Target: Area.
Components: Verbal, Somatic, Special.

Effect: The summoner draws a pentacle on the floor, near-instantly, channelling two spell levels in enhancing spells, or ‘buffs,’ along with the cost of this second level spell. These spells must be prepared beforehand, and are lost once channelled into the empowering pentacle.
For example, a summoner casts this pentacle, and includes one bull’s strength in it’s casting. The spell is then removed from the prepared spell list.
The next creature summoned inside this pentacle will have full benefits, and drawbacks, of the spell stored inside the pentacle, as if the creature was targeted by the spell directly.
Once the pentacle is triggered, it disappears.
An empowering pentacle cannot be drawn into a quickening pentacle.
Cost: A black and white candle and a small polished piece of rose quarts worth one gold piece.

Daoraím’s Empowering Pentacle
School: Alteration
Level: Wiz5
Casting Time: Standard Action.
Duration: One hour/caster lvl.
Target: Area.
Components: Verbal, Somatic, Special.

Effect: Like Daoraím’s Lesser Empowering pentacle, but adding five spell levels worth of enhancements.
Cost: A black and white candle, and a diamond worth 50 gold pieces.

Daoraím’s Greater Empowering Pentacle
School: Alteration
Level: Wiz8
Casting Time: Standard Action.
Duration: One hour/caster lvl.
Target: Area.
Components: Verbal, Somatic, Special.

Effect: Like Daoraím’s Lesser Empowering pentacle, but adding eight spell levels worth of enhancements.
Cost: A black and white candle, and a polished diamond worth 100 gold pieces.

DracoDei
2007-05-21, 07:26 PM
I like the general underlying concept of pre-cast spells that boost summoning spells. 'Empowering Pentacles' might get confused with the meta-magic feat of the same name which does something completely different.
Are you sure these shouldn't work with multiple creatures summoned by the same spell?
Combining the Empowering spells with the "Planar Binding" spells (if that works since those are Calling rather than Summoning...) could be abused to de-buff summoned creature to make it less resistant to offers, make sure you specify that the creature is allow the normal saving throws etc if such a case is possible.