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ConjurationTemplate1

Click here to view the complete School of Conjuration spell chart

The Schools of Conjuration is a course of magical study offered by the Mage College on the island of Akavir. Students enrolled within the School of Conjuration are likely to be interested in summoning the forces of life and death to do their bidding or perhaps conjure various forms of armor and weapons to aid in combat. Within the School of conjuration there are three paths that may be chosen: the Path of Nature, the Path of the Material, and the Path of Corruption. The Path of Nature teaches students how to call forth the powers of nature to aid them in whatever ways the caster may need. The creatures summoned from the Path of Nature are generally kind and strive to help their masters to the fullest. The Path of the Material aims to teach casters to materialize armor and weapons to aid in either protection or attack. The last path, the Path of Corruption, carefully instructs its students in the taboo art of death conjuration. Students learning spells within this path conjure all manner of dark forces, usually for aid in combat. However, the creatures summoned from the Path of Corruption are dangerous and unpredictable and practicing this form of magic can often be as dangerous for the caster as it is for their unfortunate target. The Path of Corruption should not be approached lightly.

Important Information About Each Path

Important Information Regarding The Path of Nature

  • Unless stated otherwise, creatures summoned do not have any "natural weapons." This means that Atronachs and the like do not have weapons such as swords made from their bark/wood. Also, Atronachs can use both offensive and defensive destruction spells in accordance with their level. This means that if an Atronach (the spell) is summoned, it will be able to use both firebolt and burning touch; assuming it is a flame Atronach.

Important Information Regarding The Path of the Material

  • If you are conjuring a weapon, any weapon you have in mind may be conjured. This means you can conjure a flail, sword, spear, whatever you want. The only important thing to remember is the strength of the weapon; is it fragile or legendary? It is important to keep that information in mind. This means that the weapon being used by the Warrior in this path's ascended level spell is completely up to the player. However, if the weapon is a two-handed, the warrior's shield must be sacrificed.

Important Information Regarding The Path of Corruption

  • Unless stated otherwise, any creatures summoned do not spawn with any weapons. This does not mean that these weaponless beings do not pose a threat, it just means they are not brought back into the world with a sword, mace, etc. It is also worth noting that all creatures within this path may turn on the caster if the caster's willpower is not up to par; others doubly so (demons). For those with weak minds, the effects of handling such dark forces will have a profound negative impact on the mind. The primary symptom being paranoid delirium.

Conjuration Spells

Path of Nature

Rank Spell Name Description Turns to Cast
Novice Woodling This spell conjures a creature that looks to be a mass of twigs, sticks, and leaves. The being resembles the form of a small slender human and utilizes its whip-like arms to combat who or whatever its master commands it to. 1
Apprentice Treekin The caster conjures a creature similar to that of a Woodling but visibly sturdier in construct and a bit taller. Its limbs and body are comprised of sticks and branches and it uses attacks such as punches or kicks to combat its foes. 1
Adept Weak Atronach A humanoid creature who's physical appearance very much resembles that of a tree's. They have branch-like arms and their body is covered in patches of a material that is much akin to bark. A weak atronach has the ability to use any novice level destruction spell that is in accordance with its element (fire, electricity, or frost). It is entirely the mage's choice as to what element his/her atronach will be once conjured. 1
Expert Atronach A humanoid creature who's physical appearance very much resembles that of a tree's. They have branch-like arms and their body is covered in patches of a material that is much akin to bark. An atronach has the ability to use any apprentice level destruction spell that is in accordance with its element (fire, electricity, or frost). It is entirely the mage's choice as to what element his/her atronach will be once conjured. 2
Master Strong Atronach A humanoid creature who's physical appearance very much resembles that of a tree's. They have branch-like arms and their body is covered in patches of a material that is much akin to bark. An atronach has the ability to use any adept level destruction spell that is in accordance with its element (fire, electricity, or frost). It is entirely the mage's choice as to what element his/her atronach will be once conjured. 2
Ascended Oaksoul The caster conjures a huge tank of a creature. It walks on all fours but can support its weight on its hind legs for brief periods, much like that of a bear or ape. This being's entire body is made of finley laced chunks of hardwood and bark; giveing this creature a very strong natural armor. Quite dedicated to strength and armor, the oaksoul is fairly slow but can splinter trees with a swipe from one of its massive arms or cause serious harm to anyone unlucky enough to be struck by one of its crushing blows. All mana is consumed upon execustion of this spell. 3

Path of the Material

Rank Spell Name Description Turns to Cast
Novice Conjure Utility This spell allows the caster to conjure a small, common, every day item. This ranges from tankards to civil-ware with the exclusion of lock-picks and keys. Small knives (or other related object) conjured with this spell can not cause enough damage significantly harm someone. 1
Apprentice Fragile Weapon The caster summons some form of weapon. This conjured weapon is fairly weak and will dissipate after a few hits. 1

Conjure Buckler

This spell conjures a buckler about the size of a circular platter on the arm of the caster's choosing. However, this shield is weak and will dissipate into nothing after receiving a few deflected blows. 1
Adept Sturdy Weapon The caster summons some form of weapon. This conjured weapon is of decent strength but will dissipate after several hits. 1
Conjure Kite Shield This spell conjures a kite shield on the arm of the caster's choosing. This shield is of decent strength but will dissipate after successfully deflecting several hits. 2
Expert Solid Weapon The caster summons some form of weapon. This weapon is strong and will not dissipate after several uses. 2

Conjure Square Shield

This spell conjures a protective square shield on the arm of the caster's choosing. This shield is fairly large and will not dissipate after deflecting several successful blows. 2
Master Perfect Weapon This spell summons an impressive weapon for the caster's use. This weapon is very strong and will not dissipate after several strong hits. 2
Conjure Tower Shield This spell conjures an impressive and thick shield on the arm of the caster's choosing. This shield is very strong and will not dissipate after successfully deflecting many strong blows. 2
Ascended Warrior's Soul The caster summons the soul of a fallen warrior. Armed only with an impressive shield and legendary weapon, this warrior will fight or protect it's summoner with an almost berserk fashion. The passion that went with this warrior's death is retained within their soul and all attacks against designated targets are powerful and determined. All mana is consumed upon execution of this spell. 3

Path of Corruption

Rank Spell Name Description Turns to Cast
Novice

Whelp

The caster summons a small humanoid creature about the size of a small child. Its skin is smooth and it's facial features are that of an elf but with sharp teeth. Whelps primarily attack with their sharpened finger nails and teeth (biting) but their attacks are weak and typically offer nothing more but a distraction. 1
Apprentice Skeleton The caster summons forth the bones of any deceased being (bones from any of the playable races), whether they lay buried in the earth on rest in a tomb. The skeletons bone's are held together with weak magical links and its melee attacks are generally unimpressive. While close quarters fight with a skeleton may be easy, expect to be a bit drained of stamina. 1
Adept Corpse The caster summons forth a a dead body of any deceased being (the corpse of any playable race), whether it lay buried in the earth or resting in a tomb. The dead flesh that stands before you is subject to rapid deterioration due to the magical influences that have caused it to rise from the dead. While the attacks (punches and bites) of a Corpse may be a tad slow, they at least offer some danger to their designated target. It's best practice to not underestimate the potential strength of a Corpse. 1
Expert Demon The caster summons forth a mass of twisted flesh and suffering from the far reaches of oblivion. Demons come in a variety of forms but are generally quite hideous and equally dangerous. The talons, teeth, spikes, etc. of a demon are all dangerous and thinking nothing of the threat a demon poses would be unwise. Demons can however be a bit unpredictable and if the willpower of the mage controlling it wavers there is a chance the demon may turn on the caster. 2
Master Revenant The caster summons forth a willowy figure clothed in dark tattered robes who floats ever so slightly above the ground. The face of a Revenant can not be seen from under its hood and the only readily observable physical features of one are their hands which typically appear fragile and dead. There is an unsettling presence about a Revenant as a cold and slightly black aura can be observed radiating from its body. A Revenant's attacks are unorthodox but very effective as they use a form of magic not available to any creature within they realm they have been summoned to. An individual being attacked by a Revenant will find that their bodies are becoming physically weaker as the years of their life are being drained from them at an exponential rate until the point of death (a Revenants attack radius is effective up to a distance of 3 meters). The effects of a Revenant are permanent and if someone has aged considerably due to being attacked by one, their character's age will permanently reflect the agreed (between the players) amount of time that has been drained from the character's lifespan. 2
Ascended Terror of the Soul The caster summons forth a cruel and powerful force from the darkest reaches of oblivion. This creature is a hulking mass of shadows and metal. Lesser beings will stop in terror while simply being in the presence of a Terror of the Soul. No physical features can be seen through a Terror of the Soul's savage dark armor but it can be assumed that this being is humanoid in physique. A black mist can be seen pouring from its armor's cracks and if anyone is unfortunate enough to come in direct physical contact with this creature, they will find that it's body is unnaturally cold. Armed with a either a massive sword or maul of savage construction, a Terror of the Soul lazily drags its weapon behind itself in one hand, the Terror of the Soul displays little effort in killing off its targets. With unmatched strength and an uncaring sadistic nature, a Terror of the Soul is a force even the strongest of foes should remain cautious of. However, Summoning a Terror of the Soul is generally unwise as its summoning eats away at the mind of the caster. Only mages of the strongest willpower will be able to effectively control a Terror of the Soul, all others will succumb to the forces of insanity, hallucinations, and chronic nightmares. A Terror of the Souls is unique in that if it kills any creature, sentient or not, it will consume that creature's soul and therefore prolong its existance within the realm it has been summoned to. The more things it kills, the longer it stays, and the longer it stays, the more things it kills... Take extreme caution in summoning this being. 3

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