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Author Topic: Conjuration(Major)  (Read 18 times)

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Offline SovietSeagull

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Conjuration(Major)
« on: May 29, 2016, 04:05:24 am »
- Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you, actually transport creatures from another plane of existence to your plane, heal or create objects or effects on the spot. Creatures you conjure usually, but not always, obey your commands.

Practical application- Conjurers were highly sought after before the war. They could summon forth birds to deal with pests on crops or could bring forth an unholy blight on a neighbouring farmer's crop if the conjurer was particularly short of gold and of nefarious means. Conjurers have been said to be able to bring forth clouds of fog from nothingness and become enshrouded within, slipping multitudes of guards. More benevolent conjurers were known as the best doctors in the realm, their hands radiated a healing warmth that could mend bone and torn muscle in the most miraculous way. They were called to the side of the Jarnsidas in droves to be part of the army. Most were cut down or captured in battles and now inform inquisitors on how to use their powers for the benefit of the inquisition.

Use- Conjuration relies heavily on rituals which are long and exerting for the conjurer if he intends to call forth a being from another plane which is notoriously tricky to snare and bring to the mortal coil. Other spells can be done with little exertion. Healing is a spell that can be cast at any time however it is incredibly physically demanding upon a person. Conjuration deals with the manifestation of energy into physical and tangible form. It is the most exerting school by far.

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