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Conjuration Sphere

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You have made contracts with outsiders, calling them to your side when you are in need.

Summon

As a standard action, you may spend a spell point to summon a creature you have made a contract with (called a companion) causing it to appear in an adjacent square, ready to act on your following turn. You must concentrate to maintain the companion’s presence, but may always spend an additional spell point to allow the summoned creature to remain for 1 minute per caster level without concentration.

Companions can take many forms; a caster could contract with sympathetic angels or demons, elemental spirits, or primordial beings only given form after the contract is made. Thus, a companion could have the form of a knight in armor, a demonic dog, a flying anthropomorphic cat, or indeed virtually any other form. You cannot choose a companion with the exact same appearance as another creature. When you gain the Conjuration sphere, you automatically gain a single companion of your choice.

If a companion is conjured multiple times during a day, they do not regain hit points or other resources spent. If a companion is reduced to 0 hp, they instantly disappear and cannot be summoned until the following day. A companion only recovers hp and resources (unless restored through the Heal skill or magical means) when the caster rests to recover spell points. A companion may be dismissed as a free action.

Companions may not carry equipment or items back and forth when summoned and so cannot be used to store items in their home plane or bring items to the caster’s plane.

The exception to this rule is equipment gained through Conjuration talents.

Whenever you gain a companion, they immediately gains 1 (form) talents of your choice. Whenever you select a (form) talent as a magic talent, apply its effects to only a single companion. You may select (form) talents multiple times, but no more than once per companion, unless the talent says otherwise.

Every companion comes with one of the following base forms, chosen by the caster. Once made, this choice cannot be altered. Companions also gain power as their caster’s power grows, according to Table: Companion.

Biped Base Form

Size Medium; Speed 30 ft.; Hit Dice d10; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 slams (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11

Bipeds are usually humanoids, and begin with 2 legs, 2 arms, and a head.

Quadruped Base Form

Size Medium; Speed 40 ft.; Hit Dice d10; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11

Quadrupeds are usually beasts, and begin with 4 legs and a head.

Serpentine Base Form

Size Medium; Speed 20 ft.; Hit Dice d10; AC +4 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11

Serpentine creatures are snakes, fish, and other elongated creatures. They begin with a head, but no arms or legs.

Size: You may choose to make a companion Small size instead of Medium size. In this case, the companion gains a +2 bonus to Dexterity, a -2 penalty to Strength, as well as the usual changes for being Small (+4 Stealth bonus, +1 AC, +1 to-hit, decreased damage size, etc.).
Caster's
Caster
Level
Hit
Dice
Base
Attack
Bonus
Feats Natural
Armor
Bonus
Good
Saves
Bad
Saves
Special
1st 1 +1 1 +0 +2 +0
2nd 2 +2 1 +1 +3 +0 Evasion
3rd 3 +3 2 +1 +3 +1
4th 3 +3 2 +1 +3 +1
5th 4 +4 2 +2 +4 +1 Ability Score Increase
6th 5 +5 3 +2 +4 +1 Devotion
7th 6 +6 3 +3 +5 +2
8th 6 +6 3 +3 +5 +2
9th 7 +7 4 +3 +5 +2 Multiattack
10th 8 +8 4 +4 +6 +2 Ability Score Increase

Skills: A companion gains 2 skill points per level (reduced to 1 for low Intelligence) and gains the following class skills: Climb (Str), Fly (Dex), Knowledge (Planes), Stealth (Dex), Swim (Str). A Companion begins understanding and speaking one language that the caster also speaks.

Feats: A companion begins with one feat, and gains another feat at every odd Hit Die. A companion may gain any PC or monster feat for which it qualifies. While a companion may gain casting abilities through feats such as Basic Magic Training or Advanced Magic Training, a companion can never possess the Conjuration sphere.

Evasion: At 2 Hit Dice, a companion gains evasion, taking no damage on a successful Reflex save against an effect that grants half damage on a successful Reflex save. At 11 Hit Dice, they gain improved evasion, only take half damage on failed Reflex saves against effects that grant half damage on a successful Reflex save.

Ability Score Increase: Just like PCs and Monsters, a companion gains a permanent +1 bonus to an ability score of the caster’s choice for every 4 Hit Dice possessed.

Devotion: At 5 Hit Dice, a companion gains a +4 morale bonus on Will saves against charm and enchantment effects, such as enchantment school spells or the mind sphere.

Base Talents

Conjuration Talents (Forms, Type)

Animal Creature

Your companion has the qualities of a great beast. It gains a +20 ft bonus to its land speed, as well as the scent property. It gains an additional +10 ft bonus to its land speed for every 2 Hit Dice.

Avian Creature

Your companion gains wings and a 30 ft fly speed with a maneuverability of average. This increases by 10 ft per 2 Hit Dice. Alternately, your companion may gain flight through magical means: it does not gain wings, instead gaining a maneuverability of perfect. This then becomes a supernatural ability, and is subject to anti-magic fields and other such limitations.

Draconic Creature

Your companion is draconic in nature. It gains a breath weapon which it may use once per 1d4 rounds. You must decide when this talent is gained whether your companion will breath a 30 ft cone or a 60 ft line and whether it deals fire, cold, acid, or electricity damage. It deals 1d8 damage per 2 Hit Dice (minimum: 1d8), and creatures may make Reflex saves (DC 10 + 1/2 Hit Dice + Constitution modifier) for half damage.

Earth Creature

Your companion is a creature used to living in the ground. It gains a 15 ft Burrow speed and Tremorsense 10 ft. Its Burrow speed and Tremorsense increase by 5 ft per 2 Hit Dice.

Shadow Creature

Your companion is a being made of shadow. It gains Darkvision 60 ft, low-light vision, and a +8 racial bonus to Stealth checks made in dim light or darkness. Your companion takes half damage from attacks and magic originating from corporeal creatures and only deals half damage to corporeal creatures with its own attacks and magic. However, your companion deals full damage to incorporeal creatures and suffers full damage from incorporeal creatures.

Undead Creature

Your companion mimics the properties of undead. It is healed by negative energy and harmed by positive energy. While it is still an Outsider, magical effects and spells that specifically target undead may affect the Companion as if it were undead. The companion also gains +2 Channel Resistance, as well as a +2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning. These bonuses and channel resistance increase by +1 per 2 Hit Dice.

You may take this talent twice. If taken twice, your companion gains immunity to disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning, and your companion no longer needs to breath, granting it immunity to drowning, suffocation, or gas-based effects.

Water Creature

Your companion gains a 30 ft Swim speed, the ability to breath underwater, and Blindsense 15 ft (only in water). For every 2 Hit Dice, the Swim speed increases by 10 ft and the Blindsense increases by 5 ft.

Conjuration Talents (Forms, Ability)

Additional Limbs

Your companion gains one of the following sets of limbs: a head, 2 arms, 2 legs, a tail. This does not automatically grant any additional attacks. See the Alteration Sphere for descriptions of bonuses gained from these limbs. A companion may gain this talent multiple times. The effects stack.

Altered Size

Your companion increases or decreases permanently by 1 size category. A companion may gain this talent multiple times. The effects stack. A companion cannot become smaller than Diminutive or larger than Huge. Size changes cause the following changes to ability scores, which are cumulative:

Original Size New Size Str Dex Con
Small Tiny -4 +2
Tiny Dimunitive -2 +2
Medium Large +4 -2 +2
Large Huge +4 -2 +2

Bestial

Your companion gains a new set of natural attacks chosen from the list below. A companion must possess the prerequisite limbs and cannot already have a natural attack attached to that limb. A companion may gain this talent multiple times. Each time they gain this talent, they gain a new set of natural attacks.

  • 2 claw attacks (primary, 1d4, 1d3 small, requires arms).
  • 2 hoof attacks (secondary, 1d4, 1d3 small, requires 2 legs, but creature must possess at least 4).
  • 1 tentacle attack (secondary, 1d4, 1d3 small, no requirement).
  • 2 wing buffets (secondary, 1d4, 1d3 small, requires wings).
  • 1 tail slap (secondary, 1d6, 1d4 small, requires tail).
  • 1 bite attack (primary, 1d6, 1d4 small, requires head).
  • 1 gore attack (primary, 1d6, 1d4 small, requires head).
  • 2 slam attacks (primary, 1d4, 1d3 small, requires arms).
  • 2 pincers (secondary, 1d6, 1d4 small, requires arms).
  • 1 sting (primary, 1d4, 1d3 small, requires tail).
  • 2 talons (primary, 1d4, 1d3 small, requires 2 legs and creature must be airborne to use).

Boon Companion

Your companion’s abilities and Hit Dice are determined as if your caster level were 5 higher, to a maximum effective caster level equal to your character level.

Elemental Creature

Your companion is a being attuned to a particular element. Choose either cold, fire, acid, or electricity. Your companion deals 1d3 damage of that element’s type with all of its natural attacks. This damage increases by one die size per 5 Hit Dice.

Fortified Companion

Your companion’s Constitution increases by 2, +1 per 2 Hit Dice.

Lingering Companion

When you spend a spell point to allow this companion to remain for 1 minute per caster level without concentration, you may spend an additional spell point to allow it to remain for 1 hour per level instead. If you also possess the Greater Summoning talent, your companion instead remains for 1 day, only disappearing when you rest to regain spell points. Once you have spent a spell point to summon such a creature for a full day, you may dismiss and re-summon this companion at will without having to spend any additional spell points that day.

Magic Attacks

Your companion’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 7 Hit Dice they are treated as cold iron for this purpose, and at 14 Hit Dice they are treated as adamantine.

Magical Companion

Your companion’s Charisma increases by 1/2 its Hit Dice (minimum: +1). It also gains a spell pool equal to its Charisma modifier and a caster level equal to 1/2 its Hit Dice. The companion may select magic talents with its feats and treats Charisma as its casting ability modifier. With GM permission, your companion may also gain a casting tradition. A companion can never possess the Conjuration sphere.

Monstrous attacks

Your companion gains one of the following traits. This trait applies an effect or ability to one of its natural attacks. See the Alteration sphere for details on these abilities. A companion may gain this talent multiple times, gaining a new trait each time. It cannot attach the same trait multiple times to the same natural attack.

Trip, grab, pull, lunge, constrict, poison.

Natural Aspect

Your companion gains one of the following special monster qualities. A companion may gain this talent multiple times. Each time it is gained, they gain a new trait from the list. See the Alteration sphere for a description of each ability.

Pounce, leaping attack, rend, trample, rock catching, rock throwing, Fast Healing 1.

Powerful Companion

Your companion’s Strength increases by 2, +1 per 2 Hit Dice.

Quick Companion

Your companion’s Dexterity increases by 2, +1 per 2 Hit Dice.

Resistance

Choose one energy type from the following list: fire, acid, cold, electricity, or sonic. Your companion gains Resistance to that element equal to 5+ its Hit Dice. You may select this talent multiple times, granting Resistance against a different element each time.

Roguish Creature

Your companion is a creature of guile. Your companion deals +1d6 sneak attack damage as the rogue class feature, which increases to +2d6 at 7 Hit Dice and +3d6 at 14 Hit Dice. In addition, your companion may select rogue talents as feats. At 10 Hit Dice, it can select advanced talents as feats.

Skillful Companion

Your companion’s Intelligence increases by 3 (raising its base Intelligence to 10), and it gains an additional skill point per Hit Die (raising its total to 3 per level). In addition, it gains 3 new class skills of your choice.

Transformative

Your companion can change its appearance at will. It gains Disguise as a class skill and can make Disguise checks as a standard action. This is a spell-like ability, with a caster level equal to its Hit Dice.

Willful Companion

Your companion’s Wisdom increases by 2, +1 per 2 Hit Dice. In addition, whenever your companion rolls a Will saving throw, it may roll twice and take the higher result. If it may already roll twice and take the higher result, it instead rolls three times.

Conjuration Talents (Forms, Gear)

Armored Companion

Your companion gains armor as appropriate for its form and appearance (a suit of armor, a tougher hide, buffeting winds, etc.). Your companion gains a +2 armor bonus, +1 at every odd Hit Die beyond 1st.

Battle Creature

Your companion is learned in the ways of war. It gains proficiency with all simple weapons and when summoned, appears with up to 2 weapons it is proficient with (masterwork, but of unremarkable composition). These weapons gain a +1 enhancement bonus for every 3 Hit Dice possessed to a maximum of +5. A companion may gain this form talent twice. If gained a second time, it gains proficiency with all martial weapons and treats its Hit Dice as fighter levels when meeting the prerequisites for feats.

Shield Bearer

Your companion gains the shield proficiency feat, and when summoned, appears carrying a type of shield it is proficient with. If the creature possesses the Tower Shield Proficiency feat, this may be a tower shield. The shield is masterwork, but of unremarkable composition. This shield gains a +1 enhancement bonus for every 3 Hit Dice your companion possesses, to a maximum of +5.

Conjuration Talents (Modifiers)

Extra Companion

You gain an additional companion. Whenever you summon a companion, you must select only one of your companions, although you may have multiple companions summoned at once. You may select this talent multiple times. Each time it is selected, gain another companion.

Greater Summoning

When you spend a spell point to allow a companion to remain for 1 minute per caster level without concentration, it instead remains for 10 minutes per caster level.

Link

You gain a telepathic link to each of your companions. So long as you are on the same plane as one of your companions, you may communicate with that creature over any distance.

Ranged Summoning

When you summon a companion, they may appear in any square within Close range, rather than only in an adjacent square.

Advanced Talents

Summoning

Prerequisites: 1st caster level or higher.

You may summon beings from other planes and bring them into your own. Summoning a creature in this manner takes 10 minutes of focused casting and costs 2 spell points.

Summoning takes one of two forms: allies and hostiles. If you summon a servant of an extraplanar being with which you have a strong connection (i.e., a cleric summoning a servant of its god) they are considered an ally. All other creatures are considered hostiles, regardless of their disposition towards the caster.

GMs have the final say in whether or not a character is capable of summoning allies.

To summon a target, you must choose a location within Close range for them to appear, and the kind of creature to be summoned must be known and stated. If you wish to summon a specific individual, you must use that individual’s proper name.

You may summon multiple creatures with one use of this ability (up to 3 at once) but the combined Hit Dice of all summoned creatures cannot exceed your caster level.

Hostiles: If a hostile creature is unwilling to be summoned, it is allowed a Will saving throw to resist. If the saving throw succeeds, the creature is not summoned. If the saving throw fails, the creature is immediately summoned (Spell Resistance does not keep it from being called).

When a hostile creature is summoned, it is rooted to a specific location within range (you can decide how much space to give it, up to a 30 ft radius). It cannot leave this area until an agreement with you has been reached. It can escape this location by successfully pitting its Spell Resistance against your magic skill check, by teleportation or dimensional travel, or with a successful Charisma check pitted against a DC of your MSD + your Charisma modifier. It can try each method once per day. If it breaks loose, it can do as it pleases including fleeing, returning to its home plane, or attacking you.

If the creature does not break free of its prison, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones re-offered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to dismiss it (a free action so long as it remains trapped). Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the creature breaks free of the spell’s effect and can escape or attack you.

Once the requested service is completed, the creature need only to inform you to be instantly sent back whence it came.

The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete through its own actions, the effect remains for a maximum of 1 day per caster level, and the creature gains an immediate chance to break free (with the same chance to resist as when it was trapped).

Note that a clever recipient can subvert some instructions.

Allies: Allies are never hostile and do not resist, although additional payment is always expected for their services.

Payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to a quest on your part that matches the creature’s alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.

A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature summoned. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to 1 day per caster level, requires a payment of 1,000 gp per HD.

A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift.

Few if any creatures will accept a task that seems suicidal (unlike a companion from the Conjuration sphere that simply returns to its home plane when reduced to 0 hp, a summoned creature actually dies when it is killed). However, at the GM’s discretion, if the task is strongly aligned with the creature’s ethos, it may halve or even waive the payment.

If an agreement cannot be reached, the ally returns to their home plane immediately. If you are not willing to give the requested payment, but attempt to press the target into service anyway, treat the creature as hostile. Pressing a creature in this way may have a detrimental effect on any future attempts to summon an allied outsider.

At the end of its task, or when the bargained duration expires, a summoned ally returns to its home plane (after reporting back to you, if appropriate and possible).

Diagram

Prerequisites: Summoning, 1st caster level or higher.

When using the Summoning advanced talent to summon hostile creatures, your traps are even harder to break than usual.

If you spend 10 minutes and pass a DC 20 Spellcraft check to prepare a summoning circle before you summon a creature, that creature finds it very difficult to escape. You cannot know the result of your Spellcraft check until after the summoning is performed, but you may take 20 on this check by dedicating 3 hours and 20 minutes to creating the circle.

If your check is successful, the summoned creature cannot use its Spell Resistance to attempt to escape its prison, nor use any dimensional or teleportation effects, nor can any of its abilities or attacks cross the prison’s border. When pitting its Charisma against your trap, the DC increases by 5.

While a creature cannot disturb the summoning circle, if any outside force disturbs the circle (even a hair falling across it), the summoned creature is immediately freed.