Conjurer (MU Subclass)
Conjurer (MU Subclass)
Here is the rough draft text for the main portion of the class. Of course, the real work begins with work on spells.
Conjurer
A Conjurer is a form of Magic-User that specializes in magics involving contact or summoning of creatures and practices to control, bind, or protect against the same. While some Conjurers can be quite benevolent, there are many (if not most) Conjurers who succumb to the temptations offered by creatures of the netherworld. Conjurers may be known by other names such as Witch (Warlock), Diabolist, Demonurge, Summoner, or other related terms. Because even the benevolent Conjurers have regular contact with creatures of the netherworld, they are misunderstood and shunned by most folk, and they typically live apart from normal society.
A Conjurer is a poor fighter, with fighting ability equivalent to normal Magic-Users. Likewise they are no more hardy than standard Magic-Users (d4 hit die). They may not wear any armor of any sort or use shields, and like other Magic-Users, they utilize daggers or a walking staff in combat. Otherwise, a Conjurer can generally be treated as equivalent to other Magic-Users for any situation not covered here.
The Prime Requisite for a Conjurer is Intelligence. In addition to requiring an Intelligence score of 15 or higher, a Conjurer must have Wisdom and Charisma scores of 13. While many Conjurers may be hideous and wicked by nature, they are nonetheless very persuasive and masters of manipulation.
A Conjurer produces magic much like other types of Magic-Users, but have different spell choices and many spells are modified. They can learn spells from other arcane casters so long as the spells are available to both classes. Like other Magic-Users, a first level Conjurer begins play knowing read magic and one other spell of first level, recorded within a spellbook. The GM may roll for the spell, assign it as he or she sees fit, or allow the player to choose it, at his or her option. See the Conjurer Spells section for more details.
In addition to their spell casting abilities, a Conjurer has the ability to Bind or Banish extra-planar or summoned creatures. The ability works much like a Cleric's ability to Turn Undead. [this power needs to be explored more, ideas welcome]
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any input is of course welcome.
Conjurer
A Conjurer is a form of Magic-User that specializes in magics involving contact or summoning of creatures and practices to control, bind, or protect against the same. While some Conjurers can be quite benevolent, there are many (if not most) Conjurers who succumb to the temptations offered by creatures of the netherworld. Conjurers may be known by other names such as Witch (Warlock), Diabolist, Demonurge, Summoner, or other related terms. Because even the benevolent Conjurers have regular contact with creatures of the netherworld, they are misunderstood and shunned by most folk, and they typically live apart from normal society.
A Conjurer is a poor fighter, with fighting ability equivalent to normal Magic-Users. Likewise they are no more hardy than standard Magic-Users (d4 hit die). They may not wear any armor of any sort or use shields, and like other Magic-Users, they utilize daggers or a walking staff in combat. Otherwise, a Conjurer can generally be treated as equivalent to other Magic-Users for any situation not covered here.
The Prime Requisite for a Conjurer is Intelligence. In addition to requiring an Intelligence score of 15 or higher, a Conjurer must have Wisdom and Charisma scores of 13. While many Conjurers may be hideous and wicked by nature, they are nonetheless very persuasive and masters of manipulation.
A Conjurer produces magic much like other types of Magic-Users, but have different spell choices and many spells are modified. They can learn spells from other arcane casters so long as the spells are available to both classes. Like other Magic-Users, a first level Conjurer begins play knowing read magic and one other spell of first level, recorded within a spellbook. The GM may roll for the spell, assign it as he or she sees fit, or allow the player to choose it, at his or her option. See the Conjurer Spells section for more details.
In addition to their spell casting abilities, a Conjurer has the ability to Bind or Banish extra-planar or summoned creatures. The ability works much like a Cleric's ability to Turn Undead. [this power needs to be explored more, ideas welcome]
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any input is of course welcome.
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Re: Conjurer (MU Subclass)
Like I mentioned on another thread, the class concept is that of one with a focus on Conjuration/Summoning and Abjurations. At lower levels protection spells are the focus, and as levels are acquired the character increases his expertise against extra-planar foes.
Adding a Banish (like Turning) ability seemed like an appropriate add-on... but I want to have a Binding power added into this. Something where the Conjurer can encounter some creature, and somehow bind it into service (permanently or some number of times based upon level). Different items might be used for this power, sort of the originators of stuff like Efreeti Bottles, Genie Lamps, Figurines of Wondrous Power, etc. but temporary in nature (perhaps at later levels (such as when normal MU can make regular magical items) the items can be real/permanent). Using the Turning Table as a guide (or the Druid one), perhaps the D result indicates that the Conjurer can bind the creature in question, but it gets a save and will be really pissed off regardless about being imprisoned/held. The table will need alteration to HD/Power Level and expanded (as many other-planars are quite powerful).
Adding a Banish (like Turning) ability seemed like an appropriate add-on... but I want to have a Binding power added into this. Something where the Conjurer can encounter some creature, and somehow bind it into service (permanently or some number of times based upon level). Different items might be used for this power, sort of the originators of stuff like Efreeti Bottles, Genie Lamps, Figurines of Wondrous Power, etc. but temporary in nature (perhaps at later levels (such as when normal MU can make regular magical items) the items can be real/permanent). Using the Turning Table as a guide (or the Druid one), perhaps the D result indicates that the Conjurer can bind the creature in question, but it gets a save and will be really pissed off regardless about being imprisoned/held. The table will need alteration to HD/Power Level and expanded (as many other-planars are quite powerful).
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Re: Conjurer (MU Subclass)
The one change I'd consider is not allowing conjurers (or any different MU subtypes) to learn spells from normal MUs (or other specialists). I like the idea of subtypes, and have since AD&D2e really fleshed out the idea, but when we start to focus on the different approaches to magic, I think the idea of swapping spells with others is a little silly. Perhaps conurers can learn spells from summoned beings instead?
Re: Conjurer (MU Subclass)
I am not against your idea, but I was keeping to the 'style' that was presented by Illusionist (and subsequently Grave Master/Necromancer). I will think on it for now.
I think the best way to make the Conjurer unique in this way, is to make sure the spell list is as original as possible... that way there is little for them to cross over spells with other mage types. If the spell list is chock full of "Conjurer Only" spells then there will be little to worry about.
Speaking of 'schools' of magic, one really nice thing is that BFRPG is not bound to the rigid structure of those other editions. That is why I write that the Conjurer is focused on both abjuration (protection) as well as summoning. It is nice to not be bound by those divisions.
I do like the idea that they might learn from summoned creatures... but I would probably put that in vague terms so that the GM can make it work how they want in their campaign. Not everyone wants diabolic/demonic elements and such, so it should be vague.
I think the best way to make the Conjurer unique in this way, is to make sure the spell list is as original as possible... that way there is little for them to cross over spells with other mage types. If the spell list is chock full of "Conjurer Only" spells then there will be little to worry about.
Speaking of 'schools' of magic, one really nice thing is that BFRPG is not bound to the rigid structure of those other editions. That is why I write that the Conjurer is focused on both abjuration (protection) as well as summoning. It is nice to not be bound by those divisions.
I do like the idea that they might learn from summoned creatures... but I would probably put that in vague terms so that the GM can make it work how they want in their campaign. Not everyone wants diabolic/demonic elements and such, so it should be vague.
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- crazycrypt
- Posts: 237
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Re: Conjurer (MU Subclass)
This is a very interesting concept and I can't wait to see it develop.
Re: Conjurer (MU Subclass)
I need to get back into this little project... anyone with some spell suggestions?
Some basics:
Find Familiar
Advanced Familiar (3rd or 4th level) much more useful (for the caster level) familiar.
Mount (calls an appropriate ride/beast of burden)
Protection from Summoned Creatures (like "** evil", but against any such called/summoned or extra-planar creature regardless of their ethics/morality.
Produce Item (weapons, ammo, small mundane equipment)
Conjure Animal I(1), II(3), III(5), IV(7) - summons mundane animals to fight for caster
Conjure Humanoids I(2), II(4), III(6) - summons groups of humanoids to do bidding of caster (more intelligently than animals can manage).
Reincarnate (summon new body)
Dimension Door
Teleport
Of course I would love some all-original ideas to fill in gaps for the spell listings
Some basics:
Find Familiar
Advanced Familiar (3rd or 4th level) much more useful (for the caster level) familiar.
Mount (calls an appropriate ride/beast of burden)
Protection from Summoned Creatures (like "** evil", but against any such called/summoned or extra-planar creature regardless of their ethics/morality.
Produce Item (weapons, ammo, small mundane equipment)
Conjure Animal I(1), II(3), III(5), IV(7) - summons mundane animals to fight for caster
Conjure Humanoids I(2), II(4), III(6) - summons groups of humanoids to do bidding of caster (more intelligently than animals can manage).
Reincarnate (summon new body)
Dimension Door
Teleport
Of course I would love some all-original ideas to fill in gaps for the spell listings
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Master Lok
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Re: Conjurer (MU Subclass)
Love the idea Smoot.
Especially the Turning/Controlling idea akin to Turn Undead for Clerics.
Cleric Undead Turning = Conjurer Creature Dismissal.
Cleric Undead Destruction = Conjurer Creature Control.
-Creatures summoned should be one of two types - extraplanar and prime material plane.
-no undeads I imagine, as Necromancers already have that ability.
-conjurers should have spells relating to extraplanar - detect, remove influence (possession), bind, protection form evil/sanctuary/circle of protections. Has to have abilities to detect, remove extraplanar influence(possession), see, ward against extraplanar influences.
Questions -
a) Extraplanar - is a summoning extending from the Prime plane to this plane. Is there a chance of failure? is control an issue? e.g. Summon Demon. Conjure Elemental.
b) Prime plane - e.g. Call of Nature (hehe). makes a call for a specific creature type. only within range (i.e. can't call water creature in desert). is control granted? how does communication work?
Levels:
1) Find Familiar. Call Mount. Detect Extraplanar influence.
2) Summon goblinoid. (kobolds, goblins just make natural wizard underlings). Call of Nature. Extraplanar Sight?
3) Monster Summoning (fireball level equivalent?). Circle of Protection (protection versus summoned/extra planar beings). Commune with Demon.
4) Summon Wizard Chest. Summon Minor Demon. Remove ExtraPlanar Influence.
5) Conjure Elemental. Bind Extraplanar. Major Circle of Protection.
6) Summon Demon. Invisible Stalker
7) Gate
Especially the Turning/Controlling idea akin to Turn Undead for Clerics.
Cleric Undead Turning = Conjurer Creature Dismissal.
Cleric Undead Destruction = Conjurer Creature Control.
-Creatures summoned should be one of two types - extraplanar and prime material plane.
-no undeads I imagine, as Necromancers already have that ability.
-conjurers should have spells relating to extraplanar - detect, remove influence (possession), bind, protection form evil/sanctuary/circle of protections. Has to have abilities to detect, remove extraplanar influence(possession), see, ward against extraplanar influences.
Questions -
a) Extraplanar - is a summoning extending from the Prime plane to this plane. Is there a chance of failure? is control an issue? e.g. Summon Demon. Conjure Elemental.
b) Prime plane - e.g. Call of Nature (hehe). makes a call for a specific creature type. only within range (i.e. can't call water creature in desert). is control granted? how does communication work?
Levels:
1) Find Familiar. Call Mount. Detect Extraplanar influence.
2) Summon goblinoid. (kobolds, goblins just make natural wizard underlings). Call of Nature. Extraplanar Sight?
3) Monster Summoning (fireball level equivalent?). Circle of Protection (protection versus summoned/extra planar beings). Commune with Demon.
4) Summon Wizard Chest. Summon Minor Demon. Remove ExtraPlanar Influence.
5) Conjure Elemental. Bind Extraplanar. Major Circle of Protection.
6) Summon Demon. Invisible Stalker
7) Gate
Re: Conjurer (MU Subclass)
Yes, I'd like to get back on this project some time. All very good ideas to incorporate into a Conjurer class.
I have several unfinished or unreleased projects like these:
Priest (cloister cleric)
Fey-Mage (alternate spontaneous caster to the Sorcerer)
Quasi-Classes release 2 (Bard, Sage, Holy, Archer, Barbaric)
Conjurer
Additional Fighting Subclasses (Gladiator/Duelist, Knight, Ranger, Thug)
And I have been working on the next release of the Field Guide (monsters).
To top all that, I am planning to attempt my own writing endeavor by producing a short novel/novelette (fantasy of course). I am confident that I will be able to do much of this, except that more ideas are constantly coming and I get distracted from any one project easily.
I have several unfinished or unreleased projects like these:
Priest (cloister cleric)
Fey-Mage (alternate spontaneous caster to the Sorcerer)
Quasi-Classes release 2 (Bard, Sage, Holy, Archer, Barbaric)
Conjurer
Additional Fighting Subclasses (Gladiator/Duelist, Knight, Ranger, Thug)
And I have been working on the next release of the Field Guide (monsters).
To top all that, I am planning to attempt my own writing endeavor by producing a short novel/novelette (fantasy of course). I am confident that I will be able to do much of this, except that more ideas are constantly coming and I get distracted from any one project easily.
Is it really the end, not some crazy dream?
Find Me:
https://mewe.com/i/robertsmoot
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Re: Conjurer (MU Subclass)
This can be used as a base for a Witch class or archetype.
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- Joe the Rat
- Posts: 1242
- Joined: Fri Mar 11, 2011 12:28 am
Re: Conjurer (MU Subclass)
The Charm Monster and Hold Monster spells - or a variation thereof - Would be a good fit - as they do reflect the binding aspect. The issue there is whether generic control is appropriate, and if not, would a Charm Extraplanar Monster spell provide anything beyond their "turn" ability. If broader use is fair, Hold Person might be allowable as well.
More seriously from the base list, Conjure Elemental and Invisible Stalker are sort of necessary. Given the high level, some sort of "baby elemental" spell might be a worthy addition - an elemental sprite, or some odd subtype (lightning spark, sand beast, dust devil) that hangs around for a few round before popping out again.
Your prot spell should also come in a 10' radius version - in essence, a magic circle.
Some sort of teleport/dimension shift ward spell would be fitting - make an area conjure-proof.
Magic item creation is likely limited to scrolls, protectives (maybe), and Binding Objects - being able to store Bound extraplanar creatures in magic bottles, flasks, lamps, rings, bifrucated orbs, etc. Summoning Objects would probably fit as well.
I know I'm hitting a few of the standard MU spells, but I like the idea of limited overlap restricting the amount of sharing. That said, I do like the idea of a conjurer being the go-to guy for a magic-user who wants to learn a few summoning tricks. Is there a reasonable way to make that a one-way street?
More seriously from the base list, Conjure Elemental and Invisible Stalker are sort of necessary. Given the high level, some sort of "baby elemental" spell might be a worthy addition - an elemental sprite, or some odd subtype (lightning spark, sand beast, dust devil) that hangs around for a few round before popping out again.
Your prot spell should also come in a 10' radius version - in essence, a magic circle.
Some sort of teleport/dimension shift ward spell would be fitting - make an area conjure-proof.
Magic item creation is likely limited to scrolls, protectives (maybe), and Binding Objects - being able to store Bound extraplanar creatures in magic bottles, flasks, lamps, rings, bifrucated orbs, etc. Summoning Objects would probably fit as well.
I know I'm hitting a few of the standard MU spells, but I like the idea of limited overlap restricting the amount of sharing. That said, I do like the idea of a conjurer being the go-to guy for a magic-user who wants to learn a few summoning tricks. Is there a reasonable way to make that a one-way street?
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