BR:School of Conjuration

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A Conjuration mage with her flame atronach companion.

School of Conjuration

Conjurers use their magical knowledge to open a connection to Oblivion. Centuries ago, the Direnni mages and sorcerers formalized many of the rituals, chants, and incantations that are still used today.

When a mage uses conjuration magic, they create a connection from their mind to the summoned entity. It is a tenuous link, meant to lure, hold, and dismiss, but in the hand of a master, it becomes much stronger.

Detractors of conjuration believe that the pursuit of summoning and control is desperate and dangerous, however, conjurers understand the risks of their power. As a mage of the School of Conjuration, you have learned how to summon powerful elemental daedra to serve as guardians and protectors, and sometimes as servants and familiars. Unlike the unpredictable dremora, the nonbelligerent atronachs are much more reliable servants, as they are not aligned with any daedric prince.

School of Conjuration Features
Level Feature
2nd Conjuration Prodigy, Minor Conjuration, Atromancer
6th Elemental Bond
10th Focused Conjuration
14th Elemental Soul

Conjuration Prodigy

Beginning when you select this school at 2nd level, the gold and time you must spend to learn a conjuration spell is halved.

Minor Conjuration

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a non-magical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

Atromancer

Starting at 2nd level, you learn the exclusive conjuration spell conjure atronach.

Conjure Atronach

1st-level conjuration

Casting Time: 1 action
Range: 5 feet
Components: V, S
Duration: Concentration, up to 1 hour

You summon a powerful daedric atronach that appears in an occupied space within range. The atronach disappears when it drops to 0 hit points, or when the spell ends.

Roll initiative for the atronach, which as its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the atronach, it defends itself from hostile creatures, but to otherwise takes no actions.

The GM has the creatures' statistics. Sample creatures can be found below.

Sample Creatures
Spell Level CR Creature Name
1st 1/4 Flame Atronach Ember, Water Atronach Droplet
2nd 1/2 Crumbling Earth Atronach
3rd 1 Weaker Frost Atronach
4th 2 Flame Atronach, Water Atronach
5th 3 Earth Atronach, Mangled Flesh Atronach
6th 4 Air Atronach Zephyr
7th 5 Stone Atronach, Frost Atronach, Weaker Storm Atronach
8th 6 Cold-Flame Atronach, Flesh Atronach
9th 7 Air Atronach, Iron Atronach


At Higher Levels. When you cast this spell using certain higher-levels, you choose one of the summoning options above.

Elemental Bond

At 6th level, you share a bond with your conjured atronach. While you summon an atronach with your conjure atronach spell, you gain unique benefits based on the atronachs element. A cold-flame atronach can benefit from your choice of either the flame atronach or frost atronach feature.

Air & Storm Atronach

While you have an air or storm atronach companion, your speed increases by 10 feet.

Additionally, you can fly in short bursts. You gain a fly speed equal to your walking speed. If your turn ends and you are not on a creature, solid object, or ground, you fall.

Earth, Stone, & Iron Atronach

While you have an earth, stone, or iron atronach companion, your skin assumes a stony appearance. If you aren't wearing armor, you gain a base AC of 13 + your Endurance modifier.

Flame Atronach

While you have a flame atronach companion, a magical warmth surrounds you, keeping you warm as though you are near a campfire. As a bonus action, you can shed bright light in a 20-foot radius and dim light for an additional 20-feet.

Additionally, as an action, you can magically ignite a flammable object you touch with your hand – an object such as a torch, a piece of tinder, or the hem of drapes.

Flesh Atronach

When you summon a flesh atronach companion, you gain 1d6 temporary hit points per challenge rating of the atronach summoned. These hit points vanish once the spell ends.

Frost Atronach

While you have a frost atronach companion, you gain the ability to walk on water.

Additionally, you leave a 60-foot long trail of ice on the ground behind you. This trail is considered difficult terrain and any creature that tries to cross the path must succeed a DC 10 Agility saving throw or fall prone.

Water Atronach

While you have a water atronach companion, you gain the ability to breathe under water, and you have a swim speed equal to your walking speed.

Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

Elemental Soul

Starting at 14th Level, your elemental bond with your Atronach improves. While you have a conjured Atronach active, you gain the following benefits:

Air & Storm Atronach

While you have an air or storm atronach companion, you gain resistance to lightning and thunder damage.

Earth, Stone, & Iron Atronach

While you have an earth, stone, or iron atronach companion, you gain resistance to bludgeoning, piercing, and slashing damage.

Flame Atronach

While you have a flame atronach companion, you gain resistance to fire damage.

Flesh Atronach

While you have a flesh atronach companion, you gain resistance to poison damage, and are immune to disease and the poisoned condition.

Water & Frost Atronach

While you have a frost or water atronach companion, you gain resistance to cold damage.