========Conjuration======== //Summons powers and beings from other worlds. Many spells in this school will bring you additional units.// -- Illwinter True to its name, the Conjuration school has the most Summoning spells, in [[combat-summons|Combat]] & [[summon-spells|Ritual]] form. It's not the //only// school with summons, however; for example, Death nations will get cheaper and potentially more useful summons out of Enchantment. Conjuration also contains path-boosting spells that are incredibly useful in combat, at least when they //can// be used: * ??Phoenix Power?? boosts {{:misc:magic:fire.png?15&nolink}}Fire Magic & [[Fire Resistance]]. * ??Summon Storm Power?? boosts {{:misc:magic:air.png?15&nolink}}Air Magic, but only under a Storm. (If cast without storm, the caster //will// get the boost if a storm starts later in the battle.) * ??Summon Water Power?? boosts {{:misc:magic:water.png?15&nolink}}Water Magic, but only underwater. * ??Summon Earthpower?? boosts {{:misc:magic:earth.png?15&nolink}}Earth Magic & [[Reinvigoration]]. * ??Strength of Gaia?? boosts {{:misc:magic:nature.png?15&nolink}}Nature Magic & provides some combat buffs, but requires more paths than the rest to cast. * ??Light of the Northern Star?? boosts {{:misc:magic:astral.png?15&nolink}}Astral Magic, but for **everyone** on the field, not just the caster. It also costs 2 {{:misc:magic:astralpearl.png?15&nolink}}[[Gems|Astral Pearls]]. * ??Power of the Spheres?? boosts **all** Arcane paths that the caster has, but it also costs an {{:misc:magic:astralpearl.png?15&nolink}}Astral Pearl. If you don't set {{:misc:gui:research.png?nolink}}[[Research]] goals, then all of your Research points will go to Conjuration. This isn't too bad, since Conjuration contains Summoning [[Rituals]] that are important for almost all nations, but neglecting the other schools is an easy way to fall behind later on. =====Non-Summon Combat Magic===== **Conjuration 1** ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Spirit Curse?? | {{path>D1}}\\ {{gems>1D}} | //The caster summons a malign spirit from the underworld and coerces it to curse an enemy. In return, it is set free to wreak havoc on the living. The spirit never joins battle.// | Instantly applies a [[Curse]] to a single target. It never misses. | | ??Tangle Vines?? | {{path>N1}} | //Vines will ensnare anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.//\\ **Str +DRN vs 19 to get free. The difficulty is increased or decreased by the Growth/Death scale of the province and is also increased by +1 in Forests and reduced by -1 in Wastelands.** | Instantly [[Entrapment|Entraps]] in an AOE of 1, with the severity shown. Strength checks are possible immediately upon being Entangled and whenever the Entangled unit may take a turn.\\ For its relatively-short range, Tangle Vines is rather accurate. | **Conjuration 2** ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Summon Storm Power?? | {{path>A1}} | //During a storm, this spell can be used to channel the power of the storm through the mage. This enables the mage to cast more powerful Air magic spells. This spell only works during a storm.//\\ **Grants [[Air]] magic bonus +1.** | Grants a +{{path>A1}} pathboost (akin to carrying a path-boosting item) in-battle, but only while the [[Battle Enchantment]] known as ??Storm?? is up. **It may be cast before Storm.** | | ??Summon Water Power?? | {{path>W1}} | //The mage gathers power from the surrounding water to enable him to cast more powerful Water magic spells. This spell can only be cast underwater.//\\ **Grants [[Water]] magic bonus +1.** | Grants a +{{path>W1}} pathboost (akin to carrying a path-boosting item) in-battle, but may only be cast [[underwater]]. | **Conjuration 3** ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Summon Earthpower?? | {{path>E2}} | //The Earth will lend its endurance to the mage. All Earth spells will be less demanding to cast and the mage will be constantly invigorated by the Earth's power.//\\ **Grants [[Earth]] magic bonus +1 and [[Reinvigoration]] +4.** | Grants a +{{path>E1}} pathboost (akin to carrying a path-boosting item) in-battle, along with the listed trait. The Reinvigoration is still passed on to Earth-less [[Communion]] Slaves. | | ??Phoenix Power?? | {{path>F2}} | //This spell enables the mage to cast more powerful Fire spells and also grants him resistance to fire.//\\ **Grants [[Fire]] magic bonus +1 and [[Fire Resistance]] +5.** | Grants a +{{path>F1}} pathboost (akin to carrying a path-boosting item) in-battle, along with the listed trait. The Fire Resistance is still passed on to Fire-less Communion Slaves, though it doesn't [[Stacking Effects|stack]] with most other sources of the resistance. | | ??Power of the Spheres?? | {{path>S1}}\\ {{gems>1S}} | //This spell makes the caster more powerful in all paths of magic.//\\ **Grants a +1 bonus to all magic paths** | Grants a +{{path>F1A1W1E1S1D1N1B1H1}} pathboost in-battle; though, since it's akin to a path-boosting item, only paths those affected by the spell already //have// will be boosted. | **Conjuration 4** ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Maggots?? | {{path>N1}}\\ {{gems>1N}} | //The mage conjures thousands of maggots, which will start to feed upon an undead being. The maggots will slowly but surely consume the undead. Large undead can survive the maggots by removing them after they have become satiated. Ethereal undead are rarely affected by the spell.//\\ **An unresistable poison effect that only targets undead.** | Instantly afflicts an Undead foe with 50 **nonmagical** AN [[Poison Damage|Poison DMG]], at somewhat-short range. It never misses, except against [[Ethereal]] foes, who will dodge the spell 75% of the time. Since all Undead possess 25 [[Poison Resistance]] at base, you can expect around 25 actual poison damage to be applied.\\ It works underwater, where something else eats the undead. | | ??Strength of Gaia?? | {{path>N3E1}} | //The caster connects himself with the might of the living Earth. This connection gives him regenerative abilities, increased strength, a rougher skin and increased Nature magic power.//\\ **Grants [[Nature]] magic bonus +1, [[Regeneration]] 10%, Barkskin and +4 str.** | Grants a +{{path>N1}} pathboost (akin to a bath-boosting item) in-battle, along with the effects of ??Personal Regeneration??, ??Barkskin??, and [[Strength of Giants]] (for those affected). The specific variety of Regeneration doesn't work for the [[Inanimate]]. | | ??Light of the Northern Star?? | {{path>S3}}\\ {{gems>2S}} | //This spell makes all wizards on the battlefield more powerful in Astral magic.//\\ **Astral magic bonus +1 to entire battlefield** | A [[Battle Enchantment]] that provides a +{{path>S1}} pathboost (akin to a path-boosting item) to everyone in-battle. This works underwater and in caves, suggesting that the light comes from the caster. | **Conjuration 5** ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Ghost Grip?? | {{path>D1}} | | | | ??Howl?? | {{path>N3}}\\ {{gems>3N}} | | | **Conjuration 8** ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Wild Growth?? | {{path>N4}} | | | =====Non-Summon Ritual Magic===== **Conjuration 3** ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Dark Knowledge?? | {{path>D1}}\\ {{gems>4D}} | //The caster summons a spirit of the Underworld and coerces it to reveal knowledge of sites of Death in a distant province. The spell can not be used to find magic in enemy provinces.// | A [[Sites|Site]]-searching Ritual with a 3-province range. ({{:misc:magic:death.png?14&nolink}}) | **Conjuration 4** ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Voice of Apsu?? | {{path>W2}}\\ {{gems>2W}} | //The caster conjures the dreams of Apsu, the Fresh Water Underneath. He has knowledge of all sweet water. The voice of his dreams, when rightly interpreted, reveals sites of Water power located above the surface. The dreams will find their way to everyone living in the targeted province and the magical sites will no longer be hidden.// | A [[Sites|Site]]-searching Ritual with a 3-province range. ({{:misc:magic:water.png?14&nolink}})\\ It can't be used on underwater provinces. It **can** be used on enemy provinces, but they'll get the results as well. | **Conjuration 5** ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Raven Feast?? | {{path>A4}} \\ {{gems>3A}} | //The caster summons an unkindness of ravens and sends them into a distant province to feast upon the newly dead. The ravens consume the rotting corpses and return to be slaughtered for the raw death essence they then contain. Provinces struck by plagues or containing recent battlefields can give the caster large amounts of Death gems. All unburied dead in a province are consumed. Enemy provinces can be targeted.//\\ **Death gems gained from a province with about 100 unburied corpses: 5. Death gems gained from a province with about 400 unburied corpses: 10.** | Destroys all of the [[corpses]] in a single (land) province up to 5 provinces away, and gives you [[Gems|{{:misc:magic:deathgem.png?nolink}}]] from the corpses at an inverse-exponential rate. | | ??Wind Ride?? | {{path>A5}} \\ {{gems>10A}} | //The Air mage summons a whirlwind in a province of his choice. The whirlwind will try to find a commander in the province and transport him to where the Air mage is located. This spell is an effective way to rescue cornered commanders, but it can also be a very effective way to get enemy commanders out of the way. Large beings are difficult or impossible to lift and might fall to the ground somewhere along the way, possibly dying upon impact. Powerful Earth mages are likewise difficult to transport.//\\ **Size 6 targets, Earth mages with skill 4 or more, and [[Ethereal]] beings are impossible to lift. Skilled Air mages will take less damage falling damage if the spell drops them on the way.** | Moves a random [[Commander]] and their Bodyguards in the selected province, up to 3 provinces away, either directly to the caster's province or **0-to-1** provinces closer to them. Falling DMG occurs if the caster's province isn't reached; it's [[Armor-Negating|AN]], it's **halved** if the target doesn't leave their province, it scales with [[Size]] (from 15 to 45), and it also scales with the **target's** {{:misc:magic:air.png?14&nolink}} (-5 Dmg). Bodyguards and [[Flying]] Commanders won't be hurt.\\ Enemy Air Mages have a +10% chance to resist movement per {{:misc:magic:air.png?14&nolink}}.\\ This complicated Ritual has its own [[Wind-Ride|page!]] | | ??Voice of Tiamat?? | {{path>W2}} \\ {{gems>8W}} | //The caster conjures up the dreams of Tiamat, the Raging Sea. She has knowledge of all that lies underneath the sea. The voice of her dreams, when rightly interpreted, reveals all sites of Elemental power in a sea. The dreams will find their way to everyone living in that province and the magical sites will no longer be secret. This spell can only be cast under water.// | A [[Sites|Site]]-searching Ritual with a 4-province range.\\ ({{:misc:magic:fire.png?14&nolink}}{{:misc:magic:air.png?14&nolink}}{{:misc:magic:water.png?14&nolink}}{{:misc:magic:earth.png?14&nolink}})\\ This only works for the ocean or lake you cast it in, and it can't be cast on land. | | ??Vermin Feast?? | {{path>N4}} \\ {{gems>6N}} | //The caster makes vermin like rats and cockroaches (or shrimps and crabs) attracted to the supply stores of a besieged castle. The vermin will make sure that the supplies do not last very long. The more gems spent in this ritual the longer it will last. Having more than one Vermin Feast ritual active on the same province will not add to the effect and the ritual has no effect on an unbesieged castle.// \\ **Doubles the supply loss in a besieged castle.** | An attack Ritual with a 4-province range, causing an event each turn that it's active (with a default of one turn) that doubles the supply loss of the besieged castle. The duration is increased by one turn for every additional [[Gems|{{:misc:magic:naturegem.png?nolink}}]] put into it. As mentioned in the description, multiple castings will not stack, and this does nothing to an un-besieged castle. | | ??Acashic Record?? | {{path>S2}} \\ {{gems>10S}} | //This spell lets the caster access the acashic records to find out the history for one nation. The spell must be targeted on a capital to give any useful information.// | Provides the event history of the selected province, viewed by pressing "I" while the province is selected, from up to 10 provinces away. If cast on a capital, it also provides its original owner's score graphs. | | ??Winged Monkeys?? | {{path>N3S2}} \\ {{gems>10N}} | //The caster summons a troop of winged monkeys and sends them away to fetch a commander from a distant land. The monkeys will try to grab and fly away with the helpless commander, but will attack if the target is too heavy. The monkeys are afraid of mages and will never try to snatch a mage from the ground. The monkeys leave after they have accomplished their mission.// | A remote [[Assassination]] spell that sends 8 **Independent** ??Winged Monkey??s to a non-Mage [[Commander]] or Priest up to 5 provinces away from the caster's province, though not over underwater provinces. If the target is Size 3 or smaller, the Monkeys stop after bringing the target to 100 [[Fatigue]], and will carry them to the caster. \\ [[Winged Monkeys|This spell has a page!]] | **Conjuration 6** ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Acashic Knowledge?? | {{path>S3}}\\ {{gems>25S}} | //This spell lets the caster tap information from the memory of the Spheres to reveal the presence of all magical sites in a given province. The spell cannot be used to find magic sites in enemy provinces.// | A [[Sites|Site]]-searching Ritual with a 10-province range. (**All** paths, even {{:misc:magic:holy.png?14&nolink}}) | | ??Locust Swarms?? | {{path>N3}}\\ {{gems>8N}} | | | **Conjuration 7** ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Wild Hunt?? | {{path>N6}} | | | | ??Living Castle?? | {{path>N4W1}} | | | **Conjuration 8** ^ Spell ^ Paths ^ Description ^ Effect ^ | ??The Kindly Ones?? | {{path>F6N4}} | | | | ??Earth Attack?? | {{path>E5}} | | | | ??Well of Misery?? | {{path>D6}} | | | **Conjuration 9** ^ Spell ^ Paths ^ Description ^ Effect ^ | ??Enchanted Forests?? | {{path>N7}} | | | {{template>magicindex}} {{tag>spell Magic-School stub}}