Conjuration (4e Mage School)

Conjuration School

Conjuration is a school of magic that can be taken by the Mage.

Many conjuration spells summon weapons, so students of this school tend to be more physical than other wizards. Strength or Dexterity should be taken as a secondary ability score.

Level 1: Apprentice Conjuror

Apprentice Mage feature

By focusing on the study of conjurations, you learn to make your creations more deadly.
Benefit: If you roll a critical hit with an arcane conjuration power, you deal 1d8 additional damage. This includes attacks made by your conjured weapons.

Level 5: Expert Conjuror

Expert Mage feature

With thousands of hours spent designing the shape of your conjurations, you have an eye for detail. Practicing with conjured weapons, you have also been more active than your fellow scholars.
Benefit: You gain a +2 bonus to Perception and Athletics.

Level 10: Master Conjurer

Master Mage feature

The forces used to shape your creations party extend into incorporeal space.
Benefit: Attacks you make with the conjuration keyword, including attacks made with conjured weapons, ignore the insubstantial quality.

Level 11: Conjuration Action

Enigmatic mage paragon path feature

Benefit: When you spend an action point to take an extra action, you can extend the duration of effects created by your conjuration spells that would otherwise end at the end of your current turn. The effects instead end at the end of your next turn.

Level 11: Conjuration Encounter Power

Enigmatic mage paragon path feature

Benefit: You gain some awesome conjuration spell that I haven't decided on yet.
This power can use used in addition to the powers you prepare from your spellbook.

Conjuration Powers

Although any wizard can take these spells, they are of particular use to a conjurer.

Magic Knife Wizard Class Feature
With a flick of your wrist a shimmering blue blade appears in your hand.
4e Power Usage::At-Will  Arcane, Conjuration
4e Power Action Type::Minor Action Personal
Prerequisite: You are holding your implement in one hand.
Effect: You conjure a knife in your free hand. It persists until you no longer hold either it or your implement, or until you dismiss it as a free action. The magic knife is a one-handed simple melee weapon in the light blade group, with which you are proficient. It has a +3 proficiency bonus, causes 1d4 force damage and has the off-hand property. The magic knife shares your implement's enhancement bonus, critical hit effect, properties and powers. It cannot be enchanted.

Level 1 At-Will

Storm Pillar [AP 101], Summon Firefly Swarm

Firefly Swarm Wizard 4e Power Type::Attack 1
One of the first conjuration spells a wizard might practice is to summon a swarm of simple insects. These short-lived fireflies hold literal fire in their abdomen.
4e Power Usage::At-Will  Arcane, Conjuration, Implement, Fire
4e Power Action Type::Standard Action Ranged 10
Effect: You conjure a swarm of fireflies in an unoccupied square within range. The swarm occupies 1 square and lasts until the end of your next turn. Each enemy that moves into a square adjacent to the swarm takes 1d6 + your Intelligence modifier fire damage.
Level 21: 2d6 + Intelligence modifier fire damage.


Level 1 Encounter

Reremouse Swarm, Astral Wasp [AP] The Egyptians used to signify by a reremouse a man who, having small means and weak power, either of nobility or fortune, nor yet stored with pregnancy of wit, hath nevertheless stepped up so suddenly, that he might seem not so much to be supported by the earth, as by a sudden flight to be exalted above the same. - Guillim


Reremouse Swarm Wizard 4e Power Type::Attack 1
A sudden swarm of these heraldic bats buffets your foes, emitting distracting ultrasonic squeaks.
4e Power Usage::Encounter  Arcane, Implement, Conjuration, Thunder
4e Power Action Type::Standard Action Area burst 1 within 10 squares
Attack: Intelligence Vs. Fortitude
Hit: 1d6 + Intelligence modifier thunder damage, and you conjure a reremouse in 1 square within the target's space. Each reremouse lasts until the end of your next turn. An enemy that starts its turn in or adjacent to a square containing a reremouse cannot benefit from combat advantage.

Level 1 Daily

Flaming Sphere [PHB], Rolling Thunder [AP], Wind Blade [HotEC]

Level 2 Utility

Magic Sword, Material

Magic Sword Wizard 4e Power Type::Utility 2
Your other spells exhausted, you can still be pressed into melee combat. Your wand becomes a long blade of pure force that resembles an ornate rapier.
4e Power Usage::Daily  Arcane, Conjuration
4e Power Action Type::Minor Action Personal
Requirement: You must be holding your implement.
Effect: Your implement becomes a conjured weapon. It is a one-handed melee weapon in the light blade group, with a +3 proficiency bonus and it deals 1d8 force damage. If you hit a creature with the magic sword while you have combat advantage against it, you deal an extra 1 force damage.

Material Wizard 4e Power Type::Utility 2
The primary use of this spell is to create raw material for crafting or construction projects, to create planks for bridging gaps, or boards for a makeshift barricade. Adventurous wizards will find inventive uses for this conjuration.
4e Power Usage::Daily  Arcane, Conjuration
4e Power Action Type::Minor Action Close burst 1
Target: One empty square in the burst.
Effect: You create a cuboid of nonmagical raw material in the target square. The total size is 8 cubic feet, for example a cube with 2 ft. edges, but it cannot exceed the size of the square. It cannot be large enough to fully obstruct the square but may partition it or create cover.
The material may be your choice of wood, rock, earth, sand, water or air. The value of the material does not exceed 10 gp. Earth or sand immediately collapses into a pile; water falls and forms a puddle unless contained; air immediately disperses (in the form of a bubble if in a liquid). Wood and rock can be worked by a craftsperson.

Level 3 Encounter

Hypnotic Pattern [AP], Shock Beetle Swarm [AP]

Level 5 Daily

Bigby's Icy Grasp [PHB]

Level 6 Utility

Magic Axe, Magic Shield, Wall of Fog [PHB], Conjure Fortification [HotEC], Watery Double [HotEC]

Magic Axe Wizard 4e Power Type::Utility 6
You conjure a heavy axe, shimmering with runes.
4e Power Usage::Daily  Arcane, Conjuration
4e Power Action Type::Minor Action Personal
Requirement: You must be holding your implement and your other hand must be free.
Effect: Your implement becomes a conjured weapon. It is a two-handed melee weapon in the axe group, with a +2 proficiency bonus and it deals 1d12 force damage. When you hit a creature with the magic axe, you gain 2 temporary hit points.

Magic Shield Wizard 4e Power Type::Utility 6
You conjure an ornate round shield thats deflects force energy like magic missile.
4e Power Usage::Daily  Arcane, Conjuration
4e Power Action Type::Minor Action Personal
Requirement: You must be holding your implement and your other hand must be free.
Effect: You conjure a light shield in your free hand which lasts until you no longer hold it or your implement, or you dismiss it as a free action. It grants you a +1 armor bonus to AC and Reflex. In addition it grants you resist 5 force.


Level 7 Encounter

Tomebound Ooze [AP], Worms of Minauros [AP], Lightning Bolt [PHB, HotFL]

Level 9 Daily

Polar Screen, Wall of Fire [PHB], Mordenkainen's Sword [PHB], Mordenkainen's Guardian Hound [AP], Earthen Grasp [HotEC]

Polar Screen Wizard 4e Power Type::Attack 9
You create a misty, bluish-white screen of energy. Those that pass through it are coated with ice crystals that painfully chill until they thaw.
4e Power Usage::Daily  Arcane, Conjuration, Cold, Implement
4e Power Action Type::Standard Action Area wall 8 within 10 squares
Effect: You create a wall that consists of contiguous squares filled with freezing blizzard. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 3 + Intelligence modifier cold damage. If a creature moves into the wall's space or starts its turn there, the creature takes ongoing 5 cold damage (save ends). The squares occupied by the wall provide concealment and are difficult terrain.
Sustain 4e Sustain Action Type::Minor: The wall persists.

Level 10 Utility

Magic Bow, Magic Wings

Magic Bow Wizard 4e Power Type::Utility 10
Your wand transforms into an ornate longbow crafted from mystical energy.
4e Power Usage::Daily  Arcane, Conjuration
4e Power Action Type::Minor Action Personal
Requirement: You must be holding your implement and your other hand must be free.
Effect: Your implement becomes a conjured weapon. It is a two-handed ranged weapon in the bow group, with a +2 proficiency bonus and it deals 1d10 force damage. It has a range of 20/40, has the Load Free property, and never runs out of ammunition.

Magic Wings Wizard 4e Power Type::Utility 10
You have yet to master the freedom of aerial movement granted by the paragon fly spell, but you can conjure a pair of mystic wings. These grant you flight, albeit clumsy.
4e Power Usage::Daily  Arcane, Conjuration
4e Power Action Type::Standard Action Personal
Effect: You gain a speed of fly 7 (altitude limit 2, clumsy) until the end of your next turn. When the fly speed ends, you float to the ground without taking falling damage.
Sustain 4e Sustain Action Type::Minor: The fly speed persists until the end of the encounter.


Level 13 Encounter

Earthbrute [AP]

Level 15 Daily

Bigby's Grasping Hands [PHB], Wall of Ice [PHB], Ball Lightning [AP]

Level 17 Encounter

Shard of the Endless Avalanche [AP]

Player Options

In addition to the feats recommended for the Mage, consider the following.

If your conjurer will be using conjured weapons:

  • Conjured Weapon Focus grants a feat bonus to damage with conjured weapons, and allows you to use your at-will spells as though you were still holding your implement.
  • Melee Training [HotFL] if you do not have Strength as a secondary ability score, take this to use Intelligence for melee attacks rolls.

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