Conjuration (4e Mage School)
Back to Main Page → 4e Homebrew → Character Options → Mage Schools
Conjurer by Jonathan Ing at Flickr |
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.
Level 1 At-Will
Storm Pillar [AP 101], Summon Firefly Swarm
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
Level 1 Daily
Flaming Sphere [PHB], Rolling Thunder [AP], Wind Blade [HotEC]
Level 2 Utility
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 | |
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. |
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 | |
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. |
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]
Level 10 Utility
Magic Bow | Wizard 4e Power Type::Utility 10 |
Your wand transforms into an ornate longbow crafted from mystical energy. | |
4e Power Usage::Daily | |
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. |
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.
Back to Main Page → 4e Homebrew → Character Options → Mage Schools