Conjurer

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Conjurers confront problems with damaging spells from the book of Conjurations.

Conjurers are offensive spellcasters who specialize in violent and volatile non-elemental Conjurations. Relative to other magical backgrounds (such as the Wizard), they begin the game with a lower general Spellcasting skill, but have a higher Conjurations skill to compensate.

Preferred Races

Deep Elf, Naga, Tengu, Draconian, and Demigod are the recommended races if you pick a Conjurer Background.

Starting Equipment

Some species may receive different items based on their unique restrictions.

Available Spells:

Conjurers start with the Magic Dart spell already memorised.

Starting Skills and Stats

These are adjusted by your species' aptitudes.

Choosing Conjurer adds 10 to your starting Intelligence, 3 to your starting Dexterity, but reduces starting Strength by 1.

Strategy

The Conjurer starting book contains a variety of pure Conjurations attack spells. Searing Ray is an excellent follow up to never-missing Magic Dart and is very MP-efficient. Dazzling Flash blinds nearby enemies, significantly reducing their ability to fight or track you; it also provides a way to branch into Hexes. Iskenderun's Mystic Blast deals damage to multiple enemies at once and can shove enemies out of melee range, while Fulminant Prism can deal heavy damage to multiple enemies at a greater distance.

Thanks to their irresistable nature (bar AC), Conjurers do not worry about resistances as much as other Mage backgrounds. Conjurations skill is flexible; contributing to the power and failure of many elemental spells, if/when you get them.

History

Backgrounds
Warriors FighterGladiatorMonkHunterBrigand
Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver