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.

Conjurers start with the Magic Dart spell memorised.

Starting Skills and Stats

These are adjusted by your species' aptitudes.

Choosing Conjurer adds 7 to your starting Intelligence and 5 to your starting Dexterity.

Strategy

The Conjurer starting book contains a variety of pure Conjurations attack spells. Searing Ray is an excellent follow up to 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.

While these spells are all effective, they tend to deal less damage than their elemental counterparts. Still, the fact that they affect all opponents regardless of resistances makes them reliable and saves you from suddenly encountering a foe you just can't deal with. When you do find some elemental magic sources, your early training in Conjurations will help you get those spells online quickly.

History

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