College of Conjuration Magics

by Bob Greenwade

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Fantasy Hero Spell Colleges
College of Conjuration Magics
The College of Conjuration Magics specializes in spells that either create things out of thin air (or other materials), or transport them to the spellcaster's location. A few of the spells are "borrowed" from other spell colleges, though adjusted to fit the style of the College; after all, most spells of conjuration, even if they're technically with another College, use the same magical principles.

The Spells in this College are complex, and take a good base of knowledge to master. Most are quite expensive (in terms of character points), so many Conjurers know only a few, at least at first. All take at least a full Phase to complete, and some take even longer. Also, all use some simple material which is usually consumed by the spell (though most use objects and materials that are easy enough to come by).

The three College Spells which Summon animals are merely standard spells available to any Conjurer. An individual Conjurer may devise his own Summon spells for other creatures. Members of this College generally disdain conjuration of demons, undead creatures, and other such beings (though Conjuring animated skeletons is mildly tolerated), but virtually any living being may be Summoned.

The Control Summonee and Link spells, while not strictly Conjurations themselves, are important parts of this College's repertoire when Summoning living beings.

Common Limitations: Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Extra Time -- 1 Phase (-½), OAF -- varies (-1), Caster must have at least 20 points in spells with the Conjuration Magics College (-½).

Basic Spells

Hurtling Stone

This spell conjures up a large stone, which hurtles through the air toward the intended target. The Focus for this Spell is a pebble.

Power: 6d6 Energy Blast (physical).
Modifiers: Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Extra Time -- 1 Phase (-½), OAF -- pebble (-1), Caster must have at least 20 points in spells with the Conjuration Magics College (-½).
Active Cost: 30.
END Cost: 3; Magic Roll: -3; Casting Time: 1 Phase.
Real Cost: 7.

Arrow

This spell conjures up an arrow, which shoots from his fingertips as though shot from a very heavy bow. The Focus for this Spell is a feather of the type used for fletching (not necessarily an expensive item).

Power: 2d6 Ranged Killing Attack.
Modifiers: Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Extra Time -- 1 Phase (-½), OAF -- feather (-1), Caster must have at least 20 points in spells with the Conjuration Magics College (-½).
Active Cost: 30.
END Cost: 3; Magic Roll: -3; Casting Time: 1 Phase.
Real Cost: 7.

Plate Mail

This spell conjures a suit of full plate mail, worn by the caster or a friend. The spell is slightly unstable, and must be maintained by the caster, but otherwise is no less reliable than any other spell. The focus is a short strip of metal; the plate mail will be of the same metal as the strip.

Power: 8 PD/8 ED Force Field.
Modifiers: Usable Against Others (+1), Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Extra Time -- 1 Phase (-½), OAF -- metal strip (-1), Caster must have at least 20 points in spells with the Conjuration Magics College (-½), Normal Mass (-1), Standard Weight (-1), Real Armor (-¼).
Active Cost: 32.
END Cost: 3; Magic Roll: -3; Casting Time: 1 Phase.
Real Cost: 5.

Go Back

This spell sends Summoned creatures back to where they came from. It will work for beings up to the moderately powerful; extremely powerful beings will need something else. The focus for this spell is a small, rectangular piece of rubber.

Power: 15d6 Dispel vs. Summon.
Modifiers: Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Extra Time -- 1 Phase (-½), OAF -- piece of rubber (-1), Caster must have at least 20 points in spells with the Conjuration Magics College (-½).
Active Cost: 45.
END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase.
Real Cost: 11.


College Spells

Create Food

This spell conjures up a plate of food out of thin air. This food is usually enough to feed one person. The Focus for this Spell is a small bone; the type of animal the bone comes from determines the meat used in the meal's main course. Whether the bone may come from a meal that has been Conjured using this spell is up to the GM.

Power: 2d6 Minor Transform Air into Food.
Modifiers: Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Extra Time -- 1 Minute (-1½), OAF -- bone (-1), Caster must have at least 20 points in spells with the Conjuration Magics College (-½).
Active Cost: 20.
END Cost: 2; Magic Roll: -2; Casting Time: 1 Minute.
Real Cost: 4.

Sentry

This Spell enchants a two-meter diameter area such that anyone who enters it summons a bell which lets off a deafening peal before it vanishes into the thin air from whence it came. The enchantment may be detected (with a PER Roll) as a shimmering field around the area. This is usually used to stand watch at night, since even those not deafened by the noise will wake up (unless they're already deaf). The individual who sets off the trigger is the one affected by the Flash. The Focus for this Spell is a small bell.

Power: 2d6 Flash vs. hearing.
Modifiers: Area Effect -- hex (+½), Personal Immunity (+¼), Trigger -- entry (+¼), Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Extra Time -- 1 Hour (-2), OAF -- bell (-1), Caster must have at least 20 points in spells with the Conjuration Magics College (-½), No Range (-½), Concentrate at 0 DCV (-½).
Active Cost: 40.
END Cost: 4; Magic Roll: -4; Casting Time: 1 hour.
Real Cost: 6.

Boulder

In casting this Spell, the magician motions with a pebble, which is its Focus, as though throwing it. The result is a nearly hex-sized boulder of sandstone, which lands in the target hex and breaks into dust. This spell doesn't work in low ceilings (less than 2" high) because of the space the boulder needs to fly around. The Spell is fairly reliable, except that if the caster fails his roll the boulder still appears, but above his head.

Power: 6d6 Energy Blast.
Modifiers: Area Effect -- hex (+½), Indirect -- any location (+½), Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Extra Time -- 1 Phase (-½), OAF -- pebble (-1), Caster must have at least 20 points in spells with the Conjuration Magics College (-½), Will not work under a low ceiling (-½), Side Effects -- same spell in the caster's hex (-1).
Active Cost: 60.
END Cost: 6; Magic Roll: -6; Casting Time: 1 phase.
Real Cost: 11.

Swarm

With this Spell, hundreds of bees fly from the caster's fingertips, swarming in an area of his choosing. These bees, being quite angry at being so summoned, will sting anything that disturbs their space. They remain in this area for a period of time determined at the time of casting (usually no more than one or two Turns), after which time they all suddenly die. The bees, of course, may also be killed by most attack other spells that affect an area. If the caster fails his roll, the bees still appear, but their area is centered around the caster himself. The Focus for this Spell is a dead bee (thus this Spell provides the Foci for later castings).

Power: 1d6 Ranged Killing Attack.
Modifiers: Autofire (+½), Area Effect -- Radius, Doubled Area (8"), Nonselective Targets (+1), Continuous (+1), Uncontrolled (+½), Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Extra Time -- 1 Phase (-½), OAF -- dead bee (-1), Caster must have at least 20 points in spells with the Conjuration Magics College (-½), Reduced Penetration (-¼), Side Effects -- same Spell but centered on caster (-1).
Active Cost: 60.
END Cost: 6 per Phase; Magic Roll: -6; Casting Time: 1 Phase.
Real Cost: 12.

Bonds of Glue

This Spell conjures up a huge glob of sticky glue, which coats its victim completely. The victim can still breathe, of course, but he can neither see nor feel through the glue. The glue is amorphous and almost organic, so that anyone who touches someone affected by this Spell also becomes coated with it. If the the Spell is miscast, the glue still appears, but it covers the caster instead.

Power: 3d6 Entangle, impervious to Sight and Touch Sense Groups.
Modifiers: Sticky (+½), Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Extra Time -- 1 Phase (-½), OAF -- small glob of glue (-1), Caster must have at least 20 points in spells with the Conjuration Magics College (-½), Side Effects -- same Spell but against caster (-1).
Active Cost: 45.
END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase.
Real Cost: 9.

Wall

This spell brings into being a brick wall up to 32 meters wide. It doesn't completely block the area, being somewhat sectioned, but it's good enough to keep most mosters away. This can be useful not only indoors, where the wall can block the approach of monsters, but also outdoors, where it can at least delay an oncoming attacker.

Note that, while the spell is an Entangle in game terms, it doesn't actually restrict a target. It's merely bought as an Entangle rather than a Force Wall because the latter does not provide any BODY.

If a target is standing in one of the hexes filled by the wall, the target will end up on one side or the other of the wall. A creature with Growth that makes it larger than the hex(es) will most likely end up on top of the wall. If neither is possible, the spell fails, at least for the hex(es) occupied by that creature.

The Focus for the spell is a single brick, which must be kept completely intact -- any more than a few minor nicks, and it's useless (or, if the GM is generous and/or merciful, the wall's size and/or BODY may be reduced appropriately).

Power: 4d6, 4 DEF Entangle in a 16" line.
Modifiers: Area Effect -- line (+1), Entangle does not actually restrict anyone (-2), No Range (-½), Concentrate at ½ DCV (-¼), Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Extra Time -- 1 Phase (-½), Fragile OAF -- brick (-1¼), Caster must have at least 20 points in spells with the Conjuration Magics College (-½).
Active Cost: 80.
END Cost: 8; Magic Roll: -8; Casting Time: 1 Phase.
Real Cost: 10.

Destrier

This Spell summons a riding horse, as described on p. 192 of Fantasy Hero (or in more detail on p. 47 of The Fantasy Hero Companion). The caster can ride this steed, providing he can control it (a good Riding Skill is usually enough, though the Control Summonee spell may be needed); the horse would really rather not be ridden, but isn't violently against it. The focus is a lock of hairs from a horse of the same breed that will be summoned.

Power: Summon riding horse.
Modifiers: Costs 2x END (-½), Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Extra Time -- 1 Minute (-1½), OAF -- horse hairs (-1), Caster must have at least 20 points in spells with the Conjuration Magics College (-½).
Active Cost: 53.
END Cost: 10; Magic Roll: -5; Casting Time: 1 minute.
Real Cost: 10.

War Dogs

This Spell summons four battle-ready war dogs. For statistics, use the description of a Wolf of p. 194 of Fantasy Hero (or the more detailed description on p. 83 of The Fantasy Hero Companion). The dogs will generally attempt to attack the caster immediately, so this spell is not recommended without the Control Summonee spell below. With that spell, the caster may cause the dogs to attack his enemies, which is something they wouldn't mind doing anyway.

Power: Summon 4 war dogs.
Modifiers: Costs 2x END (-½), Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Extra Time -- 1 Turn (-1), OAF -- dog hairs (-1), Caster must have at least 20 points in spells with the Conjuration Magics College (-½).
Active Cost: 45.
END Cost: 8; Magic Roll: -4; Casting Time: 1 phase.
Real Cost: 11.

Falcon

This spell summons a falcon, as described in the Bestiary in this book. The falcon will normally attempt to fly away, though the GM may decide that it tries to attack the caster. With the Control Summonee spell below, however, the Conjurer may use the falcon in battle, which the bird would normally be against doing; or with the additional support of the Link spell, he may use it for air reconnaisance or other purposes, which the falcon won't mind doing (or might even be inclined to do anyway).

Power: Summon falcon.
Modifiers: Costs 2x END (-½), Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Extra Time -- 1 Turn (-1), OAF -- falcon feather (-1), Caster must have at least 20 points in spells with the Conjuration Magics College (-½).
Active Cost: 60.
END Cost: 12; Magic Roll: -6; Casting Time: 1 Turn.
Real Cost: 12.

Control Summonee

This is an important spell for any Conjurer whose spells summon living beings, as it enables him to control the actions of his beings. The Focus for the spell is a short strip of gold, which he bends during the casting of the spell and which is vaporized in the process.

Power: 8d6 Mind Control vs. Summoned target.
Modifiers: Only vs. summoned target (-½), Gestures (-¼), Incantations (-¼), Concentrate at ½ DCV (-¼), Requires Magic Skill Roll (-½), Extra Time -- 1 Phase (-½), OAF -- short strip of gold (-1), focus is expendable (-¼) Caster must have at least 20 points in spells with the Conjuration Magics College (-½).
Active Cost: 40.
END Cost: 4; Magic Roll: -4; Casting Time: 1 phase.
Real Cost: 8.

Link

Using this spell, the Conjurer may see through the eyes and hear through the ears of a creature he has summoned. If he's using the Control Summonee spell, he may also give the creature instructions mentally using this spell. The spell is broken if the creature goes outside the spell's range of 600".

The focus for the Spell is a fine steel chain, which costs some money to hire a metalsmith to create, and is easily warped beyond use. The caster pulls on the chain between his hands, and it breaks when the spell is finished.

Power: Clairsentience (sight & sound), and Mind Link with any Summoned target
Modifiers: Both Parts: Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Extra Time -- 1 Turn (-1), Fragile and Expendable OAF -- chain (-1½), Caster must have at least 20 points in spells with the Conjuration Magics College (-½); Clairsentience only: Point of view controlled by Summonee's actions (-½); Mind Link only: linked w/Clairsentience (-½).
Active Cost: 40.
END Cost: 4; Magic Roll: -4; Casting Time: 1 Turn.
Real Cost: 7.


Unique Spells

Indebted Conjuration

This Spell enables the caster to summon a specific character who has cooperated in the creation of the spell, usually as part of a repayment of debt. The Summonee (at the GM's discretion) usually gets a small boon in the form of a Disadvantage worth as many points as this Spell costs; these points may be spent on Characteristics, Skill Levels, or anything else that meets with the GM's approval. (This is subject, of course, to the limit on points that a character may get from Disadvantages.)

The Summoned character appears in whatever condition he happens to be in at the time. Usually this means with his equipment handy, but he can be taken from a meal, out of bed, out of the bath. He might even be badly injured and in a coma.

The Focus for this Spell is a lock of the Summonee's hair. It also requires that the caster keep at least reasonably current on the Sumonee's adventures, to keep the Spell from going "stale." The reason for this is that the spell requires some occasional reworking, since its cost goes up 1 point for every 25 experience points the character earns.

Note: The GM should be careful when using this Spell, especially when a PC is either the Summoner or the Summonee. He should also decide whether a character can be the Summonee for more than one Summoner. If so, he can become a very confused character!

If a Player Character is a Summonee, it should be used as a plot device, not a random occurrance. For example, an aged wizard may Summon the PC to his tower to give him an assignment, or the PC may vanish from a hopeless situation, only to arrive shortly thereafter (after taking care of some business with his Summoner) with much-needed help!

It should also be noted that this violates the word, if not the spirit, of the Summon Power as written in the Hero System Rulebook in that a specific individual is conjured up when this Spell is cast. Some flexibility is called for on this point; after all, it's subject to all of the other problems of Summon, and a few others besides (as noted, the individual might be badly injured or comatose when Summoned). If you don't like this, though, just don't use the spell.

The numbers in brackets below show the costs to Summon a 75-point character (such as a beginning heroic-level PC).

Power: Summon person.
Modifiers: Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), OAF -- lock of Sumonee's hair (-1), Extra Time -- 1 Turn (-1), Caster must have at least 40 points in spells with the Conjurations College (-1), Summonee must have cooperated when Spell was created (-¼), Caster must keep abreast of Sumonee's exploits (-¾).
Active Cost: 30 + (base points + experience)/5 [45].
END Cost: Active Cost/10 [4]; Magic Roll: -Active Cost/10 [-4]; Casting Time: 1 Turn.
Real Cost: Active Cost/6 [7].

Pocket Universe

Sometimes adventurers must have at hand more equipment than they can carry with them. This Spell is designed to solve this problem, by putting extra equipment in a pocket universe, to be retrieved later. (This is only a Transform Spell for purposes of game mechanics.) It's a difficult Spell, and if the caster misses either his Magic Roll or his Transform Roll, the equipment is badly, and often irretrievably, damaged. It's quite obviously poorly suited for combat situations. The Focus for this Spell is, of course, the equipment being put into the Pocket Universe.

Power: 6d6 Minor Transform Air into Equipment and Provisions.
Modifiers: Limited Class (+¼), Trigger -- reversing bag (+¼), Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Bulky Expendable OAF -- equipment to be summoned (-2), Caster Must have at least 40 points in spells with the Conjurations College (-1), Extra Time -- 5 hours (-3), Concentrate -- 0 DCV (-½), No Range (-½), Costs 3x END (-1), Side Effect -- 3d6 BODY Drain on each item being used (-1).
Active Cost: 90.
END Cost: 27; Magic Roll: -9; Casting Time: 5 hours.
Real Cost: 8.

Instant Recall

With this Spell, the caster may set up a location to which he can teleport in a time of crisis. Once the location is set up, he may wander up to about 2 1/3 miles from it, and teleport back to it instantly. (If he goes outside that range, he keeps the location; he just can't go there until he returns to the area.) In effect, he's setting up the location to summon himself on command. Of course, he can't take any of his friends with him, but he will be able to go for help, which is more than he could do otherwise.

The "official" Focus for this Spell is the five concentric circles the caster must draw in the ground, one per hour as he casts the spell. When the teleportation is needed, he merely breaks the chalk with which the circles were drawn, and he's instantly drawn back to the designated location.

This Spell is a handy escape tool, but because of its nature and its long casting time it must be planned ahead of time. If the caster goes (or is taken) outside the teleport radius and the chalk is broken, then the Spell is ruined. The Spell will also be ruined if the circles are disturbed in any way. Note, however, that even if someone else breaks the chalk, it will be the caster who is teleported.

At the same time, the color of the chalk is unimportant, so the caster may have several color-coded (or even color-coordinated) locations as his travels progress. When he vanishes, he's briefly replaced by a silhouette of himself in the color of the chalk.

Power: 30" Teleport, x125 distance (total 3750"), 1 Floating Location.
Modifiers: Trigger -- breaking chalk (+¼), Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Immobile OAF -- Diagram of Circles (-2), Extra Time -- 5 hours (-3), Caster must have at least 40 points in spells with the Conjurations College (-1), Only to Floating Location (-2).
Active Cost: 125.
END Cost: 12; Magic Roll: -12; Casting Time: 5 hours.
Real Cost: 12.

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