Conjurer

Medium humanoid (any species)
Challenge

STR
−1
DEX
2
CON
1
INT
4
WIS
1
CHA
0

71
13d8+13
16
Fort
+1
Ref
+1
Will
+5
Defense note −2 without forge armor

Speed 5 m.
Skills Arcana +7 (18)
Languages any four languages

Spatial Acceleration. Once on its turn while not grappled, incapacitated, or restrained, the conjurer can teleport up to half its walking speed to an unoccupied space it can see, consuming an amount of movement equal to the distance traveled.

Spellcasting. The conjurer uses Arcana (int) to cast spells (spell save Difficulty 16, +7 to hit with spell attacks). It has 17 mana, a mana limit of 3, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 11th-level spellcaster): call object, dissipating touch, hammer, mending, rift, sword burst

1 mana: abscond, bindings, bound proximity, cloud of daggers, enlarge/reduce object, forge armor, grease, make whole, relocate, replicate object, sharpen weapon, silvered weapon, teleport, transposition

2 mana: avert teleport, blade barrier, fabricate, instant summons, locate portal, shelter, trace teleport, upheaval, word of recall

3 mana: distant teleport, gate, memory of function, teleportation circle

Actions (2)

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 1 m. or range 3/10 m. Hit: 4 (1d4 + 2) piercing damage.

Urbanvgtm

Spells

As an action, you can teleport an object within 5 meters to your hand. The object must be neither held nor carried and it must weigh no more than 2 kilos and its longest dimension must be 1 meter or less.

At higher levels

The maximum weight of objects that you can target with this spell and the longest dimension increases when you reach 9th level (5 kilos, 2 meters) and 17th level (7 kilos, 3 meters).

As an action, your mere touch can disperse the surface material of a creature or an object, sending a tiny portion of it far away. Make a melee spell attack against the target.

On a hit, it takes 1d10 force damage.

On a critical hit, it takes twice as much damage.

On a miss by 4 or less, it takes half as much damage.

At higher levels

This spell’s damage increases by 1d10 when you reach 9th level (2d10) and 17th level (3d10).

5 minutes

As an action, a hammer appears in your free hand and lasts for the duration. You create the hammer as a magical club, greatclub, hammer, mace, maul, or warhammer.

The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the hand in your hand as the hammer dissipates.

At higher levels

When you reach 9th level, you can make an attack with the hammer as part of the same action to create it.

As you spend 1 minute to cast this spell, you repair a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 30 centimeters in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

As an action, you create two linked teleportation portals in unoccupied spaces you can see within 10 meters of you that remain open until the end of your turn. A circular portal, 30 centimeters in diameter, opens over each point.

The portals are two-dimensional glowing rings. Any object entering a portal exits from the other portal as if the two were adjacent to each other; passing through a portal from a nonportal side has no effect.

When you cast this spell, you can make a weapon attack through the portal (no action required).

The portal is not stable enough for a creature or energy such as alchemical explosions or magic to pass through it.

This spell immediately ends if you cast it again before an existing portal closes.

At higher levels

When you reach 9th level, the portal becomes stable enough for energy such as alchemical explosions or magic to pass through it.

As an action, you create a momentary circle of blades that sweep around you. Each creature within 1 meter of you must make a Reflex saving throw.

On a failure, it takes 1d6 piercing or slashing damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

As a reaction, which you use when you fall or when you are pushed, pulled, knocked prone, or hit by an attack or missed by 4 or less that you can see, you teleport up to 5 meters to an unoccupied space you can see.

If you were hit by an attack, the triggering attack is made with disadvantage. You can do so after the roll but before any effects of the roll occur. Subsequent attacks made against you are made with disadvantage until the start of your next turn.

If the roll already has disadvantage, you cannot apply another instance of disadvantage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can teleport up to an additional 5 meters for each additional mana expended.

  • You can expend 1 additional mana to trigger this spell when a creature moves within 1 meter of you or when you take damage. If you take damage, you halve the damage against you.

concentration, 1 minute/mana

As an action, you bind a creature that you can touch or see within 10 meters with chain bindings. The creature must make a Reflex saving throw.

On a failure, it is restrained for the duration.

A creature restrained by the chain bindings, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed.

The chain bindings have 12 Defense, 2 Soak, and 15 Health. They can’t be dispelled by dispel magic. When reduced to 0 health, the chain bindings fall to the ground and turn into dust.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 or more mana so while restrained by this spell, the creature takes 2d8 bludgeoning damage at the start of each of its turns for each additional mana expended. You can also increase the chain’s Defense by 2, and increase the chain’s Health by 15 for each additional mana expended.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As an action, you bind a creature that you can touch or see within 10 meters, preventing it from leaving your side. At the start of each of your turns for the duration, if the creature is more than 1 meter away from you, the creature must make a Will saving throw.

On a failure, the creature is teleported to a space within 1 meter of you.

On a success, the spell ends.

concentration, 1 minute/mana

As an action, you fill the air with spinning daggers in a 1-meter cube within 10 meters. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 3d4 piercing damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 3d4 for each additional mana expended.

concentration, 5 minutes/mana

As an action, you cause an object you can see within 5 meters that isn’t being worn or carried to grow larger or smaller for the duration.

Augment

You can expend 1 additional mana to enlarge or reduce the object’s size one additional step.

3 hours/mana

As an action, you forge a suit of armor from physical material in the surrounding area such as dirt, wood, plants, or metal. The armor is molded for that specific creature and it is automatically proficient with it. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4).

1 minute/mana

As an action, slick grease covers the ground in a sphere centered on a point within 10 meters and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Reflex saving throw or a Nimbleness check or fall prone and become greased. A creature that enters the area or ends its turn there must also make the saving throw or check.

If any fire touches the grease, it ignites and the grease no longer causes creatures to fall prone. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 1d6 fire damage and is burning 1.

On a critical failure, it takes twice as much damage and is burning 2.

On a success, it takes half as much damage and is burning half as much.

On a critical success, it takes no damage.

As an action, an object or construct creature within 5 meters regains equal to 2d8 + your spellcasting ability health. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized.

Augment

You can increase the healing by 3d8 for each additional mana expended.

As an action, a Medium or smaller creature, or object weighing 50 kilos or less that isn’t being worn or carried, that you can touch or see within 10 meters is relocated. An unwilling creature must succeed on a Will saving throw to avoid the effect. The target is teleported to an unoccupied space that you can see within 5 meters of it.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can affect a creature of a larger size, increase the weight of an object that this spell can target by 100 kilos, and increase the teleport distance by 7 meters for each additional mana expended.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

(ritual); 1 hour/mana

As you spend 1 minute to cast this spell, you can create an exact replica of a simple object you possess that weighs 2 kilos or less, such as a dagger, crowbar, or key. The replica has a clear visual mark that cannot be concealed through magic that changes appearance. The replica deteriorates when the duration ends.

A replica of a magical item is not magical.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the object can weigh up to 5 kilos.

  • You can expend 2 additional mana so the object can weigh up to 10 kilos.

  • Persistent. You can expend 1 additional mana to change the duration to 3 hours/mana.

  • Indefinite. You can expend 3 additional mana so the replica does not degrade and no mark is made on the replica. You must provide an amount of the same material worth the cost of the original object, which is consumed by the spell.

concentration, 5 minutes/mana

As an action, a slashing or piercing weapon you touch becomes becomes sharpened. For the duration, the weapon deals an extra 1d4 damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana to cause an additional weapon you touch to be sharpened.

concentration, 5 minutes/mana

As an action, a weapon you touch becomes silvered for the duration.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

As an action, you teleport up to 20 meters to an unoccupied space that you can see.

You can bring along objects you are touching that aren’t worn or carried by another creature as long as their weight doesn’t exceed what you can carry.

If you teleport 5 meters or less, make a weapon attack.

On a hit, add 1d8 + your spellcasting ability to the attack’s damage roll.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can teleport an additional 100 meters for each additional mana expended.

  • You can increase the damage by 3d8 for each additional mana expended.

  • Joint Teleport. You can bring two additional willing creatures you touch with you for each additional mana expended. The creatures must be within one size category of you, must not be encumbered, and must be within 1 meter of you when you cast this spell.

  • There and Back Again. You can expend 1 additional mana at the end of your turn to teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

  • Dimension Door. You can expend 1 additional mana to teleport up to 100 meters to a place you can see, a place you can visualize, or a place you can describe by stating distance and direction, such as “20 meters straight downward” or “upward to the northwest at a 45° angle, 100 meters.” If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

  • Continuous Teleport. You can expend 2 additional mana to change the duration to 1 minute/mana and on each of your turns before the spell ends, you can use an action to teleport in this way again.

As an action, you can choose any two creatures that you can touch or see within 20 meters. The creatures must be within 5 meters of each other when you target them. The two creatures teleport, swapping places. An unwilling target can make a Will saving throw, and if it succeeds, it is unaffected by this spell and the creatures do not teleport. This ability fails if either creature can’t fit in the destination space.

Augment

The creatures can be an additional 10 meters apart for each additional mana expended.

As a reaction, which you use when you detect a teleportation within 20 meters, you can halt a creature teleporting in or teleporting out that occur within 20 meters. The creature must make a Will saving throw.

On a failure, its teleportation is delayed until the start of its next turn. At the start of its next turn, it repeats the Will saving throw or its teleportation is canceled.

On a critical failure, its teleportation is canceled.

concentration, 5 minutes/mana

As two actions, you create a vertical wall of whirling, razor-sharp, blades within 20 meters that last for the duration. The wall can’t occupy the same space as a creature or object, provides three-quarters cover to creatures behind it, and its space is difficult terrain. A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 6d6 slashing damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d6 for each additional mana expended.

As you spend 10 minutes to cast this spell, you convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within 20 meters. You can use them to fabricate an object or a wall:

Object. You fabricate a Large or smaller object, given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium. The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have capability or proficiency with the type of artisan’s tools used to craft such objects.

Wall. You fabricate a nonmagical wall of the raw material twice as big as normal. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical, though it needs a firm foundation.

If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex saving throw.

On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall is an object made of the raw material that blocks line of sight. The wall can be damaged and thus breached. Each panel has 12 Defense, 1 Soak, and 1.5 Health per centimeter of thickness. If the wall is fabricated from metal, stone, or another mineral substance, it has 15 Defense, 3 Soak, and 2 Health per centimeter of thickness. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.

You can use this spell to bridge a chasm or create a ramp. If you create a span greater than 4 meters in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to fabricate a Huge or smaller object. If you are working with metal, stone, or another mineral substance, you can fabricate a Large or smaller object.

  • You can expend 2 additional mana to fabricate a Gargantuan or smaller object. If you are working with metal, stone, or another mineral substance, you can fabricate a Huge or smaller object.

  • You can expend 3 additional mana to fabricate a Gargantuan or smaller object of any available material.

As you spend 1 minute to cast this spell, you touch an object weighing 5 kilos or less whose longest dimension is 1 meter or less. The spell leaves an invisible mark on its surface.

At any time thereafter, you can use an action to speak the item’s name. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.

If another creature is holding or carrying the item, speaking the item’s name doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

A dispel magic or a similar effect ends this spell’s effect.

(ritual)

As two actions, you sense the direction and general distance to the nearest teleportation circle, gate, planar portal, or other effect which magically connects two different locations within 2 kilometers of you.

This spell can be blocked by any intervening area that is dimensionally warded (such as by forbiddance).

(ritual); 3 hours/mana

As you spend 1 minute to cast this spell, a sphere twice as big as normal in the shape of an immobile dome of physical material from the surrounding area such as dirt, wood, plants, or metal is formed around and above you and remains stationary for the duration.

Nine creatures of Medium size or smaller, or a mix of Medium size or smaller and Large creatures which are equivalent to 4 Medium creatures, can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures.

The dome is an object that can be damage and thus breached. It has 12 Defense, 2 Soak, and 15 Health per 2-meter section. Reducing a 2-meter section of wall to 0 health destroys it.

1 minute/mana

As two actions, you can detect the origin point or termination point of any teleportation effect within 10 meters of you. Further, you can detect the lingering traces of any teleportation effect that occurred up to 1 hour previously, in the same fashion. You know, to the nearest 10 minutes, when the teleportation effect occurred.

Whenever you detect a teleportation effect, you can study that origin point or termination point as an action. If you do, you make an Arcana or Psionics check. The Difficulty is 11 + twice the mana expended. You have disadvantage if the effect occurred more than 1 minute ago.

On a success, you gain a glimpse of the teleportation effect’s termination point (if you detected an origin point) or origin point (if you detected a termination point). This glimpse lasts long enough for you to get a brief look at the area, but not long enough to scrutinize it in detail.

You can’t retry the skill check, even if you cast trace teleport again.

As two actions, you teleport entire chunks of the earth or stone 10 meters into the air, where they fall onto the targets below at a point within 20 meters. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 6d6 bludgeoning damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

In addition, the ground in the affected area becomes difficult terrain until cleared. Each 1-meter square portion of the area requires at least 1 minute to clear by hand.

Augment

You can increase the damage by 2d6 for each additional mana expended.

6 hours/mana

As two actions, you designate a sanctuary within a location. As an action before the duration expires, you can instantly teleport to a previously designated sanctuary that is on the same plane of existence as you. You appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary.

Augment

Up to five willing creatures can be transported with you for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As two actions, you instantly transport to a destination you select.

The destination must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.

FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle01–100
Associated object01–100
Very familiar01–0506–1314–2425–100
Seen casually01–3334–4344–5354–100
Viewed once01–4344–5354–7374–100
Description01–4344–5354–7374–100
False destination01–5051–100

Familiarity. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know.

“Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a mage’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.

“Seen casually” is someplace you have seen more than once but with which you aren’t very familiar.

“Viewed once” is a place you have seen once, possibly using magic.

“Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target. You appear where you want to.

Off Target. You appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 200 kilometers, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 30 kilometers. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 30 kilometers out at sea, you could be in trouble.

Similar Area. You wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

Augment

You can transport five additional willing creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them. If you target an object, it must be able to fit entirely inside a 2-meter cube, and it can’t be held or carried by an unwilling creature.

concentration, 5 minutes/mana

As two actions, you create two linked teleportation portals in unoccupied spaces you can see within 100 meters of you that remain open for the duration. A circular portal, 2 meters in diameter, opens over each point.

The portals are two-dimensional glowing rings. When you cast this spell, choose whether both sides operate as a portal or if only one side does.

Any creature or object entering a portal exits from the other portal as if the two were adjacent to each other; passing through a portal from a nonportal side has no effect.

As an action on your turn, you can rotate the rings of each portal to activate or deactivate it.

The portal is stable enough for energy such as alchemical explosions or magic to pass through it.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to increase each portal’s diameter to 10 meters.

  • You can expend 2 additional mana to increase each portal’s diameter to 50 meters.

M (powdered adamantine worth 500 sp, consumed)

As two actions, you restore a broken item, or damaged robot or construct, to a functional state, as if it were new and intact. Any pieces missing from the item or construct remain missing. Significant missing pieces may prevent proper functioning. If the item uses charges, the item becomes fully charged.

Some campaign settings use “timeworn” to describe items that are “worn or impaired by time”. A timeworn item becomes fully charged, but doesn’t lose the timeworn condition (this spell is one of the few ways a timeworn item can be recharged). For 1 hour after this spell is cast on a timeworn item, that item does not suffer any chance of glitching. Other consumables such as ammunition are not restored.

When this spell is cast upon a damaged robot or construct, all health damage dealt to that creature is healed. When this spell is cast upon a destroyed robot or construct, it is restored to full functionality and full health, provided no significant portion of the destroyed construct (such as an entire limb) is missing. Robots and constructs brought back in this fashion regain their memories up to the moment of their destruction and have no particular inclination to serve the caster.

M (rare chalks and inks infused with precious gems worth 50 sp, consumed)

As you spend 1 minute to cast this spell, you draw a 2-meter diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 1 meter of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.