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Conjuration Sensation

March 13th, 2012

Joshua Zaback

Extraordinary Feats Archive

            Hello everyone and welcome to another exciting edition of Extraordinary Feats, where we bring you new feats to outfit your characters, both heroic and villainous alike. For those of you who missed the fancy banner at the top of page, it’s Conjuration Week here at Necromancers of the Northwest, and you know what that means. That’s right: a host of new feats geared towards making conjuration cooler and more profitable for any aspiring mageling.

Adept Summoning
Studying magic theory has taught you a ritual which allows you to summon a minor creature from beyond the mortal realm to aid your cause.
Prerequisites: Spellcraft 5 ranks, Minor Summoning
Benefit: By performing an hour-long ritual, you can summon a single creature of the outsider type whose CR is 3 or less. This creature obeys your commands to the best of its ability. The creature returns to its home plane after 1 hour or when it is slain, whichever comes first. To complete the ritual, you must expend 50 gp in material components and must also sacrifice some of your own blood, which causes you to suffer 1d6 points of bleed damage for at least 1d4+2 rounds. You may never summon more than one creature a day with this ability

Expert Conjurer
You can pour additional arcane energy into your conjuration spells in order to vastly improve the duration.
Prerequisites: Extend Spell, Spell Focus Conjuration, Novice Conjurer, 5th level
Benefit: Whenever you cast a conjuration spell that has been affected by the Extend Spell feat, you may choose to spend twice as long casting the spell in order to extend the spell’s duration to 5 times the normal duration, rather than twice the normal duration.

Grandmaster Conjurer
Your study of conjuration is the envy of the magical community, and that school’s deepest secrets are yours to wield.
Prerequisites: 15th level, Extend Spell, Spell Focus (conjuration), Novice Conjurer, Expert Conjurer, Master Conjurer
Benefit: Whenever you apply a metamagic feat to a conjuration spell, that spell takes up one spell slot lower than it normally would. For example, a quickened acid arrow would only take up a 5th-level spell slot (only 3 slots higher than normal, rather than 4 slots higher).

Journeyman Summoning
Having made a study of summoning creatures, you are able to call more powerful servants.
Prerequisites: Spellcraft 10 ranks, Adept Summoning, Minor Summoning
Benefit: By performing an hour-long ritual, you can summon a single creature of the outsider type whose CR is 6 or less. This creature obeys your commands to the best of its ability. The creature returns to its home plane after 1 hour or when it is slain, whichever comes first. To complete the ritual, you must expend 500 gp in material components and must also sacrifice some of your own blood, which causes you to suffer 3d6 points of bleed damage for 1d4+2 rounds. You may never summon more than one creature a day with this ability

Master Conjurer
Years of practice and dedication to otherworldly study has given you insight into summoning more powerful creatures.
Prerequisites: Extend Spell, Spell Focus (conjuration), Novice Conjurer, Expert Conjurer, 10th level
Benefit: Creatures you summon with conjuration (summoning) and conjuration (calling) spells always have maximum hit points, as if they had rolled the highest possible result for all theiH00it Dice.

Meister Summoning
Having made a complete study of summoning creatures, you are able to call extremely powerful servants.
Prerequisites: Spellcraft 15 ranks, Adept Summoning, Journeyman Summoning, Minor Summoning
Benefit: By performing an hour-long ritual, you can summon a single creature of the outsider type whose CR is 9 or less. This creature obeys your commands to the best of its ability. The creature returns to its home plane after 1d4 hours or when it is slain, whichever comes first. To complete the ritual, you must expend 1000 gp in material components and must also sacrifice some of your own blood, which causes you to suffer 5d6 points of bleed damage for 1d4+2 rounds. You may never summon more than one creature a day with this ability.

Minor Summoning
Even without arcane power, you can summon minor creatures to aid you.
Prerequisite: Spellcraft 1 rank
Benefit: By performing an hour-long ritual, you can summon a single celestial or fiendish animal whose CR is no more than ½ to aid you. This creature obeys your commands to the best of its ability. The creature returns to its home plane after 1 hour or when it is slain, whichever comes first. You may never summon more than one creature a day with this ability.

Novice Conjurer
Your study of conjuration has made your spells harder to counter and dispel.
Prerequisite: Spell Focus (conjuration)
Benefit: Others treat the Spellcraft DC to identify conjuration spells you cast as 2 higher than it actually is. Additionally, anyone attempting to dispel a conjuration spell you cast with dispel magic or a similar effect suffers a -2 penalty on their caster level check.

Ritual Summoning
Fueling your magic with the lifeforce of a sentient being, you can call upon the services of a powerful outsider.
Prerequisites: Spellcraft 15 ranks, Adept Summoning, Journeyman Summoning, Meister Summoning, Minor Summoning, must be of a non-good alignment
Benefit: By sacrificing a living helpless creature with an Intelligence score of at least 3, you can attempt to summon an outsider to aid you in your cause. This outsider cannot have more Hit Dice than the CR of the sacrificed creature, and appears in the spot where the creature was sacrificed. Whenever you use this ability, there is a 10% chance that you accidentally call an outsider whose alignment is directly opposed to that of the one you were trying to call.
            The summoned outsider is under no compulsion to follow your commands, but it never views the summoner with a disposition worse than unfriendly (outsiders unintentionally summoned by this feat, such as those called by the 10% chance of accidental summoning, are generally hostile, and are unaffected by this clause). The creature can return home through any normal means, and summoners wishing to bind the creature to their will must pursue other means of doing so.