PFSRD:Conjuration School
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Conjuration
Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually—but not always—obey your commands.
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.
The creature or object must appear within the spell’s range, but it does not have to remain within the range.
Conjuration Spells
A
B
C
- Call Construct
- Cape of Wasps
- Caustic Eruption
- Clashing Rocks
- Climbing Beanstalk
- Cloudkill
- Communal Returning Weapon
- Conjure Black Pudding
- Corrosive Consumption
- Corrosive Touch
- Create Demiplane
- Create Food and Water
- Create Pit
- Create Water
- Creeping Doom
- Cure Critical Wounds
- Cure Light Wounds
- Cure Moderate Wounds
- Cure Serious Wounds
- Cushioning Bands
G
I
L
M
P
R
S
- Sacred Bond
- Seamantle
- Secret Chest
- Secure Shelter
- Sepia Snake Sigil
- Shades
- Shadow Bomb Admixture
- Shambler
- Silver Darts
- Sleet Storm
- Slipstream
- Slowing Mud
- Solid Fog
- Solid Note
- Spiked Pit
- Stabilize
- Starlight Summons
- Stinking Cloud
- Stone Call
- Stone Discus
- Storm of Vengeance
- Stumble Gap
- Summon Eidolon
- Summon Elder Worm
- Summon Froghemoth
- Summon Instrument
- Summon Minor Ally
- Summon Minor Monster
- Summon Swarm
- Sunlight Summons
- Symbol of Healing
T
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