Conjuration

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Conjuration
Conjuration
(Arcane school)

Specialist
Conjurer
Subschools
Calling
Creation
Healing
Summoning
Teleportation
Focused arcane
Creation
schools
Extradimension
Teleportation
Thassilonian sin
Sloth
Spell list
Source: Core Rulebook, pg(s). 209f.

One of the eight schools of magic1 recognized throughout Golarion, conjuration focuses on summoning magical effects and creatures. A wizard that specializes in conjuration is called a conjurer.

Subschools

Sometimes teleportation magic has unexpected consequences (for some).

Every conjuration spell is classified into one of five subschools.2[citation needed]

Calling

Calling works similarly to teleportation bringing objects and animals from another plane to the caster's plane. See Summoning below.2[citation needed]

Creation

For other meanings of "Creation", please see Creation (disambiguation).

A creation spell brings into existence a new creature or object, permanently or temporarily.2[citation needed]

Healing

Healing magic restores a creature's body, sometimes by removing diseases or other debilitating effects.3

Healing magic has sometimes been defined as a subschool of conjuration.4 At other times, magical healing as a function is practically never associated with conjuration, but almost always performed by magic of the necromancy school, such as lay on hands,5 or occasionally by other schools such as enchantment, which can cure wounds through soothing the mind.67

Summoning

For the summoner class, see Summoner.

For creatures, most conjuration takes one of two forms: summoning and calling. Most summoned creatures are drawn to the caster for a fixed period of time and return to their home plane when destroyed in their summoned plane. Most called creatures permanently occupy the plane into which they are conjured, and persist until destroyed.28

Teleportation

Teleportation effects allow you to instantaneously move from one point in space to another. Teleportation is different from normal movement.29

Focused arcane schools

Schools of magic may be further specialized by some wizards who adopt focused arcane schools and those associated with the school of conjuration are shown below.

Creation

Extradimension

Conjurers can further specialize in creating extradimensional spaces and demiplanes, which are often valuable talents for smugglers.10

Teleportation

On Golarion

See also: Category:Conjurers
A conjurer.

At the Acadamae, Korvosa's premier magical institute for the instruction of specialist wizards, conjuration is favored over the other eight schools of study and is a required component of every student's final examinations.11 An important benchmark for all students at the Acadamae is the summoning of an imp whether they are conjurers or not. Many of these imps are released into the area surrounding the school and each year an aerial battle erupts between the imps and Korvosa's native population of pseudodragons.[citation needed]

Conjurers, especially if they are also diabolists, find considerable favor in Cheliax.11 Living in a country where the state religion is the worship of Asmodeus, Cheliax's citizens tend to respect all arcane spellcasters due to their assumed connections to Hell.[citation needed]

Other groups known to deal with conjuration include the opposing Blackfire Adepts and Riftwardens, the Irriseni Bloodstone Conservatory, genie binders, Hellknights, Nidalese shadowcallers, and Osirian mages.11

Sin magic

During the reign of the runelords of ancient Thassilon, conjuration was associated with the sin of sloth, and was therefore the specialty of the ruler of the realm of Cyrusian.12

References

For additional as-yet unincorporated sources about this subject, see the Meta page.

  1. The Pathfinder Second Edition Remaster Project removed game mechanics for the eight schools of magic. In Player Core, wizards instead specialize based on literal schooling in their education's field of study, and the school of unified magical theory has equivalent mechanics as universalist wizards' practice of all eight schools. Details related to this subject might remain part of the setting canon despite no longer having mechanics supported in current publications.
  2. 2.0 2.1 2.2 2.3 2.4 Jason Bulmahn, et al. “Magic” in Core Rulebook, 209–210. Paizo Inc., 2009
  3. Logan Bonner, et al. “Glossary and Index” in Player Core, 457. Paizo Inc., 2023
  4. Jason Bulmahn, et al. “Magic” in Core Rulebook, 209. Paizo Inc., 2009
  5. Logan Bonner, et al. “7: Spells” in Core Rulebook, 387. Paizo Inc., 2019
  6. Logan Bonner, et al. “7: Spells” in Core Rulebook, 370. Paizo Inc., 2019 —specifically the soothe spell
  7. This refers to mechanical changes between Pathfinder First Edition and Pathfinder Second Edition; these assertions are not made by any of the cited sources but are inferred from the mechanical changes.
  8. Alexander Augunas, et al. “Introduction” in Monster Summoner's Handbook, 4. Paizo Inc., 2015
  9. Logan Bonner, et al. “Glossary and Index” in Core Rulebook, 637. Paizo Inc., 2019
  10. Ron Lundeen, et al. “Smuggler Archetypes and Spells” in Black Markets, 26. Paizo Inc., 2015
  11. 11.0 11.1 11.2 Alexander Augunas, et al. “Monster Summoners on Golarion” in Monster Summoner's Handbook, 10. Paizo Inc., 2015
  12. Wolfgang Baur. “The History of Thassilon” in Burnt Offerings, 74–76. Paizo Inc., 2007