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The Conjuration School of Magi is based around the calling forth other creatures from other worlds and creating weapons with magi are two of the most beneficial tools a caster can utilize. Because of this, casters of all types make use of the school of Conjuration. Dedicated casters, players who enjoy having creatures to draw enemy fire, and heavy fighters who employ the freedom of movement that conjured armor provides, all benefit from Conjuration. Mages specializing in Conjuration are referred to as Conjurers.

Conjuration is bound between three distinct Schools beneath it:

  • Necromancy : The third member of the overall Conjuration family Necromancers are Magi that specialize in binding the spirits that are drawn to death. They can put the fear of death into enemies, bring spirits to fight on their behalf, and even cause devastating explosions when their enemies die.
  • Creation : The School of Creation, sometimes called the School of Nature, is the second of the Schools of Conjuration, the balancing force and complement of Entropy. Creation magic manipulates natural forces, transforming what exists and bringing new things into being. Creation requires considerable finesse, more than any other school, and is therefore rarely mastered. Those mages who have made a serious study of creation are the highest in demand, useful in times of peace as well as war.
  • Entropy : The first of the two Schools of Conjuration, Entropy is the opposing force of Creation; for this reason it is often called the School of Negation. Nothing lives without death. Time inevitably brings an end to all things in the material world, and yet in this ending is the seed of a beginning. A river may flood its banks, causing havoc, but bring new life to its floodplain. The fire that burns a forest ushers in new growth. And so it is with entropic magic that we manipulate the forces of erosion, decay, and destruction to create anew.

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Conjuration connects the caster's mind with that of the summoned thing. It is a tenuous link, meant only to lure, hold, and dismiss; but in the hands of a Master, it can be much stronger. The Psijics and Dwemer can (in the Dwemer's case, could) connect with the minds of others, and converse miles apart - a skill that is sometimes called telepathy.

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