Help me build a Conjurer

1. Give up Evocation, and one other, possibly Enchantment. Never give up Illusion, since invisible summoners rock, and you should never EVER give up Abjuration. I personally find Necromancy a nice school for its saveless weakening effects, makes for a great softener before your minions charge in. And Transmutation is also a must for you, hastening your minions is just terrifying.

Evocation is obsolete since the Complete Conjurer came out and made Conjurers the best blaster mages. (GRRRR!)

2. Augment Summoning is a must, as is Rapid Spell. Rods of empower and maximise are also nice to get MORE MINIONS!

3. Look into becoming an Alienist, the best part of it is that Pseudonatural doesn't change a creature's alignment. No need to worry about them being hedged out by Magic Circles any more! And true striking Dire Apes makes me shudder...then comes the rending!

And for the love of god, make your "Pokedex" as one of my players calls it, with a list of fully statted summons (including the buffs for Augment summoning). Slowing down play is bad, mmmkay.
 

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1) Don't forget that Mage Armor is a Conjuration spell, so you can prepare that as your bonus spell, especially at later levels, when you're less likely to use SMI or Grease.

2) Spell Focus (Conjuration) is actually reasonably useful, since it affects Grease, Glitterdust, Web, and, later on, Cloudkill. So you don't have to feel like you're wasting a feat to get Augment Summoning.

3) As another noted, invisibility is a great synergy with summoning, since it does not terminate a standard 2nd level Invisibility spell.

4) Summoned monsters work well with bards and area "buff" spells like Bless, because you have that many more allies getting the benefit of inspire courage or bless or prayer.

5) Make note of (and use) celestial or fiendish abilities. Even your celestial fire beetle can smite evil.

6) This may not be in your plan, but a level of cleric with an alignment domain gets you an extra round from summoned creatures of the appropriate alignment, by virtue of +1 caster level for spells with the [Alignment] descriptor.

--Axe
 

Feats: Augment Summoning, Empower Spell, Maximize Spell, Spell Girding, Ashbound (Eberron only), Beckon the Frozen (FB), Icy Calling (FB), and the one that lets you add a new fiend to the list (possibly in Fiend Folio - I forget), Divine Disciple (for planar ally and SNA spells as well as cleric buff spells)

Spells: SM 1-9, SNA 1-9, Conjure Ice Beast 1-9, Planar Ally (including lesser and greater), Planar Binding (including lesser and greater), any of the cleric group buffs (bless, prayer, recitation, RWotF, Chev's Laugh, Elation, etc.), HASTE, HASTE, and more HASTE, dispel magic (for counter against other casters and for getting rid of PfX/MCaX) and last but not least I N V I S I B I L I T Y! (Actually, invisible sphere I think might be slightly better).

Variants: UA's variant for conjurers is very nice as already mentioned. I personally switched the abilities into feats: Rapid Summoning is a Feat, Improved Augmented Summoning is a feat that gives the same bonuses as Augment Summoning but stackable with it (prereq - CL 10th). I can't say for sure, but I heard that true names may be useful for calling spells - (IDHMBWM).

PrCs: Alienist, Thaumaturgist, Ice Mage, Hathran, Demonologist (I think that is the one that summons demons), the Undead summoning PrC in LM (forget name right now), Summoner PrC from R&R
 



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