Conjuration Spells
Conjuration spells pull a creature, energy, or physical thing to your location for use. These spells are similar to evocation spells, but typically require attack rolls instead of saves.
Simplex
Create Water: Create 2 gallons of water per CL.
Free Hand: Create an invisible hand that can move up to 5 lbs. of objects, trigger traps,
and perform similar tasks for up to 1 minute + 1 minute per 2 CL.
Level 1
Conjure Tool: Conjure a temporary mundane tool for a time.
Lesser Orb of Energy: Throw a ball of energy at your foe for at least 1d8 energy damage.
Summon Inferentity Mk. I: Summon a chosen Inferentity for a time.
Level 2
Floral Artillery: Create plants that use ranged weaponry against nearby targets.
Tagging Hand: Create a floating hand to deliver touch spells for a brief time.
Summon Inferentity Mk. II: Summon a chosen Inferentity for a time.
Level 3
Remove Poison: Remove poison from a target.
Level 4
Orb of Energy: Ranged touch attack deals at least 1d6 damage of selected energy type. Not subject to spell resistance.
Level 5
Level 6
Level 7
Chaos Orb: Orb does large amount of mixed damage types.