Conjuration
Table of Contents
UltimateSpheresofPower.jpg
Ultimate Spheres of Power
$29.99
You have made contracts with outsiders, calling them to your side when you are in need.

Summon

As a standard action, you may spend a spell point to summon a creature you have made a contract with (called a companion) causing it to appear in an adjacent square, ready to act on your following turn. You must concentrate to maintain the companion’s presence, but may always spend an additional spell point to allow the summoned creature to remain for 1 minute per caster level without concentration.

Companions can take many forms; a caster could contract with sympathetic angels or demons, elemental spirits, or primordial beings only given form after the contract is made. Thus, a companion could have the form of a knight in armor, a demonic dog, a flying anthropomorphic cat, or indeed virtually any other form. You cannot choose a companion with the exact same appearance as another creature.

When you gain the Conjuration sphere, you automatically gain a single companion of your choice. If a companion is conjured multiple times during a day, they do not regain hit points or other resources spent. If a companion is reduced to 0 hit points, they instantly disappear and cannot be summoned until the following day.

A companion only recovers hit points and resources (unless restored through the Heal skill or magical means) when the caster rests to recover spell points. A companion may be dismissed as a free action.

Companions may not carry equipment or items back and forth when summoned and so cannot be used to store items in their home plane or bring items to the caster’s plane. The exception to this rule is equipment gained through Conjuration talents, which automatically accompany the companion. Whenever you gain a companion, they immediately gain 1 (form) or (type) talent of your choice.

Every companion comes with one of the following base forms, chosen by the caster. Once made, this choice cannot be altered. Companions also gain power as their caster’s power grows, according to Table: Companion.

(Note: A companion does not gain power from temporary increases to caster level; i.e., from a thaumaturge’s forbidden lore ability or from certain boons.)

Table: Companion
Caster’s Caster Level Hit Dice Base Attack Bonus Skill Points Feats Natural Armor Bonus Good Saves Bad Saves Special
1st 1 +1 1 1 +0 +2 +0 -
2nd 2 +2 2 1 +1 +3 +0 Evasion
3rd 3 +3 3 2 +1 +3 +1 -
4th 3 +3 3 2 +1 +3 +1 -
5th 4 +4 4 2 +2 +4 +1 Ability score increase
6th 5 +5 5 3 +2 +4 +1 Devotion
7th 6 +6 6 3 +3 +5 +2 -
8th 6 +6 6 3 +3 +5 +2 -
9th 7 +7 7 4 +3 +5 +2 Multiattack
10th 8 +8 8 4 +4 +6 +2 Ability score increase
11th 9 +9 9 5 +4 +6 +3 -
12th 9 +9 9 5 +4 +6 +3 -
13th 10 +10 10 5 +5 +7 +3 -
14th 11 +11 11 6 +5 +7 +3 Improved evasion
15th 12 +12 12 6 +6 +8 +4 Ability score increase
16th 12 +12 12 6 +6 +8 +4 -
17th 13 +13 13 7 +6 +8 +4 -
18th 14 +14 14 7 +7 +9 +4 -
19th 15 +15 15 8 +7 +9 +5 -
20th 15 +15 15 8 +7 +9 +5 -
21st 16 +16 16 8 +8 +10 +5 Ability score increase
22nd 17 +17 17 9 +8 +10 +5 -
23rd 18 +18 18 9 +9 +11 +6 -
24th 18 +18 18 9 +9 +11 +6 -
25th 19 +19 19 10 +9 +11 +6 -
26th 20 +20 20 10 +10 +12 +6 Ability score increase
27th 21 +21 21 11 +10 +12 +7 -
28th 21 +21 21 11 +10 +12 +7 -
29th 22 +22 22 11 +11 +13 +7 -
30th 23 +23 23 12 +11 +13 +7 -
31st 24 +24 24 12 +12 +14 +8 Ability score increase
32nd 24 +24 24 12 +12 +14 +8 -
33rd 25 +25 25 13 +12 +14 +8 -
34th 26 +26 26 13 +13 +15 +8 -
35th 27 +27 27 14 +13 +15 +9 -
36th 27 +27 27 14 +13 +15 +9 -
37th 28 +28 28 14 +14 +16 +9 Ability score increase
38th 29 +29 29 15 +14 +16 +9 -
39th 30 +30 30 15 +15 +17 +10 -
40th 30 +30 30 15 +15 +17 +10 -

Avian
Size Medium; Speed 20 ft., Fly 15 ft*. (average); AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack Bite (primary, 1d4 Medium, 1d3 Small), 2 talons (primary, 1d4 Medium, 1d3 Small, creature must be airborne to use); Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11

Avian creatures are birds and bird-like magical beasts and outsiders. An avian companion has a head, 2 legs, and 2 wings

*This fly speed only functions on the companion’s turn. If the companion is not on a surface that can support it on the end of its turn, it glides to the ground, taking no falling damage. If the companion gains a natural fly speed from the Avian Creature (form) talent, increase the maneuverability of that speed by 1 step.

Biped
Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 slams (1d4); Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11

Bipeds are usually humanoids, and begin with 2 legs, 2 arms, and a head.

Ooze
Size Medium; Speed 20 ft.; AC +4 natural armor; Saves Fort (good), Ref (bad), Will (bad); Attack slam (primary, 1d6 Medium, 1d4 Small); Str 16, Dex 8, Con 16, Int 7, Wis 12, Cha 11.

Ooze creatures are usually oozes, puddings, or other amorphous creatures and lack discernable limbs. An ooze companion may not be tripped unless gaining legs from another source.

Orb
Size Medium; Speed 5 ft. Hover*, 30 ft. (average); AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite or slam (choose 1) (1d6); Str 7, Dex 16, Con 13, Int 10^,Wis 12, Cha 11.

Orb creatures are lantern archons, will-o-wisps, gibbering orbs, and other mystical fey, outsiders, constructs, or aberrations with a floating sphere-like appearance and supernatural movement. An orb lacks any limbs, but may treat its body as a head for the purpose of adding natural attacks. An orb companion may not be tripped unless gaining legs from another source.
*An orb may float up to 5 feet plus 5 feet per 5 Hit Dice above the ground, with a horizontal movement speed of 30 feet. When floating this way, Fly checks are not required to hover or change direction. When falling the orb may choose to descend at a slower rate to control its fall and to negate all falling damage it would take. Each round it descends 30 feet, and may move in another direction for 30 feet. It may choose to drift sideways, gliding forwards while descending, or down, safely increasing its rate of descent. It may even choose to drift ‘upwards’ to reduce its rate of descent, even allowing it to negate it entirely and hover midair (though cannot move horizontally if it begins its turn doing so). This is a supernatural ability.
^The Skillful Companion (form) talent raises increases Int to 13 if taken.

Quadruped
Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11

Quadrupeds are usually beasts, and begin with 4 legs and a head.

Serpentine
Size Medium; Speed 20 ft.; AC +4 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11

Serpentine creatures are snakes, fish, and other elongated creatures. They begin with a head, but no arms or legs.

Vermin
Size Medium; Speed 20 ft., Climb 20 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11

Vermin are usually insects or arachnids, and begin with either 6 or 8 legs and a head and gain a +6 bonus to CMD vs. trip attempts from its additional legs.

Companion Features

You may choose to make a companion Small-sized instead of Medium-sized. In this case, the companion gains a +2 bonus to Dexterity, a -2 penalty to Strength, as well as the usual changes for being Small (+4 Stealth bonus, +1 AC, +1 to-hit, decreased damage size, etc.).

A companion gains 2 skill points per level (reduced to 1 for low Intelligence) and gains the following class skills: Climb (Str), Fly (Dex), Knowledge (planes) (Int), Stealth (Dex), Swim (Str). They possess a d10 Hit Die and gain 2 good saves and 1 bad save dependent on the creature’s form. A companion begins understanding and speaking one language that the caster also speaks.

Feats: A companion begins with one feat, and gains another feat at every odd Hit Die. A companion may gain any PC or monster feat for which it qualifies. While a companion may gain casting abilities through feats such as Basic Magic Training or Advanced Magic Training, a companion can never possess the Conjuration sphere.

Evasion: At 2 Hit Dice, a companion gains evasion, taking no damage on a successful Reflex save against an effect that grants half damage on a successful Reflex save. At 11 Hit Dice, they gain improved evasion, only take half damage on failed Reflex saves against effects that grant half damage on a successful Reflex save.

Ability Score Increase: Just like PCs and monsters, a companion gains a permanent +1 bonus to an ability score of the caster’s choice for every 4 Hit Dice possessed.

Devotion: At 5 Hit Dice, a companion gains a +4 morale bonus on Will saves against charm and enchantment effects, such as enchantment school spells or the Mind sphere.

Multiattack: At 7 Hit Dice, a companion gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the companion later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.


Companion Archetypes

Upon gaining a Conjuration sphere companion, you may select archetypes to apply to it. Once selected, the archetype cannot be removed from that companion. Each companion may have different archetypes. A companion may have more than one archetype as long as the archetypes do not replace or modify the same features or abilities.

Multiple changes to the cost to summon a companion stack (so a companion with the familiar and puppet archetypes would have its cost to summon reduced by 3).

Aquatic

Your companion reduces one of its speeds by 20 feet and gains a 20 feet swim speed. Companions with a base form that grants a speed of less than 20 feet are not eligible for this archetype. If this companion later gains the Water Creature (form) talent, increase the swim speed granted by that talent by +10 feet.

Beast

Your companion has an animal intellect, with its starting Intelligence reduced to 2. A bestial companion may not have its Intelligence raised by any (form) talent (though may still receive other benefits from such talents). Bestial companions count as possessing the animal creature type in addition to the outsider creature type for all skills and effects and require the use of the Handle Animal skill to direct. Without direction, they are friendly to the creature that summoned them but otherwise act according to their nature. A bestial companion gains an additional free (form) talent. A companion that has this companion archetype may not also possess the mindless or puppet companion archetypes. A bestial companion begins play trained for one purpose (see the Handle Animal skill) plus gains 1 bonus trick, +1 at 3 Hit Dice and every 3 Hit Dice thereafter. If using Spheres of Might, your bestial companion counts as an animal ally, though is not a valid target for the tame ability (per the rules in the Beastmastery sphere).

Familiar

Your companion only gains half its normal Hit Dice (rounded down), effectively treating your caster level as half what it is when determining its abilities, but has the spell point cost to summon it reduced by 2 (minimum 0). If the companion would normally only have 1 Hit Die, it still has 1 Hit Die, but receives half its normal hit points (rounded down, minimum 1).

Mage

Your companion gains poor base attack bonus progression (equal to 1/2 Hit Dice, rounded down) and uses a d6 for its Hit Dice. The companion must choose the Magical Companion (form) talent as its free (form) talent, but is not required to use natural casting, and may gain a casting tradition of your choice. The companion is considered a Mid-Caster, and gains spell points equal to its Hit Dice plus its casting ability modifier.

A mage companion must still spend feats to gain additional magic talents, as usual, and does not gain the two free bonus talents a caster usually gains with the casting class feature. A mage companion loses Climb and Swim as class skills but gains Knowledge (arcana) and Spellcraft as class skills. A mage companion may choose to give up the natural attacks granted by its base form to gain the Implement Bearer (form) talent as a bonus talent. This archetype cannot be combined with the mindless companion archetype.

Martial Companion

This archetype requires Spheres of Might. A martial companion may combine combat spheres and talents to create powerful martial techniques. Martial companions use the Proficient talent progression. When first summoned, they may choose either Charisma, Intelligence or Wisdom as their practitioner modifier. A martial companion does not gain the evasion, devotion, multiattack, and improved evasion special abilities. A martial companion may choose to give up the natural attacks granted by its base form to gain the Battle Creature (form) talent as a bonus talent.

Wiki Note: This does not inherently grant a martial tradition, although some companions may qualify to trade things for a martial tradition.

Mindless

Your Conjuration sphere companion is mindless; it has no Intelligence score (Int —) and cannot gain any (form) talents that would increase its Intelligence score. It gains no feats or skill points and cannot speak, though it is still capable of following your simple instructions. A mindless companion is immune to mind-affecting effects. A mindless companion can receive bonus feats and skill ranks to a specific skill from talents such as Capable Companion and Camouflaged Companion.

The companion gains an additional Hit Die at 4th caster level and every 4 caster levels thereafter.

Puppet

Your Conjuration sphere companion is incapable of action without your direct control. You must spend an action for your companion to take the same action (swift for swift, standard for standard, etc.). A puppet companion may make attacks of opportunity by spending your attacks of opportunity if you have controlled it since the beginning of your last turn. Spending at least a move action this way counts as concentrating on the summon for that round. Any round you do not spend directing the companion, it stands mindlessly and counts as having the dazed condition. Your companion may still gain feats and skills (unless also possessing the mindless archetype); you may use the companion’s feats, skills, casting, and other abilities when directing the companion, though you may not use your own through the companion. Any effect that would possess or exercise mental control over a puppet companion (including enchantment charm effects and enchantment compulsion effects) requires a successful magical skill check against the summoner’s MSD. A puppet companion takes a -2 penalty on all rolls if it is outside of your close range. If you do not have line of sight to the puppet companion, it is treated as being blinded. Both these penalties are removed if you possess the Link talent.

As a standard action, you may order a puppet companion to follow. Doing so causes the puppet to take move actions on its turn (including trading its standard action for a move action) to attempt to move adjacent to you (or as close as it is able) to the best of its ability. Should the companion be unable to find you (such as in a complex maze when you are out of sight for too long, if you are teleported out of view, etc.), the companion will remain in its current position. Taking any other action through the companion ends this ability. The spell point cost of summoning a puppet companion is reduced by 1 (minimum 0).

Unwilling [Apoc]

Source: Spheres Apocrypha: Cohorts & Companions

Your Conjuration sphere companion serves you unwillingly. Whenever you summon the companion, the first time you or it rolls for initiative during a combat encounter, or whenever you are engaged in an activity that requires a skill check and more then 1 round to accomplish (such as crafting items, recuperating, or researching rituals), it must attempt a Will saving throw against your Conjuration sphere DC. If the companion fails the Will save, you establish control over the companion.

As long as you have control over your companion it obeys your commands and treats you as friendly for the purposes of the Handle Animal skill (if it possesses the bestial archetype). However if the companion succeeds on its Will save (you are not informed if it succeeds) the companion breaks free from your control and seeks revenge against you. A creature free from your control cannot be dismissed as a free action, and remains summoned for the remainder of its normal duration plus an additional minute per caster level.

You may expend a spell point as a standard action to force the companion to attempt another Will save. If it fails the Will save, it is dismissed. The companion gains an additional Hit Die at 4th caster level and every 4 caster levels thereafter.

A Conjuration sphere companion cannot possess both this archetype and the Puppet archetype.

Warrior

This archetype may only be applied to bipedal companions. Your companion loses all natural attacks granted by its base form and never gains multiattack, but gains the benefits of the Battle Creature (form) talent taken twice. A companion with this archetype may never benefit from (form) talents that modify or grant natural attacks, though may still make unarmed strikes and benefit from feats and abilities that affect unarmed strikes as normal.

Conjuration Talent Types

Some talents are marked (form). Whenever you select a (form) talent, apply its effects to only a single companion. You may select (form) talents multiple times, but no more than once per companion, unless the talent says otherwise.

Type Talents

A (type) talent counts as a (form) talent in all ways, except that an individual companion may only benefit from a single talent with the (type) descriptor (though an individual (type) talent may still be taken multiple times if so noted). A (type) talent might change the companion’s creature type to a creature type stated in the talent, although it retains the (extraplanar) subtype. This does not change Hit Dice, skills, or grant any other benefits associated with the creature type in question, but the creature does count as the new type for all interactions such as what magic can affect it.


Conjuration Talents

Call The Departed

If your companion is reduced to 0 hit points and disappears, you may re-summon it by increasing the spell point cost of summon by one. The companion reappears at one quarter of its maximum hit points with 1 temporary negative level. Any other conditions or ongoing effects on the companion are removed.

This negative level lasts until you rest to regain spell points but otherwise may not be removed. After using this talent you may re-summon the companion as normal without an increased cost, but if the target is reduced to 0 hit points and this talent is used on them again, the negative temporary levels stack. If the companion accumulates negative levels equal to its Hit Dice, it may not be summoned again until the negative levels are removed by resting to regain spell points. 1 Hit Die companions may be summoned by this ability once per day, but take a -1 penalty on all d20 checks in place of the negative level.

Extra Companion

You gain an additional companion. Whenever you summon a companion, you must select only one of your companions, although you may have multiple companions summoned at once. You may select this talent multiple times. Each time it is selected, gain another companion.

Greater Summoning

When you spend a spell point to allow a companion to remain for 1 minute per caster level without concentration, it instead remains for 10 minutes per caster level.

Link

You gain a telepathic link to each of your companions. So long as you are on the same plane as one of your companions, you may communicate with that creature over any distance.

Mass Summon [mass]

When you summon a companion, you may spend an additional spell point to summon an additional companion that you possess. You must spend 1 additional spell point per companion, but may summon up to 1 additional companion, +1 per 5 caster levels you possess as part of the same action.

Additional costs to summon each companion must be paid separately, as well as spell points spent to allow the companions to endure without concentration. However, if you choose to maintain these summoned companions via concentration, you may maintain all companions summoned through Mass Summon as part of the same concentration action.

Ranged Summoning [range]

When you summon a companion, they may appear in any square within close range, rather than only in an adjacent square.

Spell Conduit

Your companions can deliver touch spells and sphere abilities for you. If you and one of your companions are in contact at the time you cast a touch spell or sphere ability requiring a melee touch attack, you can designate your companion as the “toucher.” You may touch a companion within your natural reach as a free action during your turn to initiate this contact; your companion may do the same during its turn. The companion can then deliver the touch spell or ability just as you would. As usual, if you cast another spell or sphere ability before the touch is delivered, the touch spell or ability dissipates.

You may take this talent a multiple times. If taken twice, the companion may be anywhere within close range of you when you cast the touch spell or ability and may also deliver ranged touch attacks, using its attack modifiers and serving as the effect’s point of origin. Each additional time this talent is taken, increase the range at which this ability functions by one step, to a maximum of long range.

Spell-Linked Companions

When you target yourself with a sphere effect, you may spend an additional spell point to apply the effect to up to one Conjuration sphere companion, +1 companion per 5 caster levels. All affected companions must be within 5 feet + 5 feet per 5 caster levels. This ability may be used even on effects that normally can only target the caster.


Form Talents

Aligned Creature (form)

Your companion is connected to great forces of alignment, such as angels, devils, or other extraplanars. Choose one end of the alignment spectrum your companion possesses (good, evil, lawful, chaotic). Your companion becomes connected to that alignment, and may smite a target of its opposed alignment once per day, as the paladin class feature. Your companion may smite its opposed alignment an additional time per day for every 7 Hit Dice possessed.

Altered Size (form)

Your companion increases or decreases permanently by 1 size category. A companion may gain this talent multiple times. The effects stack. A companion cannot become smaller than Diminutive or larger than Huge. Size changes cause the same changes as detailed in the Size Change Alteration talent.

Amorphous Creature (form)

You may spend an additional spell point to choose a different base form for your companion each time you summon it. Any (form) talents that cannot be applied to the new base form become inactive until a valid base form is chosen.

Animal Creature (form)

Your companion has the qualities of a great beast. It gains a +20 feet bonus to its land speed, as well as the scent ability. It gains an additional +10 feet bonus to its land speed for every 2 Hit Dice.

Armored Companion (form)

Your companion gains armor as appropriate for its form and appearance (a suit of armor, a tougher hide, buffeting winds, etc.). Your companion gains a +2 armor bonus, +1 at every odd Hit Die beyond 1st.

Avian Creature (form)

Your companion gains wings and a 30 feet fly speed with a maneuverability of average. This increases by 10 feet per 2 Hit Dice. Alternatively, your companion may gain flight through magical means: it does not gain wings, instead gaining a maneuverability of perfect. This then becomes a supernatural ability, and is subject to anti-magic fields and other such limitations.

Battle Creature (form)

Your companion is learned in the ways of war. It gains proficiency with all simple weapons and when summoned, appears with up to 2 weapons it is proficient with (masterwork, but of unremarkable composition). These weapons gain a +1 enhancement bonus for every 3 Hit Dice possessed to a maximum of +5. A companion may gain this form talent twice. If gained a second time, it gains proficiency with all martial weapons and treats its Hit Dice as fighter levels when meeting the prerequisites for feats.

Note: If using Spheres of Might, companions with Battle Creature (form) may take martial traditions instead of proficiency with all martial weapons.

Bestial (form)

Your companion gains a new set of natural attacks chosen from the list below. A companion must possess the prerequisite limbs and cannot already have a natural attack attached to that limb. A companion may gain this talent multiple times. Each time they gain this talent, they gain a new set of natural attacks.

  • One bite attack (primary, 1d6 Medium, 1d4 Small, requires head).
  • Two claw attacks (primary, 1d4 Medium, 1d3 Small, requires arms or the front pair of at least 4 legs).
  • One gore attack (primary, 1d6 Medium, 1d4 Small, requires head).
  • Two hoof attacks (secondary, 1d4 Medium, 1d3 Small, requires 2 legs, but creature must possess at least 4).
  • Two pincers (secondary, 1d6 Medium, 1d4 Small, requires arms).
  • Two slam attacks (primary, 1d4 Medium, 1d3 Small, requires arms).
  • One sting (primary, 1d4 Medium, 1d3 Small, requires tail).
  • One tail slap (secondary, 1d6 Medium, 1d4 Small, requires tail).
  • Two talons (primary, 1d4 Medium, 1d3 Small, requires 2 legs and creature must be airborne to use).
  • One tentacle attack (secondary, 1d4 Medium, 1d3 Small, no requirement).
  • Two wing buffets (secondary, 1d4 Medium, 1d3 Small, requires wings).

Boon Companion (form)

Your companion’s abilities and Hit Dice are determined as if your caster level were 1 higher, increasing by +1 per 5 Hit Dice you possess. This bonus cannot cause you to have an effective caster level greater than your own Hit Dice.

Camouflaged Companion (form)

Your companion may shift its coloration to mimic its environment, granting a circumstance bonus on Stealth checks equal to 1 + 1/2 the companion’s Hit Dice. Additionally, the companion gains 1 rank in the Stealth skill per Hit Die; if it already possesses ranks in the Stealth skill, those ranks may be immediately re-trained at no cost.

Capable Companion (form)

Your companion gains a bonus feat for which it qualifies, chosen at the time this talent is taken. This talent may be taken more than once for each companion; each time it grants an additional bonus feat to that companion.

Climbing Companion (form)

Your companion may climb virtually any surface, no matter how slick or sheer. It can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The companion must have at least 3 limbs free to climb in this manner. The companion gains a climb speed of 20 feet, including the +8 racial bonus on Climb checks from having a climb speed; furthermore, it need not attempt Climb checks to traverse a vertical or horizontal surface (even upside down). A companion climbing this way retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. If the companion already possesses a climb speed, it gains a +10 feet bonus to that climb speed.

Crafting Creature (form)

You may treat your companion as if it had the Cooperative Crafting feat and possessed all your Craft skill ranks and item creation feats. All Craft and Profession skills are class skills for your companion. This talent does not remove the need for your companion to have appropriate anatomy in order to be capable of crafting.

Draconic Creature (form)

Your companion is draconic in nature. It gains a breath weapon which it may use once per 1d4 rounds. You must decide when this talent is gained whether your companion will breathe a 30-foot cone or a 60-foot line and whether it deals acid, cold, electricity, or fire damage. It deals 1d8 damage per 2 Hit Dice (minimum 1d8), and creatures may attempt Reflex saves (DC 10 + 1/2 Hit Dice + Constitution modifier) for half damage.

Earth Creature (form)

Your companion is a creature used to living in the ground. It gains a 15 feet burrow speed and tremorsense 10 feet. Its burrow speed and tremorsense increase by 5 feet per 2 Hit Dice.

Elemental Creature (form)

Your companion is a being attuned to a particular element. Choose either acid, cold, electricity, or fire. Your companion deals 1d3 damage of that element’s type with all of its natural attacks. This damage increases by one die size per 5 Hit Dice.

Explosive Companion (form)

When your companion is reduced to 0 hit points or fewer, it explodes in a burst of energy, dealing 1d6 damage per Hit Die to all creatures within 5 feet + 5 feet per 5 Hit Dice. This damage is either acid, cold, electricity, or fire, chosen when this talent is gained. A successful Reflex save vs. your Conjuration sphere DC halves this damage.

Extra Limbs (form)

Your companion gains one of the following sets of limbs: a head, 2 arms, 2 legs, a tail. This does not automatically grant any additional attacks. See the Alteration sphere for descriptions of bonuses gained from these limbs. A companion may gain this talent multiple times. The effects stack.

Extreme Situations (form)

Your companion suffers no harm from being in a hot or cold environment and can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to attempt Fortitude saves. The companion’s equipment is likewise protected. This does not provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

If your companion also possesses Avian Creature, it is acclimated to living at high altitudes and additionally can treat its altitude zone as one lower, plus an additional 1 zone lower per 7 Hit Dice.

If your companion also possesses Water Creature, it is immune to the pressures of the ocean and takes no damage from water pressure.

Fortified Companion (form)

Your companion’s Constitution increases by 2, +1 per 2 Hit Dice.

Implement Bearer (form)

Your companion appears with an implement of a sphere chosen when this talent is gained. This implement gains a +1 enhancement bonus for every 3 Hit Dice possessed to a maximum of +5 (minimum +1). The implement may take any desired shape (a staff, a ring, etc.), and if the companion possesses another talent that grants it equipment (such as Battle Creature or Shield Bearer), it may choose to combine the benefits of the implement and the summoned equipment, creating one item that functions as both.

Infectious Creature (form)

Choose one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. When a creature takes damage from a manufactured or natural weapon attack made by your companion, it must succeed on a Fortitude save with a DC of 10 + 1/2 your companion’s Hit Dice + Constitution modifier or contract the disease immediately (the onset period does not apply). Use the disease’s listed frequency and save DC to determine further effects. Regardless of the success or failure of this save, the creature is immune to further applications of this ability by your companion for 24 hours.

Lingering Companion (form)

When you spend a spell point to allow this companion to remain for 1 minute per caster level without concentration, you may spend an additional spell point to allow it to remain for 1 hour per level instead. If you also possess the Greater Summoning talent, your companion instead remains for 1 day or until you rest to regain spell points, whichever comes first. Once you have spent a spell point to summon such a creature for a full day, you may dismiss and re-summon this companion at will without having to spend any additional spell points that day.

Magic Attacks (form)

Your companion’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 7 Hit Dice they are treated as cold iron and silver for this purpose, and at 14 Hit Dice they are treated as adamantine.

Magical Companion (form)

Your companion possesses powerful, natural magic. It is considered to possess the casting class feature with no casting tradition (natural casting) and uses Charisma as its casting ability modifier. Its Charisma increases by 1/2 its Hit Dice (minimum +1) and it gains a spell pool equal to its Charisma modifier, and a caster level equal to 1/2 its Hit Dice. The companion does not gain 2 bonus magic talents like most casters do, but may select magic talents with its feats. A companion can never possess the Conjuration sphere.

Monstrous Attacks (form)

Your companion gains one of the following traits: Constrict (as the Tentacles talent from the Alteration sphere), grab, lunge, pull, poison (as the Vermin Transformation talent from the Alteration sphere), or trip.

This trait applies an effect or ability to one of its natural attacks. A companion may gain this talent multiple times, gaining a new trait each time. It cannot attach the same trait multiple times to the same natural attack.

Mount (form)

This talent may only be applied to companions with a base form suitable to serve as a mount (usually quadruped, serpentine, or vermin, though others may be allowed at the GM’s discretion).

Your companion always acts on your initiative while you are mounted upon it and always appears equipped with a suitable military saddle for its form that does not count against its carrying capacity. You may mount such a companion as part of casting summon if the companion appears within your natural reach. You gain a +1 insight bonus on Ride checks while mounted on your companion. This bonus increases by +1 per 5 caster levels.

If your companion possesses a burrow speed or the earth glide ability, you may travel with it while mounted. This does not grant any ability to perceive your surroundings or any ability to breathe while underground.

Muensterous Companion (form) [Jester's HB]

The target gains one of the following traits from the Muensterous Traits talent from the Alteration sphere: Cheese Body, Dangerously Cheesy, Spray Fondue.

Mystical Companion (form)

Your companion gains a pool of ki points, supernatural energy it can use to accomplish amazing feats, as the unchained monk class feature. The number of points in your companion’s ki pool is equal to 1/2 his Hit Dice + its Wisdom modifier (total minimum 1). As long as it has at least 1 point in its ki pool, its unarmed strikes and natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. It may take ki powers from the unchained monk list in place of feats, using its Hit Dice in place of unchained monk levels for meeting prerequisites.

Natural Aspect (form)

Your companion gains one of the following special monster qualities: Fast healing 1, leaping attack, pounce, rend, rock catching, rock throwing, or trample.

A companion may gain this talent multiple times. Each time it is gained, they gain a new trait from the list. See the Alteration sphere for a description of each ability.

Powerful Companion (form)

Your companion’s Strength increases by 2, +1 per 2 Hit Dice.

Quick Companion (form)

Your companion’s Dexterity increases by 2, +1 per 2 Hit Dice.

Raging Companion (form)

Your companion gains the ability to rage, as the barbarian class feature, for a number of rounds per day equal to the higher of its Constitution modifier and its Hit Dice. While in rage, the companion gains a +4 morale bonus to its Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, it takes a –2 penalty to Armor Class. The increase to Constitution grants the companion 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a companion cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

The companion can end its rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. The companion cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat.

The duration of the fatigue or exhaustion expires even when the companion is not summoned. If the companion falls unconscious, its rage immediately ends, placing it in peril of dismissal from hit point loss.

The companion may take rage powers in place of feats, if it qualifies for them, using its Hit Dice in place of barbarian levels.

Special: If your GM permits, you may instead use the rage ability per the unchained barbarian, modifying the above ability accordingly.

Ravenous Creature (form)

You companion gains the swallow whole ability, allowing it to make a grapple attempt to swallow a creature that it has grappled at the start of its turn as a standard action. If the companion possesses a bite attack, a successful grapple check to swallow whole deals bite damage.

Each round the creature remains swallowed, it is dealt 1d6 bludgeoning damage plus an additional 1d6 acid damage per 3 Hit Dice (minimum 0d6). Your companion may swallow creatures up to one size smaller than itself. This trait may be taken twice; the second time allows your companion to swallow creatures up to their own size and grants a bonus to CMB and CMD equal to 1 plus 1 per 3 Hit Dice on grapple checks made to swallow creatures or to prevent them from escaping once swallowed. More than one creature may be swallowed at a time, but you may not exceed the maximum total size that can be swallowed, counting two Tiny creatures as one Small creature, two Small creatures as one Medium creature, etc.

A swallowed creature can try to cut its way free with any light slashing or piercing weapon, or it can try to escape the grapple. The amount of cutting damage required to get free is equal to 1/10 the companion’s total hit points. This damage is inflicted on the companion as normal.

The armor class of the interior of a creature that swallows whole is 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the companion receives healing equal to the damage dealt. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten (if the companion possesses a bite attack) or swallowed again.

Resistant Creature (form)

Choose one energy type from the following list: acid, cold, electricity, fire, or sonic. Your companion gains energy resistance to that element equal to 5 + its Hit Dice. You may select this talent multiple times, granting energy resistance against a different element each time.

Roguish Creature (form)

Your companion is a creature of guile. Your companion deals +1d6 sneak attack damage as the rogue class feature, which increases to +2d6 at 7 Hit Dice and +3d6 at 14 Hit Dice. In addition, your companion may select rogue talents as feats. At 10 Hit Dice, it can select advanced talents as feats.

Sage Companion (form)

Your companion’s Intelligence increases by 2, +1 per 2 Hit Dice and gains a bonus on skill checks to identify the abilities and weaknesses of creatures equal to half its Hit Dice (minimum 1). This increase stacks with the Skillful Companion talent. Your companion gains additional skill points from this increased Intelligence as usual.

Sanguine Creature (form)

Choose one of the following abilities. This talent may be taken more than once; each time a different ability may be gained:

Bleed: Choose one natural attack your companion possesses. That attack inflicts 1d2 bleed damage. This bleeding can be stopped by a successful DC 15 Heal check or through the application of any magical healing. The die size of this bleed damage increases by one size for every 4 Hit Dice the companion possesses (1d3, 1d4, 1d6, 1d8, etc.).

Blood Drain: Your companion drains blood at the end of its turn if it grapples a foe, inflicting 1 point of Constitution damage. This damage increases to 1d2 at 5 Hit Dice, then one die size for every 5 additional Hit Dice thereafter (1d3, 1d4, etc.).

Thirst: Your companion gains 1 temporary hit point per Hit Die of the grappled creature whenever it uses its blood drain ability. These temporary hit points last for 1 minute per Hit Die of the companion and do not stack with other uses of this ability. The companion must have the blood drain option of this talent to be eligible to gain this ability.

Shadow Creature (form)

Your companion is a being made of shadow. It gains darkvision 60 feet, low-light vision, and a +8 racial bonus to Stealth checks made in dim light or darkness. Your companion takes half damage from attacks and magic originating from corporeal creatures and only deals half damage to corporeal creatures with its own attacks and magic. However, your companion deals full damage to incorporeal creatures and suffers full damage from incorporeal creatures.

Shield Bearer (form)

Your companion gains the shield proficiency feat, and when summoned, appears carrying a type of shield it is proficient with. If the creature possesses the Tower Shield Proficiency feat, this may be a tower shield. The shield is masterwork, but of unremarkable composition. This shield gains a +1 enhancement bonus for every 3 Hit Dice your companion possesses, to a maximum of +5.

Shocking Creature (form)

Your companion can shock others, like an electric eel. As a standard action, your companion may make a melee touch attack that deals 1d8 plus 1d8 per 2 Hit Dice electricity damage. This touch attack does not provoke attacks of opportunity. If a creature successfully grapples this companion, the companion may use this ability as an immediate action, inflicting the damage with no attack roll, but allowing a Fortitude saving throw for half damage. If this companion is in water, this ability instead functions as a 10-foot radius burst centered on the companion; affected creatures are allowed a Fortitude saving throw for half damage. Creatures beyond 10-foot but within a 30-foot radius takes half damage, with a Fortitude save for half damage. Once used, this ability cannot be used again for 1d4 rounds.

Skillful Companion (form)

Your companion’s Intelligence increases by 3 (raising its base Intelligence to 10), and it gains an additional skill point per Hit Die (raising its total to 3 per level). In addition, it gains 3 new class skills of your choice.

Spell-Warded Companion (form)

Your companion gains spell resistance equal to 10 + its Hit Dice. This spell resistance does not apply to any effects originating from you.

Stinking Companion (form)

Your companion gains one of the abilities listed below. This talent may be taken more than once; each time a different ability may be gained:

Nauseating Spray: As a standard action your companion may spray noxious chemicals in a 15-foot cone. Any creature in this cone must succeed at a Fortitude save with a DC of 10 + 1/2 Hit Dice + Constitution modifier or be sickened for 1d6 rounds. This is a poison effect.

Stench: Your companion secretes a stinking chemical offensive to most living things. Any creature other than you adjacent to your companion must succeed at a Fortitude save or be sickened until 1d6 rounds after they are no longer adjacent. A creature that saves against this effect is immune to any instance of it from the same companion for 24 hours. This is a poison effect.

Superior Senses (form)

Your companion gains either darkvision 60 feet, low-light vision, or the scent ability. If your companion possesses darkvision from another source, increase its range by 30 feet. If it already possesses the scent ability, it may either increase its range to 60 feet or gain the keen scent ability.

Keen Scent: The companion can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.

Additionally, if you or your companion possesses any of the following spheres, you may choose the following special senses instead of one listed above:

Dark Sphere: Your companion may gain the see in darkness ability. You must spend 1 additional spell point as part of your summon to grant your companion the benefit from this ability.

Life Sphere: Your companion may gain lifesense 30 feet. The creature notices and locates living creatures within range, just as if it possessed the blindsight ability. You must spend 2 additional spell points as part of your summon to grant your companion the benefit of this ability.

Mind Sphere: Your companion may gain thoughtsense 30 feet. This ability functions similarly to blindsight. Nondetection, mind blank, and similar effects can block thoughtsense. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and nonsentient (Intelligence 1-2) creatures, but otherwise provides no information about the creatures it detects. You must spend 2 additional spell points as part of your summon to grant your companion the benefit of this ability.

Nature Sphere ((earth) package): Your companion may either gain the ability to see through up to 5 feet of dirt and stone or gain tremorsense 30 feet. You must spend 1 additional spell point as part of your summon to grant your companion tremorsense. A companion with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water.

Nature Sphere ((fire) package): Your companion may gain the ability to see through both magical and mundane smoke, ignoring the miss chance for these obstructions, up to its normal range of vision.

Nature Sphere ((metal) package): Your companion gains the scent metal ability. This ability functions much the same as the scent ability, except that the range is 90 feet and the companion can only use it to sense metal objects (including creatures wearing or carrying metal objects). If the companion already has the scent ability, increase the range of this ability by the companion’s scent range.

Nature Sphere ((plant) package): Your companion can see through thick plant matter as though it were transparent, with a range of 30 feet. Leaves, vines, greenery, and undergrowth offer no concealment to the companion’s sight, though solid wood still blocks its line of sight.

Nature Sphere ((water) package): Your companion may see through fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision.

Telekinesis Sphere: Your companion may gain touchsight 30 feet. You must spend 2 additional spell points as part of your summon to grant your companion the benefit from this ability. Your companion may ignore invisibility, darkness, and concealment, though it must have line of effect to a creature or an object to discern it. It does not need to attempt Perception checks to notice creatures; it can detect and pinpoint all creatures within 30 feet.

A companion may gain this talent multiple times. Each time it gains this talent, select a new sense or increase the range of their darkvision by 30 feet. If a selected ability requires an additional spell point cost, the caster must choose to grant the ability and pay the cost each time the companion is summoned.

Thorned Companion (form)

The companion grows spines, quills, or thorns. These may be treated as armor spikes of their size (1d6 Medium, 1d4 Small, 20x2, piercing) but may be enhanced as natural weapons and may be wielded as a secondary natural weapon if beneficial. The companion is automatically proficient with these spikes. This talent may be taken a second time, allowing the companion to launch spines as a thrown weapon (1d6 Medium, 1d4 Small, 20x2, piercing) with a range increment of 20 feet. The companion may draw the spines as a free action and throw them for any attacks it is entitled to normally. Launched spines regenerate at the end of its turn.

Transformative (form)

Your companion can change its appearance at will. It gains Disguise as a class skill and can attempt Disguise checks as a standard action. This is a spell-like ability, with a caster level equal to its Hit Dice.

Trapbreaking Companion (form)

Your companion is a natural talent for the trapbreaker’s art. The companion adds 1/2 its Hit Dice to Perception checks made to locate traps and to Disable Device checks (minimum +1). The companion can use Disable Device to disarm magic traps. It may take rogue talents in place of feats, if it qualifies for them, using its Hit Dice in place of rogue levels. At 10 Hit Dice, it can select advanced talents as feats.

Water Being (form)

Your companion gains a 30 feet swim speed, the ability to breathe underwater, and blindsense 15 feet (only in water). For every 2 Hit Dice, the swim speed increases by 10 feet and the blindsense increases by 5 feet.

Web Spinner (form)

Your companion gains the ability to use webs to support itself and up to one additional creature of the same size. In addition, it can throw a web up to once per minute as a standard action. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the companion. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 the companion’s Hit Dice + the companion’s Constitution modifier. Attempts to burst a web by those caught in it take a –4 penalty.

The companion can create sheets of sticky webbing in adjacent squares up to three times its size (so a Medium companion can create a sheet that is 15-foot-by-15-foot.). Doing so requires a full-round action and counts as having used its web.

Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the companion that created it and DR 5/—.

If the companion possesses a climb speed, it can move across its own web at its climb speed. While touching a web it created, the companion can pinpoint the location of any creature touching its web.

If your companion is dismissed, any webs it created immediately disappear.

Willful Companion (form)

Your companion’s Wisdom increases by 2, +1 per 2 Hit Dice. In addition, whenever your companion rolls a Will saving throw, it may roll twice and take the higher result. If it may already roll twice and take the higher result, it instead rolls three times.


Type Talents

Constructed (type)

Your companion is mechanical in its nature, whether it is a full construct or a modified biological creature. The companion gains the construct creature type. The companion gains moderate fortification and DR 2/adamantine +1 per 3 Hit Dice.

You may take this talent twice. If taken twice, your companion gains heavy fortification, DR 3/- +1 per 3 Hit Dice, and your companion no longer needs to breathe, granting it immunity to drowning, suffocation, or gas-based effects.

Fey Companion (type)

Your companion has strong ties to the Faerie. The companion gains the fey creature type. The companion gains DR 2/ cold iron +1 per 5 Hit Dice, +1 saves vs. charms and sleep +1 per 5 Hit Dice.

You may take this talent twice. If taken twice, your companion’s bonuses improve to DR 3/cold iron +1 per 3 Hit Dice, +1 saves vs. illusions and mind-affecting effects +1 per 3 Hit Dice.

Ooze Companion (type)

Your companion mimics the properties of oozes. The companion gains the ooze creature type. Your companion can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing. The companion gains moderate fortification.

You may take this talent twice for a given companion. If taken twice, your companion gains heavy fortification, and your companion can engulf creatures in its path. As a standard action, the companion may move up to its speed and attempt to engulf any creature smaller than itself that is in its path. It cannot make other attacks during a round in which it engulfs. The companion merely has to move over its opponents, affecting as many as it can cover.

Targeted creatures can make attacks of opportunity against the companion, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save (DC 10 + 1/2 Hit Dice + Strength modifier) to avoid being engulfed—on a success, they are pushed back or aside (companion’s choice) as the companion moves forward. Engulfed creatures gain the pinned condition, are in danger of suffocating, are trapped within the companion’s body until they are no longer pinned, and take slam damage from the companion each round (1d4 Medium, 1d3 Small if no slam attack is possessed). An engulfed creature may attempt to escape as if escaping a pin.

Planar Creature (type)

Your Conjuration companion is strongly tied to the alignment planes. Choose one of the following alignment groups. Your companion gains two of the options listed under that alignment group. Taking this talent a second time grants the remaining two options under that alignment.

Anarchic

  • DR 2/lawful (increasing by +1 per 5 Hit Dice)
  • Energy resistance (acid, electricity, sonic) equal to 1/2 Hit Dice
  • +1 saves vs. mind-affecting effects (increasing by +1 per 5 Hit Dice)
  • Attacks count as chaotic for the purpose of overcoming damage reduction.

Axiomatic

  • DR 2/chaotic (increasing by +1 per 5 Hit Dice)
  • DR vs. nonlethal damage equal to 1/2 Hit Dice
  • +1 saves vs. death effects (increasing by +1 per 5 Hit Dice)
  • Attacks count as lawful for the purpose of overcoming damage reduction.

Celestial

  • DR 2/evil (increasing by +1 per 5 Hit Dice)
  • Energy resistance (acid, cold, electricity) equal to 1/2 Hit Dice
  • +1 saves vs. disease (increasing by +1 per 5 Hit Dice)
  • Attacks count as good for the purpose of overcoming damage reduction.

Fiendish

  • DR 2/good (increasing by +1 per 5 Hit Dice)
  • Energy resistance (cold, fire) equal to 1/2 Hit Dice
  • +1 saves vs. poison (increasing by +1 per 5 Hit Dice)
  • Attacks count as evil for the purpose of overcoming damage reduction.

Plant Creature (type)

Your companion mimics the properties of plants. The companion gains the plant creature type. The companion gains lowlight vision and a +2 bonus on saves against paralysis, poison, polymorph, sleep, and stunning effects. This bonus increases by +1 per 2 Hit Dice.

You may take this talent twice. If taken twice, your companion gains a +2 bonus on saves against mind-affecting effects that increases by +1 per 2 Hit Dice, immunity to paralysis, poison, polymorph, sleep, and stunning effects, and no longer requires sleep.

Undead Creature (type)

Your companion mimics the properties of undead. It is healed by negative energy and harmed by positive energy. The companion gains the undead creature type. The companion also gains +2 channel resistance, as well as a +2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning. These bonuses and channel resistance increases by +1 per 2 Hit Dice.

You may take this talent twice. If taken twice, your companion gains immunity to disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning, and your companion no longer needs to breathe, granting it immunity to drowning, suffocation, or gas-based effects.


Advanced Conjuration Talents

Advanced talents are part of an optional rule and are only available with GM permission.

Call Planar Creature

Prerequisites: Conjuration sphere, caster level 1st.

You may call beings from other planes and bring them into your own. Calling a creature in this manner takes 10 minutes of focused casting and costs 2 spell points. Calling takes one of two forms: allies and hostiles. If you call a servant of an extraplanar being with which you have a strong connection (i.e., a cleric calling a servant of its god) they are considered an ally. All other creatures are considered hostiles, regardless of their disposition towards the caster. GMs have the final say in whether or not a character is capable of calling allies.

To call a target, you must choose a location within close range for them to appear, and the kind of creature to be called must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name. You may call multiple creatures with one use of this ability (up to 3 at once) but the Hit Dice of a single creature cannot exceed your MSB, while the combined Hit Dice of all creatures cannot exceed your caster level.

Allies: Allies are never hostile and do not resist, although additional payment is always expected for their services. Payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to a quest on your part that matches the creature’s alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.

A task taking up to 1 minute per caster level requires a payment of 100 gp per Hit Die of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per Hit Die. A long-term task, one requiring up to 1 day per caster level, requires a payment of 1,000 gp per Hit Die. A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift.

Few if any creatures will accept a task that seems suicidal (unlike a companion from the Conjuration sphere that simply returns to its home plane when reduced to 0 hit points, a called creature actually dies when it is killed). However, at the GM’s discretion, if the task is strongly aligned with the creature’s ethos, it may halve or even waive the payment.

If an agreement cannot be reached, the ally returns to their home plane immediately. If you are not willing to give the requested payment, but attempt to press the target into service anyway, treat the creature as hostile. Pressing a creature in this way may have a detrimental effect on any future attempts to call an allied outsider.

Hostiles: If a hostile creature is unwilling to be called, it is allowed a Will saving throw to resist. If the saving throw succeeds, the creature is not called. If the saving throw fails, the creature is immediately called (spell resistance does not keep it from being called).

When a hostile creature is called, it is rooted to a specific location within range (you can decide how much space to give it, up to a 30-foot radius). It cannot leave this area until an agreement with you has been reached. It can escape this location by successfully pitting its spell resistance against your magic skill check, by teleportation or dimensional travel, or with a successful Charisma check pitted against a DC of your MSD + your Charisma modifier. It can try each method once per day. If it breaks loose, it can do as it pleases, including fleeing, returning to its home plane, or attacking you.

If the creature does not break free of its prison, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones re-offered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to dismiss it (a free action so long as it remains trapped). Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the creature breaks free of the spell’s effect and can escape or attack you.

Once the requested service is completed, the creature need only to inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete through its own actions, the effect remains for a maximum of 1 day per caster level, and the creature gains an immediate chance to break free (with the same chance to resist as when it was trapped).

Note that a clever recipient can subvert some instructions. At the end of its task, or when the bargained duration expires, a called ally returns to its home plane (after reporting back to you, if appropriate and possible).

Diagram

Prerequisites: Conjuration sphere (Call Planar Creature), caster level 1st.

When using the Call Planar Creature advanced talent to call hostile creatures, your traps are even harder to break than usual. If you spend 10 minutes and succeed at a DC 20 Spellcraft check to prepare a summoning circle before you call a creature, that creature finds it very difficult to escape. You cannot know the result of your Spellcraft check until after the calling is performed, but you may take 20 on this check by dedicating 3 hours and 20 minutes to creating the circle.

If your check is successful, the called creature cannot use its spell resistance to attempt to escape its prison, nor use any dimensional or teleportation effects, nor can any of its abilities or attacks cross the prison’s border. When pitting its Charisma against your trap, the DC increases by 5. While a creature cannot disturb the summoning circle, if any outside force disturbs the circle (even a hair falling across it), the called creature is immediately freed.

Greater Altered Size (form)

Prerequisites: Conjuration sphere (Altered Size (form)), caster level 15th.

You may increase the size of a Huge companion to Gargantuan or a Gargantuan companion to Colossal. You may decrease the size of a Diminutive companion to Fine. This talent may be taken more than once for the same companion to enlarge the companion from Gargantuan to Colossal.

Greater Healing (form)

Prerequisites: Conjuration sphere (Natural Aspect (form) (fast healing option)), companion with 3 Hit Dice or greater.

Your companion’s fast healing increases by +1 per 3 Hit Dice.

Regenerating Companion (form)

Prerequisites: Conjuration sphere (Natural Aspect (form) (fast healing option)), caster level 10th.

Your companion’s fast healing becomes regeneration instead. Your companion is not dismissed if reduced to or below 0 hit points, nor are effects that trigger when the companion is reduced to 0 hit points (such as Explosive Companion) triggered, unless this regeneration is suppressed.

This regeneration is overcome by two of the following damage types of your choice: acid, bludgeoning, cold, electricity, fire, negative energy, piercing, positive energy, or slashing. You cannot select a damage type that your companion possesses resistance or immunity to from a permanent ability, such as a (form) or (type) talent.

Should your companion later gain resistance or immunity to the selected damage type from a permanent ability, you must select a new damage type.

Swarm Companion (form)

Prerequisites: Conjuration sphere (Altered Size (form)).

You may grant your companion the swarm subtype, with constituent members of Tiny size. Your companion’s swarm damage is 1d6 + 1d6 per 3 Hit Dice. At caster level 10th, you can reduce the swarm to Diminutive and at caster level 15th to Fine. The swarm possesses a hive mind with the mental abilities of the companion, so it may be targeted with mind affecting effects unless possessing another ability that would prevent it. The swarm loses all natural attacks, but counts its swarm damage as a natural attack for abilities that modify a natural attack, such as the poison option of the Monstrous Attacks (form) talent.

This talent cannot be applied to a companion with the Troop Companion (form) talent.

Troop Companion (form)

Prerequisites: Conjuration sphere.

You may grant your companion the troop subtype, with constituent members of a Small or Medium size. Your companion’s troop damage is 1d6 + 1d6 per 3 Hit Dice with an enhancement bonus, reach, and threatened area per the companion’s attacks (thus a companion with the Battle Companion (form) talent summoned with a reach weapon threatens as a creature of the individual’s size with a reach weapon). The troop gains no benefit from additional natural attacks, but if it possesses at least one natural attack may count its troop damage as a natural attack for abilities that modify a natural attack, such as the poison option of the Monstrous Attacks (form) talent. The companion still counts as a single creature for the purpose of being targeted by mind affecting effects.

This talent cannot be applied to a companion with the Swarm Companion (form) talent or with a size other than Medium or Small.

Vanishing Companion (form)

Prerequisites: Conjuration sphere (Camouflaged Companion (form)), caster level 10th.

Your companion may use the Stealth skill to hide even while observed.


Conjuration Sphere Feats

Note: Companion feats can be taken either by a Conjuration sphere companion or by a caster with the Conjuration sphere. If taken by the caster, the feat only applies to a single companion that qualifies for it, but may be taken multiple times. The feat may not be reassigned to a different companion for as long as the chosen companion is in your service. The effects do not stack unless noted, each time one is taken it applies to a different companion. If taken by a companion, they may only be taken once unless noted. Any caster level prerequisite must be met by the caster.

Advanced Circles

Prerequisites: Conjuration sphere (Diagram).

Benefit: When using the Diagram advanced talent, you reduce the time required to make the diagram to 1 minute, or 10 minutes if you take 20 on the Spellcraft check. Additionally, when you make a diagram with the Diagram advanced talent, you may imbue the diagram with additional effects:

If you possess the charm ability of the Mind sphere, you may cast a charm, paying the normal cost (if any), to automatically target any creature called into the circle. A charm cast this way gains a +2 bonus on its save DC and ignores the creature’s spell resistance. The duration of the charm does not begin to expire until the called creature leaves the diagram.

If you possess the ward ability of the Protection sphere, you may integrate a barrier into your circle, paying 1 spell point plus any additional cost for improving the ward. Doing so prevents the circle from being broken until you choose to end the ward or the barrier is destroyed.

Armory (Companion)

Prerequisites: Conjuration sphere (Battle Creature (form)).

Benefit: A companion that possesses the Battle Creature (form) talent appears with one additional weapon, +1 per 4 caster levels. These weapons function like the original ones.

Companion Concentration (Companion)

Prerequisite: Conjuration sphere.

Benefit: When you choose to concentrate on a sphere effect, as a swift action you may pass concentration on that sphere effect to your companion within close range (based on your Conjuration caster level). You must have line of effect to the companion to do so. As long as the companion remains within close range, you may resume concentrating on the effect at any time as a swift action. A companion may not concentrate to maintain the effect that summoned it, nor on any effect to which it lacks line of effect. If the companion leaves close range, it may continue to concentrate on the effect, but you may not resume concentrating on it yourself. A mindless companion may not assume concentration of a sphere effect. Treat the companion’s Hit Dice as levels in a caster class for determining its bonus on concentration checks. If the companion does not have a casting ability modifier, use its Charisma to determine its concentration check bonus.

Destructive Companion (Dual Sphere)

Prerequisites: Conjuration sphere (Explosive Companion (form)), Destruction sphere.

Benefit: When you summon a companion that possesses the Explosive Companion (form) talent, you may apply a single (blast type) talent that you possess to that companion. When the explosive companion detonates, it uses the die size and damage type of the (blast type) talent and applies its additional effects as if it were a destructive blast. Any additional spell point costs associated with the chosen (blast type) talent must be paid as part of casting summon.

Exceptional Ally (Dual Sphere)

Prerequisites: Conjuration sphere, Enhancement sphere (at least one (enhance) talent).

Benefit: Whenever you summon a companion, you may spend one spell point to enhance them as part of the same standard action. If you do so, the enhancement lasts for the full duration of the summoning effect.

Focusing Direction

Prerequisite: Conjuration sphere.

Benefit: You may spend a swift action to empower a Conjuration sphere companion within close range, enabling it to touch creatures warded with the appropriate protection from (alignment) spell, the Hallow word of the Fate sphere, and similar effects until the start of your next turn. You may instead affect a number of companions equal to your casting ability modifier with a move action.

If directing a companion with the puppet companion archetype, you may apply the benefits of this feat to that companion as part of directing that companion with a move, standard, or full-round action.

Formed Construct (Dual Sphere)

Prerequisites: Blood sphere (Extract Blood Construct), Conjuration sphere.

Benefit: When you create a blood construct, you grant it one (form) talent from the Conjuration sphere that you possess.

Greater Earth Creature (Companion)

Prerequisites: Conjuration sphere (Earth Creature (form)), caster level 5th.

Benefit: Your companion gains the earth glide ability.

Earth Glide (Ex): When the creature burrows, it can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell or the Forge Earth ability of the Nature spherecast on an area containing the burrowing creature flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

Greater Link

Prerequisites: Conjuration sphere (Link).

Benefit: You may choose to receive full sensory input from one of your companions. This requires a full-round action and renders you flat-footed until the start of your next turn. You do not benefit from any magical effects you are under nor any extraordinary senses you possess, but do benefit from effects and extraordinary senses your companion possesses. You use your own Perception modifier for any Perception checks made while receiving sensory input this way. Your companion’s senses are not inhibited by this ability. This full-round action counts as concentrating on the summon. spell point cost of the ability.

Heroic Companion

Prerequisite: Beastmastery sphere, Conjuration sphere, animal companion, familiar, or eidolon.

Benefit: Your animal companion, animal allies, familiar, eidolon, and Conjuration companions can spend your hero points as if they were their own.

Homogenous Companions [BaP]

Prerequisites: Conjuration sphere (Extra Companion, any (form) or (type) talent).

Benefit: Choose one (form) or (type) talent one of your Conjuration sphere companions possesses that was not granted by a companion archetype or the free (form) or (type) talent granted to a companion when you first gain a companion. Your other companions gain the benefits of that talent if they are eligible. If any of your companions would not be eligible for the chosen talent, such as choosing a (type) talent where a companion already possesses a (type) talent, those companions do not gain any benefits until they become eligible.

Whenever you rest and regain spell points, you may change the (form) or (type) talent chosen for this feat and apply the benefits of that talent to each eligible Conjuration sphere companion.

Special: This feat can be taken once at 1st level, and again at 10th and 20th.

Invisible Friend (Dual Sphere)

Prerequisites: Illusion sphere (Suppression (glamer)), Conjuration sphere (Shadow Creature (form)).

Benefit: When maintaining a companion with the Shadow Creature talent via concentration, it gains the benefits of the Invisibility glamer from the Suppression talent.

As a free action, you may spend a spell point to allow your shadow companion to fully manifest itself. Your companion loses the Shadow Creature talent and gains one other (form) talent of your choosing in its place for one minute per caster level.

Hungry (Combat, Companion)

Prerequisites: Ravenous Companion, caster level 10th.

Benefit: When your companion is grappling a creature, it may attempt to use its swallow whole ability as a free action. It gains a +2 competence bonus to CMB and CMD to make and resist grapple checks relating to the swallow whole ability.

Linked Equipment

Prerequisite: Conjuration sphere.

Benefit: When you summon a Conjuration sphere companion, you may select any number of magic items occupying magic item slots on your body, losing the benefit of those magic items and applying them to the companion for the duration of the summon. Only one companion can benefit from this ability at one time; assigning the bonus to a newly summoned companion ends its effects for any previously summoned companion.

You regain the benefits of the selected items when the summon ends. You still count as possessing the item for the purpose of items that require an attunement period. You may not assign cursed items to the companion.

Manifestation (Companion)

Prerequisites: Conjuration sphere (Shadow Creature (form)).

Benefit: Your companion may manifest itself as a move action. While manifested, your companion takes full damage from attacks and magic originating from corporeal creatures and deals full damage with its attacks and magic against corporeal creatures. This does not affect your companion’s ability to deal damage to and receive damage from incorporeal creatures. Your companion may end this effect as a move action.

Mind Over Manners

Prerequisites: Conjuration sphere (Call Planar Creature).

Benefit: You may use your casting ability modifier in place of your Charisma modifier when determining the DCs for Charisma checks made by called creatures and for attempting opposed Charisma checks against called creatures when using the Call Planar Creature advanced talent.

Spell Channel (Companion) [Apoc]

Source: Spheres Apocrypha: Cohorts & Companions

Prerequisites: Conjuration sphere (Spell Conduit).

Benefit: Your ability to channel spells through your companion is expanded. While your companion is within range of your Spell Conduit ability, you can treat it as the point of origin for any spell that you cast.

Variable Armaments (Companion)

Prerequisites: Conjuration sphere (Battle Creature (form) or Shield Bearer (form)), companion with 6 or more Hit Dice.

Benefit: A companion that possesses Battle Creature or Shield Bearer may substitute the enhancement bonus to its weapons and shields granted by those talents for weapon and shield special abilities available per the armorist bound equipment table. The weapon or shield must maintain at least a +1 enhancement bonus. Changing the selected special abilities requires an 8 hour ritual.

Variable Size (Companion)

Prerequisites: Conjuration sphere (Altered Size (form)).

Benefit: As a standard action, you may suppress your companion’s Altered Size talent and Greater Altered Size advanced talent. The talent remains suppressed until you end this effect as a free action. Your companion must be within close range to begin or end this effect.

Venomous Blood (Companion)

Prerequisites: Conjuration sphere (Monstrous Attacks (form) with poison option).

Benefit: Any creature that confirms a critical hit against your companion with a piercing or slashing melee weapon is sprayed with its poison (treat the poison as a contact poison for this application). Melee weapons with reach do not endanger their users in this way.

Additionally, your companion can apply its poison to a weapon or natural attack by dipping it in its own blood as a swift action. This requires dealing 1d4 damage to itself as part of the swift action unless the companion suffers from an ongoing bleed effect or is below half its maximum hit points.

Venomous Focus (Companion)

Prerequisites: Conjuration sphere (Monstrous Attacks (form) with poison option).

Benefit: Your companion gains a +1 bonus to the DC of its poison, increasing by +1 at 5 Hit Dice and every 5 Hit Dice thereafter, and the cure now requires an additional save.

Venomous Spit (Companion)

Prerequisites: Conjuration sphere (Monstrous Attacks (form) with poison option).

Benefit: Your companion may spit its poison as a ranged touch attack with a range of 20 feet. Treat the poison as a contact poison for this feat.

Watchful Companion (Companion)

Prerequisites: Conjuration sphere (Greater Summoning, Lingering Companion (form)).

Benefit: When summoned for 1 day, your companion does not disappear when you rest to regain spell points. When the 1 day duration is complete, you may pay the summoning cost again even when unconscious to renew the duration of the summon without your companion disappearing. Your companion may choose to wake you up as a free action as long as it is within long range.

Web Exemplar (Companion)

Prerequisites: Conjuration sphere (Web Spinner (form)).

Benefit: Your companion may use its web ability a number of times per minute equal to its Constitution modifier.

Additionally, as a full-round action, your companion may render a creature that is entangled by its web and within its reach helpless. Such a creature counts as being tied up, increasing the DC to escape to 20 + 1/2 of the companion’s Hit Dice + Constitution modifier. The helpless creature may still attempt Strength and Escape Artist checks to free themselves as normal.


Conjuration-Focused Archetypes

Alter-Ego

The Alter-Ego is an archetype for the Vigilante that allows them to swap places with a summoned entity.

Awakener

The Awakener is an archetype for the Armiger that allows them to call up the spirits of their weapons. (Requires Spheres of Might)

Knight-Summoner

The Knight-Summoner is an archetype for the Mageknight that allows them to call forth a mount, whether it's a celestial horse, a mechanical platform, or a beast from the depths of the world.

Pact Master

The Pact Master is an archetype for the Thaumaturge that trades normal casting power for the ability to summon and gain power from other companions. Combos well with the spirit ideas of Pact Magic.

Twinsoul Elementalist

The Twinsoul Elementalist is an Elementalist that creates and commands a splinter of themselves that manifests as elemental power.

Void Wielder

The Void Wielder is an Armorist that siphons the very souls of their enemies, then calls them forth to do battle.


Wild Magic

Wild Magic Generator

Wild Magic Table

d100 Result
1 (Combat) The caster is stunned for 1 round.
2 For the duration of the effect, the summoned or called creature gains resistance to electricity equal to your caster level. This stacks with any resistance it already possesses.
3 For the duration of the effect, all the summoned or called creature’s natural attacks have their damage die size increased one step.
4 The summoned or called creature is one size smaller than normal, per the Altered Size (form) talent, to a minimum size of Fine. This may decrease the companions size beyond the limits of Altered Size, granting an additional -2 Strength and +2 Dexterity per additional size category.
5 The caster is fatigued.
6 The summoned or called creature appears with its Hit Dice minimized (1 hit point per Hit Die before Constitution and other bonuses).
7 For the duration of the effect, the summoned or called creature gains vulnerability to cold.
8 Effect receives a -4 penalty to caster level (minimum 1). This penalty may decrease your companion’s Hit Dice.
9 For the duration of the effect, the summoned or called creature leaves a trail of foul smelling slime. This slime persists until washed away or otherwise cleansed.
10 The summoned or called creature is distrustful of the caster and attempts to resist any effects the caster uses on it and does not benefit from flanking or aid another bonuses from the caster.
11 For the duration of the effect, all effects dependent on alignment treat the summoned or called creature as if it had no alignment subtypes and a true neutral alignment.
12 The summoned or called creature is one size larger than normal, per the Altered Size (form) talent, to a maximum size of Colossal. This may increase the creature’s size beyond the limits of Altered Size, granting an additional +4 Strength, -2 Dexterity, and +2 Constitution per additional size category.
13 For the duration of the effect,the first time each round that the summoned or called creature received damage from any source, it must succeed on a Fortitude save with a DC equal to the damage dealt or be banished. The creature may be summoned or called again as normal.
14 (Combat) The summoned or called creature becomes staggered for 1 round per caster level.
15 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
16 The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
17 For the duration of the effect, the summoned or called creature is invisible to the caster.
18 The summoned or called creature is mindless (Intelligence -) until banished, dismissed, or slain.
19 (Combat) The summoned or called creature becomes shaken for 1 round per caster level.
20 Effect receives a +2 bonus to caster level. This bonus may increase your companion’s Hit Dice.
21 The casting time increases by 1 step.
22 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
23 The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
24 For the duration of the effect, the summoned or called creature is completely undetectable by the caster.
25 For each summoned or called creature, a duplicate creature also appears, identical to original. The second creature is uncontrollably violent toward the first and attacks immediately and implacably.
26 Roll again on the Universal wild magic table.
27 Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
28 The effect fails and the action is lost. Spell points or spell slots are not lost.
29 The summoned or called creature gains regeneration 1/ fire or acid. This stacks with any regeneration it may already possess.
30 For the duration of the effect, the summoned or called creature gains vulnerability to nonlethal damage.
31 For the duration of the effect, the summoned or called creature is staggered for 1 round any time it received damage.
32 For the duration of the effect, all effects dependent on alignment treat the summoned or called creature as if it had alignment subtypes and alignment opposed to its actual alignment (choose randomly for true neutral creatures).
33 For the duration of the effect, the summoned or called creature may roll twice and take the better result on any save to prevent being dismissed or banished. If an effect that would dismiss or banish the creature does not normally allow a save, the creature may attempt a save to negate the effect.
34 The summoned or called creature is two sizes larger than normal, per the Altered Size (form) talent, to a maximum size of Colossal. This may increase the creature’s size beyond the limits of Altered Size, granting an additional +4 Strength, -2 Dexterity, and +2 Constitution per additional size category.
35 For the duration of the effect, the summoned or called creature gains vulnerability to sonic.
36 For the duration of the effect, the summoned or called creature is deaf.
37 The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
38 The summoned or called creature gains fast healing 1 + 1 per 5 CL. This stacks with any fast healing it may already possess.
39 (Combat) The caster is dazed for 1 round.
40 For the duration of the effect, the summoned or called creature gains resistance to sonic equal to your caster level. This stacks with any resistance it already possesses.
41 The caster is merged with the summoned or called creature for 10 minutes per caster level. The summoned or called creature retains all mental ability scores, feats, base saving throw bonuses, and casting ability but uses the physical body (including physical ability scores, extraordinary abilities, hit points, and all abilities derived from race) of the caster. The caster does not retain any feats or casting ability he would have and the companion does not retain any abilities derived from physical form (natural attacks, breath weapons, fast healing, regeneration, etc.). The caster issue mental instructions to the summoned or called creature, but has no direct control.
42 For the duration of the effect, the summoned or called creature is confused for 1 round any time it received damage.
43 The summoned or called creature automatically deals nonlethal damage with all attacks, abilities, and sphere effects for the duration of the summon.
44 The summoned or called creature arrives in the chosen space 1 hour after the effect is cast. If the caster attempts to summon or call the same creature again during this time, the casting fails.
45 The summoned or called creature and the caster are empathically linked, splitting all damage either receives evenly between them regardless of distance. Apply the target’s damage reduction, immunity, and resistance prior to splitting the damage. The transferred damage bypasses all damage reduction, resistance, and immunity.
46 For the duration of the effect, the summoned or called creature cannot regain hit points or have ability damage, ability drain, or negative levels removed by any means.
47 For the duration of the effect, the summoned or called creature laughs loudly almost incessantly, making Stealth impossible and imposing a -2 penalty on all concentration checks made within 30 feet.
48 The creature closest to the caster must succeed on a Will save or be merged with the summoned or called creature for 10 minutes per caster level. The summoned or called creature retains all mental ability scores, feats, base saving throw bonuses, and casting ability but uses the physical body (including physical ability scores, extraordinary abilities, hit points, and all abilities derived from race) of the affected creature. The affected creature does not retain any feats or casting ability he would have and the companion does not retain any abilities derived from physical form (natural attacks, breath weapons, fast healing, regeneration, etc.). The summoned or called creature acts as normal.
49 An outsider of an alignment opposed to the caster’s (for true neutral, LG, CG, LE, or CE is randomly selected) of the GM’s choosing is called per the Summoning advanced talent, appearing adjacent to the caster. This creature has HD equal to the maximum possible for that talent and is not bound or controlled in any way.
50 The summoned or called creature appears with its Hit Dice maximized.
51 Any time the chosen summoned or called creature is summoned or called for the next 1 hour per caster level, it is illusory, allowing a Will save for half damage against on all damaging effects and a Will save to negate all non-damaging effects originating from it.
52 The caster is merged with the summoned or called creature for 10 minutes per caster level. The caster retains all mental ability scores, feats, base saving throw bonuses, and class abilities but uses the physical body (including physical ability scores, extraordinary abilities, hit points, and all abilities derived from (form) talents) of the summoned or called creature. The summoned or called creature does not retain any feats or casting ability it would have and the caster does not retain any extraordinary or supernatural abilities derived from race, template, or other sources other than classes and feats.
53 The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
54 For the duration of the effect, the summoned or called creature gains resistance to acid equal to your caster level. This stacks with any resistance it already possesses.
55 The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
56 The caster disappears to the native plane of the summoned or called creature for 10 minutes per caster level or until the summoned or called creature is dispelled, banished, or slain. The triggering effect does not require concentration for this time. The caster returns unharmed at the end of this period, though he continues to subject to all on-going effects and such effects continue to expend duration as normal. The caster can in no way act or be targeted by any effect during this time.
57 The summoned or called creature and the caster are empathically linked. Any time the caster receives damage, the summoned or called creature takes half that amount of nonlethal damage regardless of distance. Apply the target’s damage reduction, immunity, and resistance prior to splitting the damage. The transferred damage bypasses all damage reduction, resistance, and immunity.
58 (Combat) The summoned or called creature becomes confused for 1 round per caster level.
59 The effect fails and the action is lost. Spell points or spell slots are lost.
60 For 10 minutes per caster level, all calling, summoning, and teleportation effects within long range of the caster automatically fail, wasting any spell points, spell slots, and actions used to cast them.
61 For the duration of the effect, the summoned or called creature gains vulnerability to acid.
62 One time during the effect, as a free action the summoned or called creature may take a standard action.
63 For the duration of the effect, the summoned or called creature is completely undetectable by the caster’s allies. The caster is unaffected.
64 The summoned or called creature refuses to remain in any space not adjacent to the caster.
65 The summoned or called creature appears without any (form) talents, evolutions, or the benefits of any feats than improve the caster’s summons.
66 For the duration of the effect, any creature targeted by an attack originating from the summoned or called creature may succeed on a Will save to negate the attack.
67 For each summoned or called creature, a duplicate creature also appears, identical to the original. The second creature is apathetic to both the caster and the original creature and wanders away to spend the duration of the effect performing a harmless activity such as gathering flowers or sweeping the floor in a nearby building.
68 For each summoned or called creature, a duplicate creature also appears, identical to the original. Each creature has half their normal maximum hit points. Both react to the caster as normal.
69 A swarm of butterflies appears in the summoned or called creature’s square and follows it until slain. This is a Diminutive swarm with 1 hit point per caster level, 30 ft. (perfect) fly speed, AC equal to caster level, all saves equal to caster level/2, no swarm damage, and a distraction DC equal to the effect’s DC.
70 (Combat) The summoned or called creature is dazed for 1 round the first time it receives damage.
71 A small elemental is called adjacent to the caster. This elemental is hostile to the caster and his allies. The size of this elemental increases with caster level: CL 5 - medium, CL 10 - large, CL 15 - huge, CL 20 - elder. Roll 1d4 to determine the elemental type, 1 - air, 2 - earth, 3 - fire, 4 - water.
72 A rift appears adjacent to the caster, opening a portal to a plane of the GM’s choice (the denizens of the chosen plane should be naturally hostile to the caster). One creature of the GM’s choice native to the selected plane with a CR not exceeding caster level appears out of the rift each round for a 1d6 rounds and attacks the caster and his allies.
73 The casting time increases by 2 steps.
74 (Combat) All summoned creatures within long range of the caster must succeed on a Will save or be dismissed.
75 An outsider of an alignment matching the caster’s of the GM’s choosing is called per the Summoning advanced talent, appearing adjacent to the caster. This creature has Hit Dice equal to the maximum possible for that talent and is not bound or controlled in any way.
76 One imp, lantern archon, mephit (any type), or quasit (GM’s choice, should be naturally hostile to caster) per caster level is called and appears within close range of the caster. These creatures are not controlled and act according to their natures.
77 (Combat) The caster is nauseated for 1 round.
78 For the duration of the effect, the summoned or called creature gains resistance to fire equal to your caster level. This stacks with any resistance it already possesses.
79 For the duration of the effect, the summoned or called creature glows brightly (per the glow ability of the Light sphere). This counts as a glow originating from the caster.
80 The caster loses access to this sphere for 1d6 rounds.
81 For the duration of the effect, the summoned or called creature gains resistance to cold equal to your caster level. This stacks with any resistance it already possesses.
82 The casting time decreases by 1 step.
83 The casting time decreases by 2 steps.
84 The caster is exhausted.
85 The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
86 A small elemental is called adjacent to the caster. This elemental is hostile to all creatures and attacks the nearest to the best of its ability. The size of this elemental increases with caster level: CL 5 - medium, CL 10 - large, CL 15 - huge, CL 20 - elder. Roll 1d4 to determine the elemental type, 1 - air, 2 - earth, 3 - fire, 4 - water.
87 For the duration of the effect, the summoned or called creature loses 1 hit point per round. This cannot reduce the creature below 1 hit point.
88 The summoned or called creature refuses to remain in any space not adjacent to an ally of the caster chosen randomly at the time the effect is cast.
89 For the duration of the effect, the summoned or called creature gains alignment subtypes for all alignments.
90 Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
91 The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
92 For the duration of the effect, the summoned or called creature gains vulnerability to fire.
93 For the duration of the effect, the summoned or called creature is invisible to the caster’s allies. The caster is unaffected.
94 For the duration of the effect, the summoned or called creature gains vulnerability to electricity.
95 The summoned or called creature is two sizes smaller than normal, per the Altered Size (form) talent, to a minimum size of Fine. This may decrease the companions size beyond the limits of Altered Size, granting an additional -2 Strength and +2 Dexterity per additional size category.
96 The creature closest to the caster must succeed on a Will save or be merged with the summoned or called creature for 10 minutes per caster level. The affected creature retains all mental ability scores, feats, base saving throw bonuses, and class abilities but uses the physical body (including physical ability scores, extraordinary abilities, hit points, and all abilities derived from (form) talents) of the summoned or called creature. The summoned or called creature does not retain any feats or casting ability it would have and the affected creature does not retain any extraordinary or supernatural abilities derived from race, template, or other sources other than classes and feats.
97 The summoned or called creature is staggered until banished, dismissed, or slain.
98 The summoned or called creature is distrustful of the caster and attempts to resist any effects the caster or the caster’s allies use on it and does not benefit from flanking or aid another bonuses from the caster or the caster’s allies.
99 The summoned or called creature and the caster are empathically linked. Any time the companion receives damage, the caster takes half that amount of nonlethal damage regardless of distance. Apply the target’s damage reduction, immunity, and resistance prior to splitting the damage. The transferred damage bypasses all damage reduction, resistance, and immunity.
100 For the duration of the effect, the summoned or called creature gains resistance to nonlethal equal to your caster level. This stacks with any resistance it already possesses.

Gamemastering

Too Many Companions

The Conjuration sphere raises concerns among many regarding both action economy overwhelming encounters and additional bodies swamping the game. While the Conjuration sphere offers interesting options for solo campaigns, letting a single character cover numerous other roles, the more standard group campaign requires different considerations.

The simplest expedient is not allowing a player to have a large number of companions summoned simultaneously. A gentleman’s agreement with the GM and other players to either not take Extra Companion frequently or to not summon more than one or two at a time is an obvious solution. Specializing your companions for different situations and only summoning them when needed, such as summoning a rogue-like companion to check for traps, then dismissing it to summon a more battle focused companion before setting an ambush, reduces the number of bodies on the field.

Another option is to allow other players to control some of the companions, keeping the other players engaged and active, investing them in the companion’s development and wellbeing. The other players could be allowed a degree of latitude to portray a unique personality for the companion, emphasizing that it is a separate intelligence rather than a mere extension of the caster. This should only be done after consulting with the other players, obviously. Be aware that this invites the other players’ input in how the companion, and by extension the caster, is built, which may be unwelcome to some players.

Keep It Moving

The responsibility to keep turns manageable ultimately belongs to the player. Sheets for companions should be kept ready and be well known to the player to limit sheet-searching for the proper ability. If the character possesses ways to change companions from day to day, the player should keep up-to-date sheets for any variations he or she expects to use to prevent having to make others wait while statting up a new companion. Expedients such as rolling multiple different colored dice, using dice rolling software, or otherwise speeding rolls can also prove conducive to shorter turns with multiple creatures.

Summoning and Calling

The base summon ability has the [summoning] descriptor, and as such a Conjuration sphere companion cannot touch creatures warded with the appropriate protection from (alignment) spell, the Hallow word of the Fate sphere, and similar effects. This limitation bars the companion from striking a creature so warded with any weapons that the companion gains from Conjuration sphere talents. A Conjuration sphere companion is sent home by dispel magic, the Counterspell feat, and similar effects, though may be re-summoned as if the duration of the summon had ended, incurring the normal cost and casting time. If the companion is dismissed, dispelled, or slain, any spells or sphere effects it cast expire immediately (per the summoning descriptor). A Conjuration sphere companion winks out if they enter an antimagic field or similar effect. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the summon.

If an antimagic field spell, Spell Ward ward from the Protection sphere, or similar effect is cast in an area occupied by a Conjuration sphere companion that has spell resistance, the caster must make a MSB check against the companion’s spell resistance to make it wink out. Natural and weapon attacks originating from Conjuration sphere companions are not normally subject to spell resistance.

The Summoning advanced talent, despite its name, has the [calling] descriptor. Thus creatures brought with this talent actually die when they are killed; they do not disappear and reform. Additionally, they may attack creatures warded with the appropriate protection from (alignment) spell, the Hallow word of the Fate sphere, and similar effects normally, can enter antimagic fields and similar effects, and can’t be dispelled.

Companion Details

Similar to a summoner’s eidolon, a Conjuration sphere companion does not gain the normal skill points, weapon proficiencies, or darkvision trait normally granted by the outsider type. Companions act on their own initiative count unless otherwise noted.

There is no limit on the alignment of a Conjuration sphere companion relative to the alignment of the caster, though if the companion possesses a non-neutral alignment the summon ability gains spell descriptors matching its alignment.

A companion that disappears due to being reduced to 0 hit points does not benefit from fast healing, regeneration, or other similar effects until such a time as the caster can summon it again normally (usually after the caster rests for 8 hours to regain spell points). Ongoing effects continue to have effect and expend duration while a companion is not summoned. Ability damage, ability drain, and other effects persist while the companion is not summoned.

Should a companion be slain by Constitution drain, negative levels, or other similar effects, it may be summoned after resting to regain spell points as usual, with the penalty reduced by the minimum value required to allow the companion to be alive.

The Magical Companion (form) talent does not grant the two free bonus talents for possessing the casting class feature.

Roleplaying a Companion

Conjuration sphere companions are normally directly under the player’s control. They obey commands, even if the commands would obviously cause the companion harm, as the worst that can happen is that they vanish to be re-summoned another time. However, the GM may choose to have the companion refuse orders that needlessly cause the companion to suffer, such as ordering it to stand in the campfire (without fire resistance) for no reason. Consistent abuse and being forced to act outside of its desires could, however, lead some companions to breaking their link with the caster. If this were to happen, the caster can form a link with a new companion after resting, transferring (form) talents as appropriate (or retraining them to suit, with GM permission).

If the player wishes the relationship between the caster and companion to be coerced or antagonistic, consider having the companion be controlled by the GM, giving the companion more freedom to argue and interpret its orders in ways favorable to its views. Such a relationship can be especially interesting when the caster and companion have significantly opposed views. This should be discussed and agreed upon before such an independent companion is obtained.

The process of forming a bond with a Conjuration sphere companion is intentionally left vague. While some companions resemble denizens of the planes, others may be less concrete in their origin. Ghosts, vestiges of cosmic powers, unformed spiritual energy, and the sheer will of the caster can all be valid sources of a companion, each offering differing methods to form a bond. Creatures tied to alignment planes may consent to the bond to increase their patron’s influence in the world or to guide the caster toward their alignment and goals, potentially leaving once they feel their goals are sufficiently advanced or that the caster has gone beyond the limits of what they are willing to assist with. More ephemeral sources may simply seek an opportunity to exist in the material world, freely copying their summoner’s outlook and ends for the joy of existing. Others may seek out casters whose goals align with their own to aid them, whether for grand cosmic purpose or simple revenge. Companions with a single definite purpose may wish to end the connection once the purpose is served, though they could easily see staying with their (usually mortal) summoner for longer out of obligation or fondness.


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Tempestarii
Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Implements Marvelous Items Scrolls Spell Engines
Fabled Items Talent Crystals
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Drawback Extra General
Item Creation Metamagic Necrosis Protokinesis
Proxy Racial Ritual Squadron
Surreal Teamwork Theurge Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Destruction ApocryphaU Light ApocryphaU
Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU Nature (M/P/W) ApocryphaU
Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU The Bear Sphere The Blood SphereU Blood and Portents
Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU Initiate's Handbook
Items of PowerU The Jester's Handbook Mythic Spheres of Power The Technomancy Sphere
Treasures of the Spheres The Wraith ClassU Wild Magic Woodfaring Adventures
Worlds of Power The Youxia's Handbook

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.