luckywp-table-of-contents
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action or later. Please see Debugging in WordPress for more information. (This message was added in version 6.7.0.) in /home/bestkeca/creaturecollege.com/wp-includes/functions.php on line 6114The art of summoning. The Conjuration School of Magic focuses on the transportation of objects or beings from one place to another. This is will cover some of the most useful conjuration spells in the base player\u2019s handbook.<\/p>\n\n\n\n
Acid Splash is a powerful base-level attack spell<\/a> that inflicts 1d6 acid damage on a target and an additional 1d6 damage to another target within 5 feet of it. <\/p>\n\n\n\n The damage output is decent, and the spell’s range is impressive, at 60 feet. It is one of the few cantrips that has an area of effect damage. As a bonus, you can ask your DM if you can collect the conjured acid in vials to keep for later use.<\/p>\n\n\n\n Mage Hand is a useful cantrip that allows you to interact with objects at a distance. The spell creates a spectral floating hand that the caster can move up to 30 feet. The hand cannot attack or interact with magical items, and it can only carry objects weighing up to 10 pounds. <\/p>\n\n\n\n However, it can be used to open doors, carry torches, pour out contents, and trigger traps from a safe distance. As an attack, the caster can use mage hand to hold a bottle of oil or acid and have another party member shatter it. <\/p>\n\n\n\n Additionally, mage hand can increase the caster’s throwing distance. If a caster throws an object 30 feet, then a mage hand that throws an object at the same range can extend the throwing distance.<\/p>\n\n\n\n Find Familiar is an incredibly useful spell that grants the caster a familiar that is classified as a fey, celestial, or fiend. The creature takes the form of an animal that the caster can choose, ranging from aquatic animals to flying animals to tiny land animals. Additional forms can be chosen at the DM’s discretion. <\/p>\n\n\n\n Although having an obedient animal companion is cute on its own, the real benefit of this spell comes from its reconnaissance abilities. The caster can communicate with the familiar telepathically, and as an action, they can see and hear through the familiar’s senses up to a distance of 100 feet. <\/p>\n\n\n\n Another added bonus of this spell is that it is essentially permanent; once the spell is cast, the familiar stays until it is dismissed by the caster or taken down to 0 hit points. As an action, the caster can also dismiss the familiar to a pocket dimension and re-summon it to a space within 30 feet of them. This allows the caster to recall the familiar should the reconnaissance reach a dead end or if the familiar’s life is threatened and start over.<\/p>\n\n\n\n Although a caster can only have one familiar at a time, casting the spell again will allow them to change the form of the familiar, making them adaptable to the situation at hand. For example, an adventure on the seas could benefit from a familiar that can swim and exist on land, like an octopus. Need to view the landscape from the skies? Take the form of a hawk or an eagle. <\/a>Maybe the situation calls for echolocation? A bat or dolphin could help with that. <\/p>\n\n\n\n On top of all this, the caster can also cast touch spells through the familiar as if they were touching the target. This gives the caster a touch range of 100 feet and offers a lot of defensive and offensive capabilities. If the infiltration turns sour, a distant invisibility could let the rogue get out faster and safer than on their own.<\/p>\n\n\n\n17. Mage Hand – Cantrip<\/h2>\n\n\n\n
16. Find Familiar – Level One Ritual<\/h2>\n\n\n\n
Reconnaissance Abilities<\/h3>\n\n\n\n
Permanent Familiar<\/h3>\n\n\n\n
Adaptable Familiar<\/h3>\n\n\n\n
Offensive and Defensive Capabilities<\/h3>\n\n\n\n