As a Conjurer, you call upon the elements in battle. The first grimoire you pick will be baseline, the subsequent ones will take up a medium item slot in your backpack. At LVL5 you can pick a 2nd grimoire, a 3rd one at LVL10 and the 4th and final one at LVL15. This is entirely optional and you can chose to focus on a single school of magic. Doing so will increase its damage every 5 LVL instead of selecting another grimoire.
The conjurer class is available to these races :
Auriel, Danaki, Margrace, Marki, Baronet, Bufonier, Reptilian
Conjurer and Arcanist cannot gain Renown with these factions :
Order of the Nameless, Triumvir of Dragonslayers
+2 ATU
Weapon Proficiency : Staff or Wand
Staff : your offensive spells deal more damage
Wand : your defensive spells are more efficient
Consult the grimoires for a list of spells.
Earth Grimoire
Focus : Diamond/Petrified Wood
Wind Grimoire
Focus : Chimes/Handfan
Fire Grimoire
Focus : Everburning Ember/Candle
Water Grimoire
Focus : Conch/Eternal Ice
~ARCANIST~
The Arcanist version of the Conjurer class is available to theses races :
Auriel, Danaki, Baronet, Bufonier
Your elemental damage turns to Cosmic.
+4 ATU
Baseline : Cosmic Grimoire
Focus : Rainbow Seedpod/Tektite
BASIC SPELLS
Starting at LVL5, all spells that deal Cosmic dmg have a chance to inflict the Refracted debuff.
Refracted : Curse. Alter reality around the target. Every time they attack, they will deal 1D4% (10% to 40%) of that dmg back to themselves.
Call Beyond
Uncanny Pulsar
Slumber Mist
Send a soporific cloud towards the enemies. All caught must do a mettle check or they will fall asleep for 4 turns.
Inescapable Nightmare
Assault a sleeping target's dreams, causing 1D10+10 Eldritch dmg. This attack has a 10% chance to add 1 more turn of Sleep for the creature. This cannot wake the target.
Telekinesis
Spell LVL9. Manipulate an object up to 50m away from you with the power of your mind. The weight of the object cannot exceed your ATUx10. Can be used to move creatures as well.
Intangible Blink
Spell LVL9. You instantly teleport 10m in the direction of your choosing. Any physical obstacle in the way will be phased through. Can also be used to instantly phase through objects less than 10m wide.
Contact the Egregore
Skill LVL9. In any area where a powerful memory lingers
(such as a place of worship, a battlefield, a torture chamber, a place
of execution, etc.) use your extrasensory ability to view such memories.
You may even come into contact with the imaginary deity of a cult made
manifest through devotion. Be wary though, as contacting an egregore
will make it aware of your presence. Most are harmless, but some
particularly malevolent ones will attach to you like a parasite. Being
haunted by an egregore will result in maddening whispers and nightmares
until you can be cleansed.
PERKS
Frenzied
You
are a dancer on the brink of Madness. When your SAN is 5 and below, gain
+5 attack. This buff remains when afflicted by Madness and stacks with
its bonuses.
Unbroken
Being afflicted by Madness will no longer result in the permanent Broken debuff.
ULTIMATE SPELLS
Unlocks at LVL10
Horror
Show
all enemies what lies beyond the veil. All non-elite creatures will
flee in terror, never to be seen again. Elite creatures must perform a
mettle check of 6+ to determine whether they flee or not. Even if they don't
flee, they must pass the next 2 turns, reeling from fear.
Grand Meteor
Call
forth an aberrant meteor onto targets, dealing 500 physical dmg
instantly + 2D10x5 eldritch dmg every turn for 5 turns to all within a 20m
radius of impact. Those at ground zero must move away as anyone who
suffers all 5 turns of eldritch dmg will die no matter how much HP they
have left.
Black Hole
Delete an entity from existence. All items and loot the target was carrying will also cease to exist.
Planar Shift
Become
intangible for 5 turns. You can still interact with the world, but
nothing can touch you. This ability can be used to avoid damage in
combat, bypass deadly traps, prevent fall damage, fake one's own death,
etc.
ULTIMATE PERKS
Unlocks at LVL10
You can only pick 1
Hollow Orbits
You pulled
your own eyeballs out and now carry them around. You can still see
quite well, gaining night vision and the Elder Eyes skill. However, you
are very distressing-looking now, and lose -8 CHA. With your eyes in
hand, focus your sight to see through walls less than 1m thick and objects such as boxes
and chests.
Witness to the End
Mettle can no longer be checked. Your sanity can no longer be depleted.