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An '''Conjurer''' is a form of Specialist [[Wizard]] in [[Dungeons & Dragons]]. As their name suggests, these wizards focus their attention on the magic school of ''Conjuration'', the art of calling forth beings from other [[plane]]s to serve their bidding. These are minion-master wizards, and one of the styles traditionally most hated by DMs and other players alike; not only can their personal army of summoned goons make combat go on for ages, but their ability to command the magical powers of the creatures they summon makes them hugely overpowered. A classic example is the Conjurer summoning a creature that can then summon other creatures, leading to an exponential increase in minions - and this is one of the ''lesser'' ways they can abuse its potential.
An '''Conjurer''' is a form of Specialist [[Wizard]] in [[Dungeons & Dragons]]. As their name suggests, these wizards focus their attention on the magic school of ''Conjuration'', the art of calling forth beings from other [[plane]]s to serve their bidding. These are minion-master wizards, and one of the styles traditionally most hated by DMs and other players alike; not only can their personal army of summoned goons make combat go on for ages, but their ability to command the magical powers of the creatures they summon makes them hugely overpowered. A classic example is the Conjurer summoning a creature that can then summon other creatures, leading to an exponential increase in minions - and this is one of the ''lesser'' ways they can abuse its potential.


In a way, the conjurer of [[Advanced Dungeons & Dragons]] was a precursor to the [[CoDZilla]] of 3e. Summoned monsters, even at low levels, made the [[fighter]] feel superfluous, and then when the conjurer grew strong enough to call up creatures that could cast their own buffs, they could essentially run the game all by themselves.
In a way, the conjurer of [[Advanced Dungeons & Dragons]] was a precursor to the [[CoDzilla]] of 3e. Summoned monsters, even at low levels, made the [[fighter]] feel superfluous, and then when the conjurer grew strong enough to call up creatures that could cast their own buffs, they could essentially run the game all by themselves.


The conjurer archetype is so strong that [[Pathfinder]] actually created an entirely new class, the [[Summoner]], to be a more "balanced" version of the conjurer by cutting away pretty much all of the [[wizard]] spells that weren't conjuration spells.
The conjurer archetype is so strong that [[Pathfinder]] actually created an entirely new class, the [[Summoner]], to be a more "balanced" version of the conjurer by cutting away pretty much all of the [[wizard]] spells that weren't conjuration spells.

Revision as of 19:53, 26 June 2018

An Conjurer is a form of Specialist Wizard in Dungeons & Dragons. As their name suggests, these wizards focus their attention on the magic school of Conjuration, the art of calling forth beings from other planes to serve their bidding. These are minion-master wizards, and one of the styles traditionally most hated by DMs and other players alike; not only can their personal army of summoned goons make combat go on for ages, but their ability to command the magical powers of the creatures they summon makes them hugely overpowered. A classic example is the Conjurer summoning a creature that can then summon other creatures, leading to an exponential increase in minions - and this is one of the lesser ways they can abuse its potential.

In a way, the conjurer of Advanced Dungeons & Dragons was a precursor to the CoDzilla of 3e. Summoned monsters, even at low levels, made the fighter feel superfluous, and then when the conjurer grew strong enough to call up creatures that could cast their own buffs, they could essentially run the game all by themselves.

The conjurer archetype is so strong that Pathfinder actually created an entirely new class, the Summoner, to be a more "balanced" version of the conjurer by cutting away pretty much all of the wizard spells that weren't conjuration spells.

Ironically, Conjurers are the only specialists other than Necromancers who seem to get generally perceived as evil, mostly because of the cultural archetype has them summoning fiends from the Lower Planes. In fact, Advanced Dungeons & Dragons 2nd edition had a Necromancer kit called the "Undead Master" who strove to be an archetypical "pulp style" Evil Wizard by basically being a triple-classed Conjurer/Enchanter/Necromancer.

5th Edition's Arcane Tradition

Conjurers, as you might expect, focus on buffing up their conjuring skills. Minor Conjuration (level 2) lets them immediately conjure up any small item they need whenever they want. Benign Transposition (level 6) lets the conjurer teleport 30 feet or tele-trade places with a creature of their choice within that distance; this can normally only be done once per day, but a Conjuration spell lets them refresh that timer automatically. Focused Conjuration (level 10) means they no longer need to take concentration checks as a result of taking damage, so long as they're concentrating on a Conjuration spell. Finally, the humble Durable Summons feature (level 14) grants +30 temporary hitpoints to all summoned and conjured creatures.