Conjuration Spells
Conjuration spells pull a creature, energy, or physical thing to your location for use. These spells are similar to evocation spells, but typically require attack rolls instead of saves.
Simplex
Create Water: Create 2 gallons of water per CL
Free Hand: Invisible hand that can move up to 5 lb of objects, trigger traps, etc. lasts up to 1 minute +1 minute per 2 CL
Advanced Simplex
Rip Darts: Summon and send blazing fast shards of metal or stone at a foe.
Level 1
Conjure Tool: Conjure a temporary mundane tool for a time
Ensnare: Slow or stop movement in an area of at least 5 ft.2 for a short time
Orb of Energy, Lesser: Throw a ball of energy at your foe for at least 1d8 energy damage
Venom Dart: Give target strength and dexterity penalties. Sleep if secondary save is failed
Level 2
Floral Artillery: Create plants that used ranged weaponry on nearby targets
Summon Inferentity Mk. I: Summon a chosen Inferentity for a time
Tagging Hand: Create a floating hand to deliver touch spells for a brief time
Level 3
Conjure Fine Tool: Summon a well-made tool that gives bonuses to a task.
Remove Poison: Remove poison from a target.
Soothing Spores: Short Description: Grow a mushroom that heals nearby allies
Level 4
Bountiful Harvest: Summon a large meal of meat, fruits, vegetables, grains, and wine; provides bonuses after eating.
Erromand's Adamant Plate: Call a sheet of adamantium to defend against attacks and spells.
Frost Wall: Create a barrier of Ice that blocks line of sight and line of effect
Lodestone: Create an area that makes life harder for those wielding metal
Orb of Energy: Ranged touch attack deals at least 1d6 damage of a selected energy type. Not subject to spell resistance
Summon Inferentity Mk. II: Summon a chosen Inferentity for a time
Trick Step: Instantly close distance and make creatures flat-footed.
Level 5
Citrus Burst: Summon a dangerous fruit that can be left to explode, or thrown. Deals corrosive damage
Flash Storm: Create an area where lightning can be rained down on selected targets.
Giant Boulder: Summon a large stone above a creature's head.
Wall of Fire: Create of wall of fire that deals heat damage to creatures on one side, and not the other.
Level 6
Ice Lance: Throw a lance of ice that deals piercing and cold damage; can pin targets
Weakening Wisteria: Grant saving throw penalties in creatures in specified squares
Level 7
Chaos Orb: Orb does large amount of mixed damage types
Greater Orb of Energy: Throw orbs of energy at the same, or multiple, targets.
Rods From the Gods: Rain metal rods into some squares. These rods deal piercing damage once per round
Summon Inferentity Mk. III: Summon a chosen Inferentity for a time
Level 8
Voiding Sphere: Conjure a deadly sphere that pulls all creatures in
Level 9
Summon Inferentity Mk. IV: Summon a chosen Inferentity for a time
Verdant Avalanche: Cover a large area in plants that buff allies and harm enemies