Conjure Spell Component

Effect

5th Edition
You teleport desired items directly to your hand. The objects must be naturally occurring components for spells you know, and they must be within the range of this spell. The components also must be items commonly found in the area, such as a twig, feather, firefly, or a bit of beeswax in a forest.   If the components lie greater than 10 feet under the caster, such as being underground or at the bottom of a deep lake, they cannot be conjured.   This spell can conjure a component worth up to 10 gp, but cannot conjure manmade or altered items (coins, jewelry, cut or crushed gems, mirrors, etc.) nor items taken from someone else's possession.   A single casting of this spell can summon up to three components, which may be the same component or different components.   Attempts to conjure pieces of a living being (such as bat fur) produces unpredictable results, rolled by the GM on the following table:
1d10Result
1-3Desired component appears.
4-6Component does not appear.
7-9Creature it teleported to the caster.
10Caster is teleported to the creature.
Only Animals with Intelligence less than 5 can be affected by this spell in this way.   At Higher Levels. When you cast this spell using a higher level spell slot, increase the value of the potential spell components conjured by 15 gp for each spell level above its base level.
 

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Spell Descriptors
Summoning
2nd Edition
Level
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School
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Range
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Save
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Duration
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Components
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AoE
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Casting Time
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3.5th Edition
Level
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Components
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Casting Time
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Range
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Effect
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Duration
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Saving Throw
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Spell Resistance
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4th Edition

 
5th Edition
Level
Wizard 1
Casting Time
1 Bonus Action
Range
1 Mile
Components
V, S
Duration
Instantaneous

 
Pathfinder 2e
Tags
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Traditions
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Cast
Range
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Defense
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