The Conjurer's Handbook (PFRPG) PDF

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The Conjurer’s Handbook is an expansion to the Conjuration sphere from the Spheres of Power magic system. Inside these pages you’ll find new talents, new feats, new archetypes, companion archetypes, and more for making the most of conjured companions in your games.

The Conjurer’s Handbook is book 13 in a multi-part series.

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An review


This expansion for Spheres of Power clocks in at 39 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 34 pages of content, so let’s take a look!

The supplement begins with the by now traditional flavor-centric introduction before diving into the crunch. This time around, we begin with something rather interesting: Upon gaining a Conjuration sphere companion, you may now choose an archetype for the companion, which follow the usual restrictions. I.e. you can have as many as you’d like, provided they don’t change or modify the same features. 8 different such archetypes are provided and allow you to get an aquatic companion, for example. A companion with a bestial intellect (who does get a free (form) talent) and requires Handle Animal, a familiar-style one, and we get one that makes your companion a kind of mage-lite. Mindless or puppet-style companions are also included, and bipedal companions may become basically warriors. Much to my joy, there also is the Martial Companion option, which allows for synergy with the fantastic Spheres of Might book. All in all, this section is an all but required modification and broadening of options.

Now, this does not mean that the pdf doesn’t offer archetypes – for example, there would be the alter ego vigilante: Instead of a vigilante identity, the alter ego trades places with an extraplanar allay until it’s time to resume social activity. Instead of assuming the identity via the vigilante’s usual rules, the archetype instead makes use of the Conjuration sphere, using class level as caster level, stacking with other CL-sources. The companion can’t have an Int of below 3, and the combined archetypes applied may not have an increased spell point cost. Basic awareness is shared between them, and Link/Greater Link apply, despite planar boundaries. Alter egos begin play with a single bonus (form) talent, and conditions/effects are not shared – when switched out, they run their course, so no poison-cheesing etc. However, once switched out, the other part of the team is otherwise safe. Vigilante talents only apply to the alter ego companion, and social talents may only be used by the character, not the companion. This replaces seamless guise and vigilante specialization and modifies dual identity and vigilante talents, but archetypes that alter the latter may explicitly be combined with this archetype. The companion may cast by taking Con-damage to use Call of the Departed, if any – this is not ideal. Speaking of which: The vigilante appearance-ability sequence leaves me puzzled in conjunction with this archetype – does the alter ego gain the benefits, the companion, or both? I have no idea. Since we now have two entities, these would require clarification to make the archetype work RAW.

The second archetype is the awakener armiger, who requires the use of Spheres of Might. This one receives only 2 customized weapons at 1st level. When customizing weapons, these guys also forge a connection to a spirit. As a full-round action, the awakener can make the spirit manifest, which acts a s a Conjuration sphere companion with the martial companion archetype applied and a CL equal to the class level of the awakener. Thankfully, only one such weapon spirit per awakener may be kept in play, and once summoned, they can’t be called again for 1 hour, preventing abuse by spirit-cycling. The ability also tightly codifies dismissal. Weapon spirits get an additional (form) talent at 3rd level and every 4 levels thereafter. Additional customized weapons are gained at 11th and 19th level. Instead of rapid assault, the awakener may expend martial focus as an immediate action upon successfully damaging a creature or executing a successful combat maneuver. Unfortunately, this *does* allow the awakener to ignore the 1-hour cooldown, which ultimately means that I need my bag of kittens to beat up…As at least a minor drawback, this does render the awakener staggered for a round, but still. On the plus side, action economy of a spirit thus called is properly codified. At 10th level, 1/round when dealing damage to a creature with a customized weapon, the hit creature draws an AoO from the weapon spirit. At 15th level, the weapon spirit may instead execute an attack action against the target, which allows for fearsome martial combos! Cool! 20th level renders the duration permanent until dismissed or another spirit is called, and lightning assault no longer requires martial focus expenditure. There also are 3 unique prowesses provided for better weapon spirit flexibility and mental links or sharing a spirit’s knowledge. Apart from the slightly wonky cycling issue that should imho have a longer cooldown, a cool archetype.

The knight-summoner mageknight replaces resist magic and the 1st level talent with the ability to summon a pala/cavalier-ish mount, as codified by the Conjuration sphere. Mystic combat is replaced with a (form) talent for the mount, which may be exchanged as a kind of wild-card trick. At 11th level, this may be used quicker, with spell points as a means to even use it as a free action. Mystic combat’s benefits aren’t wholly lost, though – instead, marked is replaced at 7th level, allowing for the sharing of mystic combat benefits between mount and rider. 2 archetype-specific mystic combat options are also included. The pact master thaumaturge does not gain the casting class feature, nor magic talents from class levels, though his class levels do count as casting class levels for Counterspell etc. Instead, the pact master forms a pact in an 8-hour ritual, granting a pact companion, which may then be called forth with a 1-hour ritual This functions as a companion with CL equal to class level, with CL not stacking with other sources. The pact companion remains for 24 hours and gets a bonus (form) or (type) talent at 2nd level and every 4 levels thereafter, though a companion still can only have one type. (It should be noted that Undead Creature has been retroactively declared a (type) talent. While within Medium range of the companion, the pact master gains a CL equal to class level, and a magic talent, plus another one at 2nd level and every 2 levels thereafter. A pact master may retain up to three pacts, and it is suggested that talents granted should correlate to the nature of the companion. This replaces occult knowledge and basically makes the class behave more like a witch/warlock from folklore, one that draws strength from the proximity of otherworldly allies. Extensive adveice for building pact companions is provided, and instead of forbidden lore, the companions can channel energy into the thaumaturge, boosting CL. Cool: Instead of the percentile mechanic, this causes the companion to take Constitution burn – a more elegant mechanic than that employed by e.g. the awakener. The archetype does come with pact invocations to redirect damage to them, share forms, etc. – rather extensive and interesting archetype!

The twinsoul elementalist modifies the elementalist class (D’uhh) and replaces weave energy with Conjuration and Destruction access. The interaction with pre-existing spheres is properly noted, and the companion is known as elemental conduit, who gets the mage archetype and the destruction sphere locked into the chassis. Instead of 2nd level’s combat feat, we get the destructive capacitor ability, which is pretty cool: The twinsoul elementalist can charge the conduit, who then receives temporary spell points and more powerful blasts. Neat one! Favored element is replaced with bonus damage from such charged shots. Cool, meaningful engine tweak. The void wielder armorist replaces summon equipment with a special weapon, the void blade, which may retain the essence of up to two creatures – whenever a creature is slain with it, a fragment of their essence remains in the hungering blade. The void blade may meditate an hour on such an essence, calling forth a duplicate of such a slain being, which behaves as a companion, with CL stacking with other sources. This companion only remains for 1 round per HD of the original creature sans concentration; for 1 spell point, it’s one minute per HD instead. Minor nitpick: Should have a “minimum 1 round/minute”-clause. Other than that, I do consider this to be a flavorful one, as such duplicates can impersonate the original creature rather well…3 signature arsenal tricks allow for further customization, for example for an additional essence stored, harder raising of those you’ve slain, etc. Nice ones!

Beyond these archetypes, we get an arsenal trick to have summoned or bound equipment appear in the hands of a Conjuration companion, and we have a mystic combat for banishing strikes.

The most important aspect of the book, though will probably be, at least for a significant amount of folks, the new base forms. Huge plus: The avian form does not break the low-level flight assumptions! Ooze and orb form are also interesting – particularly since the latter has a distinct and different means of preventing low-level flight exploits. Huge kudos for going the extra mile there and making these feel distinct and different. Finally, there also would be a vermin base form added. We do get a total of almost 30 new talents for the Conjuration sphere, which provide a diverse array of customization options many a player had wanted: There is one that lets you spend an additional spell point to choose another base form for the companion when calling it. There is a means to re-summon vanquished companions with negative levels. Camouflaged companions, granting feats…pretty nice. In a pretty obvious glitch, the Climbing Companion (form) talent does not have its name properly formatted. You can have your companion explode upon being defeated; you can have constructed companions, ones that have adapted to extreme environments. You can have companions with diseases, Mounts (as could be gleaned from the archetype), companions with ki points and monk-y tricks, ooze companions, planar and plant creatures, companions with minor rage, you can bestow swallow whole, increase companion Int, have blood-related companions, companions that act as spell conduits…what about ones with SR or those that come with magical quarterstaffs? Superior senses? You get the idea – this greatly enhances companion versatility. Furthermore, the pdf expands the companion progression table to the lofty heights of 40th caster level!! I know quite a few folks who enjoy super-hero-esque/gestalt-y gameplay that will love this extension.

A total of 8 advanced magic talents can be found as well, with size changes to Fine or Colossal potentially possible, for earth creatures with earth glide, better companion fast healing, summing more companions, having ones that regenerate, and, much to my joy – swarm and troop companions! That being said, these talents are well-placed in the advanced section, in a good example that shows awareness of the different playtsyles and power-levels that the spheres of power system attempts to cater to.

To my further joy, we do get a cool summoning diagram incantation, as well as the summon extraplanar being incantation, both of which certainly retain their usefulness beyond the scope of this book. The pdf also includes, of course, a rather extensive array of feats – Advanced Circles builds on the Diagram advanced talent to quicker diagram creation. (As an aside: Here we can find one of the, alas, couple of instances where formatting isn’t perfect – in this case, a skill-reference is lower case’d.) Very potent and reminiscent of some of the more interesting psionics tricks would be the feat that allows you to pass concentration on to a companion. Destruction specialists may modify their exploding companions with blasts (now this does make for some messed up villain ideas…) and e.g. quicker manifesting for shadow creatures, substituting casting ability score for Cha when determining outsider DCs and haggling with them, companions with poisonous blood or better poison DCs…some cool stuff here! The sphere-specific drawbacks are also rather cool: Not gaining the summon ability, being locked into companion archetypes, requiring concentration for companion presence to be maintained – these allow for some specific and really cool flavors and sharing HD, for example, is another one I really enjoyed. These are fun and evocative – cool enough to make players choosing them for how they fit the themes. The pdf also includes two solid traits and a page of alternate racial traits for the planetouched races, kobolds and snake-blooded races (nagaji vishkanya, etc.). – nice. The equipment section provides a new item class, foldable circles, which do pretty much what you’d expect them to.

Kudos: Since conjuration is one of the notoriously trickier aspects to GM, the pdf does provide some GM advice…and for your convenience, an appendix reprints the more complex and often lesser known swarm and troop subtypes.


Editing and formatting are good on a formal and rules-language level. I noticed a couple of hiccups regarding formatting and the like, and a few of the components could have used minor tweaks to make them a bit more precise. Not to the point where things stop working, mind you, but yeah. Layout adheres to a two-column full-color standard and the artworks within are mainly color-artworks by Rick Hershey – if you have the Close Encounters: Hyperspace Fiends supplement, you’ll be familiar with the majority of them. The pdf comes fully bookmarked for your convenience.

Andrew Stoeckle’s take on the Conjuration sphere is one that leaves me torn at a very high level; one the one hand, I consider this pretty much to be an essential expansion for the Conjuration sphere. On the other hand, there are a few hiccups in the admittedly high complexity of the design here, and companions/pets can become rather potent, rather fast. That being said, the engine tweaks presented often do rather interesting things; the drawbacks are intriguing, and there is plenty to love here. If anything, this book had to provide a rather significant amount of material that one would have expected from the base sphere, but couldn’t get due to page-count concerns. As such, the book, as a whole, provided for the most part what I expected to see, and provided the means and flexibility I expected to find. As a whole, I ended up enjoying this pdf, and it may not be mind-blowing, but it is very much a book that Spheres of Power-games using more than basic Conjuration will all but require in the long run. Hence, my final verdict will clock in at 4.5 stars, rounded up due to in dubio pro reo.

Endzeitgeist out.


Disclaimer: I backed the Patreon campaign to create this product and paid for my copy of it.

After a bit of a delay, here we are at expansion number thirteen - and returning author Andrew Stoeckle brings us plenty of new content. Of note: This is the first release since Spheres of Might, and it shows.

The book opens with a set of archetypes, beginning with archetype choices for companions summoned by the Conjuration sphere. There's actually quite a broad selection here, from the animal-like Bestial archetype to the weaker but cheaper-to-summon Familiar. The Martial Companion option grants progression in the combat options from Spheres of Might. Spheres of Power has always been a strong supporter of ideas, and these archetypes are a nice touch. (Yes, you can stack these archetypes as normal.)

From there, we move on to character archetypes. There's an interesting spread here, and the choices include:
Alter-Ego (Vigilante): Literally swap places with your summon, so only one of you exists at a time
Awakener (Armiger): Summon the spirit of a weapon to wield it for you (requires Spheres of Might)
Knight-Summoner (Mageknight): Call up a mount that's a little more exotic than a mere horse
Pact Master (Thaumaturge): Swap casting ability for the ability to create pacts, summon various entities, and gain magical powers while close to them.
Twinsoul Elementalist (Elementalist): Summon an elemental spirit that you can channel power into, allowing it to unleash more powerful bursts of energy.
Void Wielder (Armorist): Retain the energy of dead foes inside a void blade, then summon it to fight for you later.

After these archetypes and a sprinkling of new class options, we get into the most important part of the book - new Basic Magic. The Conjurer's Handbook starts this area off with a selection of new base forms for the Conjuration sphere, including:
Avian: They fly.
Ooze: They slime.
Orb: Hey, listen!
Vermin: They crawl.

The new talents follow, and we're introduced to a new category: Type Talents. The Undead Creature is errata'd (when using this book) to be a Type talent instead of a Form talent, and the major difference is that companions can only have one of them. Otherwise, they're like Form talents. Options in the book include things like Constructed (the companion is partially or wholly mechanical), Ooze Companion (properties of oozes, yay), and Planar Creature (pick two of four alignment-themed options, and the other two if you take it twice).

New Form talents include options like Camouflaged Companion for drastically better stealth, Capable Companion to get a bonus feat, Explosive Companion (somebody's going to have worrying amounts of fun mixing this with the Orb base form), and Mount (so yes, you can ride what you call up).

A few untagged talents round out the options, including Call the Departed (resummon a slain companion), Spell Conduit (companions can deliver spells), and Spell-Linked Companions (spend spell points to let Companions benefit from your buffs).

At the end of this bit, we get an extended table of growth for levels 21-40, should anyone care to play a conjurer at that level.

As usual, the next section has Advanced Talents, with new options ranging from particularly large/small companions to improved fast healing, mass summoning, and even turning your companion into a Swarm or Troop (the rules for which are helpfully reprinted at the end of the book). Other advanced options include new Incantations for calling up otherworldly beings and guidelines for adapting the system and creating new options to support a player's idea. (Remember, Spheres is about saying "yes" to concepts - it's okay to be creative!)

The Player Options section opens with new feats, including a new type (Companion feats) that can be taken by either a conjurer or their companion. Feats of this type allow things like having a companion concentrate on spells to maintain them for you and suppressing a size-altering talent. More general feats include things like improving the Explosive Companion talent a la Destructive Blasts, applying the benefits of your equipment to your companion, and using your Casting Ability Modifier (instead of always Charisma) when using the Summoning Advanced Talent.

We also get new Sphere-Specific Drawbacks (from no normal companion but the Summoning Advanced Talent to having all summoned companions share a pool of hit dice) as well as new Traits and Alternate Racial Traits. One new item (a foldable summoning circle) is added as well.

The main content finishes with a section on Gamemastering, with advice on issues ranging from too many companions to the details of summoning, roleplaying, and a bit of love for the Ghost Sovereign archetype (expanding its options to support the new talents). The Appendix, as mentioned above, reprints the Swarm and Troop rules for convenience.

Overall, this is a solid expansion to the Conjuration sphere, and any character focusing on that sphere is probably going to want this expansion to go with it. There are plenty of fun and flavorful options sprinkled throughout, and despite a few small formatting hiccups, I didn't notice any real problems. This product earns a 5/5 from me.

Scarab Sages Webstore Coordinator

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Offers up some really nice new options for summoning. Archetypes for your summoned companions (including the Familiar). New Base Forms, Talents for summoning Swarm and Troop creatures (for those of us who ever wanted to summon a demon horde) and a nice collection of new Feats, Archetypes and sphere drawbacks.

Reviewed here on Paizo and on DTRPG. ^^ As usual, I'm happy to answer questions if anyone has them. (You may need to send a Private Message to ensure I see it, though... XD)

They are also starting to incorporate more Spheres of Might crossover stuff. For example there is a bit on Martial Companions and an Armiger archetype where you summon the spirits of those who wielded your weapons in the past.

Reviewed first on, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.

Paizo Employee Organized Play Developer

Congrats on the 5-star review stack!

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