Study of Conjuration

The Color of Yellow is the hue of sudden presence, of things that should not be—and yet are. Wizards who follow this path master conjuration not as a utility, but as a statement of will: what I call, exists. Their power lies in summoning, shaping, and sustaining creations drawn from the mind, other planes, or raw magical force.

Architects of Emergence

Yellow wizards conjure more than monsters. They manifest structures, traps, barriers, limbs, tools, decoys, and concepts. Their creations follow logic—until they don’t. From summoned beasts stitched with glyphs to weapons that flicker between dimensions, they overwhelm the battlefield with sudden allies or shifting terrain, bending the fight in their favor before it begins.

Circles and Symbols

Yellow casters leave marks behind—perfect summoning circles, chalked sigils, or flickering golden brands. These serve as anchors, traps, or calls to distant things. In cities like Thar Errol and the Hollow Fold, Yellow cabals conjure entire sanctuaries within moments, raise stone guardians to defend vaults, or imprison threats within conjured mazes of mirrored thought.

Makers of the Moment

At their peak, Yellow wizards create near-permanent realities. They can summon creatures immune to banishment, bind ideas into constructs, or weaponize portals. A master of this path can trap you in a space of their design—and erase the door behind you.

Manifestation of Will

To study this color is to claim dominion over absence. Yellow wizards do not wait for opportunity—they summon it. Wherever they walk, the air hums with expectation, as if reality itself is waiting to respond.


  • Spells Known:
  • Portal Bolt
    1 5
  • Spatial Snare
    1 5
  • Jail of Echoes
    2 8
  • Fold Reality
    3 12
  • Rift Wall
    2 16
  • Conjured Familiarity
    1 20
  • Chrono Gate
    3 24
  • Reflective Rift
    3 28
  • Soul Tether
    5 32
  • Severing Portal
    5 36

  • Passive Abilities:
  • Conjuror's Dominance
    3000 gp 5
  • Spatial Familiarity
    500 gp 5
  • Yellow Scribe
    500 gp 5
  • Riftmark Sense
    2500 gp 10
  • Summon Efficiency
    3000 gp 15
  • Conjuror's Dominance - Adept
    3000 gp 20
  • Glyphwalker
    1000 gp 20
  • Anchor Sigil
    5000 gp 25
  • Conjuror's Dominance - Master
    3000 gp 35

  • Full Abilities:
  • Legion Conjuration
    40

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information