Conjurer

The conjurers, often also called battlemages, are specialists in the School of Guarding. Their spells focus on bolstering themselves and their allies, as well as conjuring up creatures to fight for them. Conjurers are more combat trained than most arcane casters, and can use light armor and shields.

Statistics

 * Hit Die: d10
 * Alignment: Any
 * Abilities: The Conjurer uses Intelligence for spellcasting.
 * Spells per day: As Wizard (Core Rules).
 * Spell Progression: As Wizard (Core Rules).
 * Spell list: School of Guarding.
 * Weapon Proficiencies: Simple and martial weapons.
 * Armor Proficiencies: Light armor and shields (not tower shields).
 * The Conjurer casts spells as a Wizard (memorization).
 * Skill points at 1st Level: 2 + Int modifier
 * Skill Points at Each Additional Level: 2 + Int modifier

Special Features
At first level, a conjurer knows all 0th level spells of the School of Guarding, and a number of first level spells equal to 4 + intelligence modifier. When levelling up, the conjurer may choose 2 new spells known. A conjurer can learn new Guarding spells from scrolls, spellbooks or other arcane spellcasters.

Arcane Balance
A conjurer can control arcane energies better than most, and is able to have two active arcane spells (buffs) at the same time. Note that this only applies to the conjurer, not his allies.

Shared Boon
At 3rd level when a conjurer casts a buff with a single target (not "self"), he can buff an additional creature within 30ft. for every 3 class levels in the conjurer class.

Greater Arcane Balance
At fifth level, a conjurer achieves greater control over arcane energies, and is now able to have three active arcane spells (buffs) at the same time. Note that this only applies to the conjurer, not his allies.

Enduring Magic
At 6th level when a conjurer casts a buff spell on himself, that spell goes up a tier in duration to a maximum of 10 minutes/level.

Spell Weave
At 9th level, the Conjurer gains the ability to weave several spells into a single casting. The casting time of the combined spell is the same as the highest casting time spell used. For instance, casting Enlarge Person (2nd level) and Bull's Strength (2nd level) would cost a 4th level spell slot and be cast as a standard action. This combo would need to be memorized as a 4th level spell.

Superior Arcane Balance
At tenth level, a conjurer achieves mastery over arcane energies, and is now able to have four active arcane spells (buffs) at the same time. Note that this only applies to the conjurer, not his allies.

Allied Arcane Balance
At 11th level a conjurer may imbue his allies with two arcane buffs. This does not stack with other instances of Arcane Balance that the ally may have.

Empowered Magic
The Conjurer may now freely Empower his buffing spells. All numerical benefits from buff spells the conjurer casts are enhanced to be at 150% power.