CONJURATION
The interconnection between matter and energy is one that scientists, theologians, and magicians have pondered for ages. The existence of Conjuration as a Mystery seems to imply that the two are interchangeable; that with enough energy, magic, and willpower one can simply create objects, creatures, and phenomenon from seemingly nothing. Such constructs are vague facsimiles of the real thing, however, and impermanent creations, even when crafted by hands of the most adept conjurer. Nevertheless, the power to create weapons, materials, provisions, and other wonders on command is a welcome tool in the hands of any adventurer.
CONJURE FOOD
Cantrip
Create enough food or drink for one person. The food/drink can be anything (edible and considered food) you can imagine, though it tastes like the most bland and uninteresting version of itself and does not truly satisfy. The food vanishes (whether eaten or uneaten) within an hour, and the pangs of hunger return as it does.
Level 1
Create enough food and/or drink to satisfy one person for a single meal. The food/drink can be anything (edible and considered food) you can imagine. It tastes however you want it to taste; delicious, bland, a little too salty...you are able to decide its exact flavor profile down to the last detail, should you desire.
Level 2
As Level 1, but you create enough food/drink to satisfy up to ten people for a single meal.
Level 3
As Level 1, but you create a sumptuous feast of foods/drinks to satisfy up to fifty people.
Create enough food or drink for one person. The food/drink can be anything (edible and considered food) you can imagine, though it tastes like the most bland and uninteresting version of itself and does not truly satisfy. The food vanishes (whether eaten or uneaten) within an hour, and the pangs of hunger return as it does.
Level 1
Create enough food and/or drink to satisfy one person for a single meal. The food/drink can be anything (edible and considered food) you can imagine. It tastes however you want it to taste; delicious, bland, a little too salty...you are able to decide its exact flavor profile down to the last detail, should you desire.
Level 2
As Level 1, but you create enough food/drink to satisfy up to ten people for a single meal.
Level 3
As Level 1, but you create a sumptuous feast of foods/drinks to satisfy up to fifty people.
CONJURE MATERIAL
Cantrip
You conjure a small amount of pure material, seemingly from nothing; just enough to fit in the palm of your hand. You can summon nearly any sort of material you can imagine - the only stipulations are that the material you summon must be:
Level 1
As the Cantrip, but you may conjure enough material to fill a 1 meter cube and the material lasts until the end of your next Full Rest. The material you summon can be in any shape so long as it is no larger than a 1 meter cube.
Level 2
As the Cantrip, but you may conjure enough material to fill a 2 meter cube and the material lasts for one week. The material you summon can be in any shape, so long as it is no larger than 12 contiguous 1 meter cubes.
Level 3
As the Cantrip, but you may conjure enough material to fill a 3 meter cube and the material you summon lasts indefinitely (or at least until natural forces wear it away). The material you summon can be in any shape, so long as it is no marger than 27 contiguous 1 meter cubes.
OR you may opt to cast this Spell as the Cantrip, but suspend ONE of the normal limitations placed on this Spell. Instead of lasting for (Spellcraft) minutes, the material lasts until the end of your next Full Rest.
You conjure a small amount of pure material, seemingly from nothing; just enough to fit in the palm of your hand. You can summon nearly any sort of material you can imagine - the only stipulations are that the material you summon must be:
- Naturally occurring
- "Pure"; comprised of just one thing (though certain exceptions for exceedingly common materials like mud or air can be made)
- Unrefined, unprocessed
- Relatively common (you cannot summon gold, silver, gemstones, etc.)
Level 1
As the Cantrip, but you may conjure enough material to fill a 1 meter cube and the material lasts until the end of your next Full Rest. The material you summon can be in any shape so long as it is no larger than a 1 meter cube.
Level 2
As the Cantrip, but you may conjure enough material to fill a 2 meter cube and the material lasts for one week. The material you summon can be in any shape, so long as it is no larger than 12 contiguous 1 meter cubes.
Level 3
As the Cantrip, but you may conjure enough material to fill a 3 meter cube and the material you summon lasts indefinitely (or at least until natural forces wear it away). The material you summon can be in any shape, so long as it is no marger than 27 contiguous 1 meter cubes.
OR you may opt to cast this Spell as the Cantrip, but suspend ONE of the normal limitations placed on this Spell. Instead of lasting for (Spellcraft) minutes, the material lasts until the end of your next Full Rest.
CONJURE OBJECT
Cantrip
Make a Spellcraft Feat. For every Bump you roll, you have 1 Supply with which to create a mundane object or armament of average quality from thin air. You can create virtually any ordinary, generic object from the Supplies list, and objects you create are completely monochrome (in a color of your choosing), and thus easily identified as facsimiles or forgeries. Objects created with this Spell vanish immediately after their first use.
Level 1
As the Cantrip, but you gain 2 Supply for every Bump rolled and objects created with this Spell vanish after 1 hour. Objects you create resemble their real-world counterparts, but can be identified as strange/magical with an Awareness Feat (the Difficulty of which is equal to your Spellcraft).
Level 2
As Level 1, but you gain 3 Supply per Bump and can use Concentration to maintain the existence of all objects created with this Spell simultaneously (newly created objects are maintained with the same instance of Concentration as older objects). Objects you create can take on any appearance you like (so long as they are still able to carry out their intended function), imposing Disadvantage on any Feat made to identify them as facsimiles or forgeries.
Level 3
As Level 2, but you gain 4 Supply per Bump and objects you create are permanent.
Make a Spellcraft Feat. For every Bump you roll, you have 1 Supply with which to create a mundane object or armament of average quality from thin air. You can create virtually any ordinary, generic object from the Supplies list, and objects you create are completely monochrome (in a color of your choosing), and thus easily identified as facsimiles or forgeries. Objects created with this Spell vanish immediately after their first use.
Level 1
As the Cantrip, but you gain 2 Supply for every Bump rolled and objects created with this Spell vanish after 1 hour. Objects you create resemble their real-world counterparts, but can be identified as strange/magical with an Awareness Feat (the Difficulty of which is equal to your Spellcraft).
Level 2
As Level 1, but you gain 3 Supply per Bump and can use Concentration to maintain the existence of all objects created with this Spell simultaneously (newly created objects are maintained with the same instance of Concentration as older objects). Objects you create can take on any appearance you like (so long as they are still able to carry out their intended function), imposing Disadvantage on any Feat made to identify them as facsimiles or forgeries.
Level 3
As Level 2, but you gain 4 Supply per Bump and objects you create are permanent.
CRAWLING MIST
Cantrip
A thick fog rolls in from nowhere, covering a 3 x 3 meter area centered within 10 meters of you with a blinding mist. Line of sight to creatures in or on the other side of the fog is blocked and creatures within the fog can't draw line of sight to any non-adjacent creature.
The fog disperses at the end of your next turn.
Level 1
As the Cantrip, but the fog disperses at the end of your next turn once you stop maintaining it with Concentration. Once per round, you may either increase the size of the fog by 1 meter in all directions or move it up to (Spellcraft) meters.
Level 2
As Level 1, but you may imbue the fog with one of the following qualities when it is created:
Level 3
As Level 2, but you may imbue the fog with two of the above qualities.
A thick fog rolls in from nowhere, covering a 3 x 3 meter area centered within 10 meters of you with a blinding mist. Line of sight to creatures in or on the other side of the fog is blocked and creatures within the fog can't draw line of sight to any non-adjacent creature.
The fog disperses at the end of your next turn.
Level 1
As the Cantrip, but the fog disperses at the end of your next turn once you stop maintaining it with Concentration. Once per round, you may either increase the size of the fog by 1 meter in all directions or move it up to (Spellcraft) meters.
Level 2
As Level 1, but you may imbue the fog with one of the following qualities when it is created:
- Acidic: Any creature that ends its turn in the fog takes 2d6 + (Spellcraft) Acid damage and suffers Disadvantage on their next Defense or Save.
- Burning: Any creature that ends its turn in the fog takes 2d8 + (Spellcraft) Fire damage.
- Freezing: Any creature that ends its turn in the fog takes 2d6 + (Spellcraft) Cold damage and, if they are Soaked, becomes Frozen (Save ends) (a Frozen character cannot take damage from the fog).
- Maelstrom: Any creature that ends its turn in the fog can either take 2d8 + (Spellcraft) Chaos damage or roll 1d6 to become:
- Slowed (Save ends)
- Weakened (Save ends)
- Staggered (Save ends)
- Confused (Save ends)
- Terrified (Save ends)
- Stunned (Save ends)
- Regenerative: Any creature that ends its turn in the fog can roll up to two Resolve dice to recover HP, plus an additional (Spellcraft) HP per Resolve rolled.
- Thunderhead: Any creature that ends its turn in the fog takes 2d6 + (Spellcraft) Electric damage and is Dazed (Save ends).
- Toxic: Any creature that ends its turn in the fog take ongoing 1d10 + (Spellcraft) Bio damage (Save ends).
Level 3
As Level 2, but you may imbue the fog with two of the above qualities.
DARK MIRROR
Cantrip
Create in your left hand a duplicate object which is, in at least one key respect, the opposite of a non-magical object you are touching with your right hand. The GM decides the nature and properties of this "mirror object", which disappears the instant you relinquish it from your person.
Level 1
Create in an adjacent space a duplicate object which is, in at least one key respect, the opposite of a non-magical object you can see. The GM decides the nature and properties of this "mirror object", which endures until the end of the Scene.
Level 2
Create in an adjacent space a duplicate object which is, in several key respects, the opposite of a magical or non-magical object you can see. The GM decides the nature, properties, and statistics of the "mirror object", which lasts for ten minutes after you cease maintaining its existence through Concentration.
Level 3
As Level 2, but you may opt to create a duplicated creature which is, in several key respects, the opposite of a creature you can see. The GM decides the nature, properties, personality, goals, and stats of the "mirror creature", which lasts for one hour or until reduced to 0 HP.
A "mirror creature" is an autonomous being which acts according to its own "free will" (which is really more like programming that conditions it to behave in an opposite fashion to the creature it is a copy of) and has its own place in the order of Initiative. While it is likely to obey your commands, it is under no obligation to do so and may act autonomously or execute your orders in a manner best fitting its goals, personality, and nature.
Create in your left hand a duplicate object which is, in at least one key respect, the opposite of a non-magical object you are touching with your right hand. The GM decides the nature and properties of this "mirror object", which disappears the instant you relinquish it from your person.
Level 1
Create in an adjacent space a duplicate object which is, in at least one key respect, the opposite of a non-magical object you can see. The GM decides the nature and properties of this "mirror object", which endures until the end of the Scene.
Level 2
Create in an adjacent space a duplicate object which is, in several key respects, the opposite of a magical or non-magical object you can see. The GM decides the nature, properties, and statistics of the "mirror object", which lasts for ten minutes after you cease maintaining its existence through Concentration.
Level 3
As Level 2, but you may opt to create a duplicated creature which is, in several key respects, the opposite of a creature you can see. The GM decides the nature, properties, personality, goals, and stats of the "mirror creature", which lasts for one hour or until reduced to 0 HP.
A "mirror creature" is an autonomous being which acts according to its own "free will" (which is really more like programming that conditions it to behave in an opposite fashion to the creature it is a copy of) and has its own place in the order of Initiative. While it is likely to obey your commands, it is under no obligation to do so and may act autonomously or execute your orders in a manner best fitting its goals, personality, and nature.
FORCE DISC
Cantrip
Create a 1 x 1 meter (5 cm thick) disc of pure magical force in an adjacent unoccupied space. The disc lays flat and cannot be picked up or moved by conventional forces. It is able to support about 10 Stones of weight and can move up to (Spellcraft) meters at the end of your turn each round in any vertical or horizontal direction, should you so choose. Your Force Disc is totally impermeable, impervious to harm, and vanishes when you dismiss it as a Free Action or at the end of your next a Short or Full Rest (whichever comes first).
Level 1
As the Cantrip, but your Force Disc can be up to 3 x 3 meters in size, centered on an unoccupied space within 10 meters (you can create the disc in mid-air, where it will hover in place). The disc can support up to 25 Stones of weight.
Level 2
As Level 1, but your Force Disc can be up to 5 x 5 meters in size and supports up to 100 Stones of weight. It endures until you dismiss it as a Free Action or lose consciousness.
Level 3
As Level 2, but your Force Disc can be shaped into a 3 x 3 x 3 meter three-dimensional shape of your choosing and supports up to 250 Stones of weight. It endures until you dismiss it as a Free Action.
Create a 1 x 1 meter (5 cm thick) disc of pure magical force in an adjacent unoccupied space. The disc lays flat and cannot be picked up or moved by conventional forces. It is able to support about 10 Stones of weight and can move up to (Spellcraft) meters at the end of your turn each round in any vertical or horizontal direction, should you so choose. Your Force Disc is totally impermeable, impervious to harm, and vanishes when you dismiss it as a Free Action or at the end of your next a Short or Full Rest (whichever comes first).
Level 1
As the Cantrip, but your Force Disc can be up to 3 x 3 meters in size, centered on an unoccupied space within 10 meters (you can create the disc in mid-air, where it will hover in place). The disc can support up to 25 Stones of weight.
Level 2
As Level 1, but your Force Disc can be up to 5 x 5 meters in size and supports up to 100 Stones of weight. It endures until you dismiss it as a Free Action or lose consciousness.
Level 3
As Level 2, but your Force Disc can be shaped into a 3 x 3 x 3 meter three-dimensional shape of your choosing and supports up to 250 Stones of weight. It endures until you dismiss it as a Free Action.
MAGE ARMOR
Cantrip
A glowing spectral suit of armor appears over the clothing/armor of a creature you are touching, granting them a +(Spellcraft) bonus to Defense so long as you maintain Concentration.
Level 1
As the Cantrip, but you may create the armor over any creature within 5 meters of you. Mage Armor also provides the creature with +1 Non-Physical Resistance of your choice. Mage Armor does not require Concentration and instead lasts until the end of the Scene.
Level 2
As the Cantrip, but you may create the armor over any creature within 10 meters of you. Mage Armor also provides the creature with +2 Resistance of your choice. Mage Armor does not require Concentration and instead lasts until the end of the target's next Short Rest.
Level 3
As the Cantrip, but you may create the armor over any creature within 20 meters of you. Mage Armor also provides the creature with +4 Resistance of your choice. Mage Armor does not require Concentration and instead lasts until the end of the target's next Full Rest.
A glowing spectral suit of armor appears over the clothing/armor of a creature you are touching, granting them a +(Spellcraft) bonus to Defense so long as you maintain Concentration.
Level 1
As the Cantrip, but you may create the armor over any creature within 5 meters of you. Mage Armor also provides the creature with +1 Non-Physical Resistance of your choice. Mage Armor does not require Concentration and instead lasts until the end of the Scene.
Level 2
As the Cantrip, but you may create the armor over any creature within 10 meters of you. Mage Armor also provides the creature with +2 Resistance of your choice. Mage Armor does not require Concentration and instead lasts until the end of the target's next Short Rest.
Level 3
As the Cantrip, but you may create the armor over any creature within 20 meters of you. Mage Armor also provides the creature with +4 Resistance of your choice. Mage Armor does not require Concentration and instead lasts until the end of the target's next Full Rest.
MALEFIC GRASP
Cantrip
Summon a spectral version of your hand up to 5 meters away to touch, grasp, push, pull, or manipulate an object or creature (but not yourself) with all the strength and dexterity of your own hand. The hand lasts for but a moment, enough time to carry out a single Action (the same Action used to cast this Spell).
Level 1
As the Cantrip, but you may summon up to two hands at once and at a distance of up to 10 meters. The hands (follow the same command simultaneously in two seperate locations) Decide whether or not the hands are invisible when you cast this Spell.
Level 2
As the Cantrip, but increase the range of Malefic Grasp to 20 meters. You may enlarge either or both of the spectral hands to Large (2 x 2 meter) size. The strength of the hands is triple that of your own and you are able to affect yourself with the hands. You may also use Concentration to keep the hands present and awaiting your command. These spectral hands vanish upon taking 1 HP of damage, reappearing in a space within range at the start of your next turn if you are sustaining their presence via Concentration.
Level 3
As Level 2, but you may summon up to (Spellcraft) hands at once, which all either follow the same command simultaneously (in different locations) when summoned or, if sustained via Concentration, may be commanded to act individually with individual commands.
Summon a spectral version of your hand up to 5 meters away to touch, grasp, push, pull, or manipulate an object or creature (but not yourself) with all the strength and dexterity of your own hand. The hand lasts for but a moment, enough time to carry out a single Action (the same Action used to cast this Spell).
Level 1
As the Cantrip, but you may summon up to two hands at once and at a distance of up to 10 meters. The hands (follow the same command simultaneously in two seperate locations) Decide whether or not the hands are invisible when you cast this Spell.
Level 2
As the Cantrip, but increase the range of Malefic Grasp to 20 meters. You may enlarge either or both of the spectral hands to Large (2 x 2 meter) size. The strength of the hands is triple that of your own and you are able to affect yourself with the hands. You may also use Concentration to keep the hands present and awaiting your command. These spectral hands vanish upon taking 1 HP of damage, reappearing in a space within range at the start of your next turn if you are sustaining their presence via Concentration.
Level 3
As Level 2, but you may summon up to (Spellcraft) hands at once, which all either follow the same command simultaneously (in different locations) when summoned or, if sustained via Concentration, may be commanded to act individually with individual commands.
SOULBOND
Cantrip
Touch an object you own to bond it to your being. Until your next Full Rest ends or you use this Cantrip again, the object cannot be taken from your person or used without your consent. So long as it is on the same plane of existence as you, you know where it is at all times and can summon it back into your possession as a Free Action.
Level 1
Touch an object you own to bond it to your being. While you live, a Soulbound object can never be taken from your person or used without your consent. So long as it is on the same plane of existence as you, you know where it is at all times and can summon it back into your possession as a Free Action. Up to (Spellcraft) objects may be Soulbound to you at a time and you may overwrite any old instance of Soulbond with a new one.
Level 2
As Level 1, but you may bond an object to a willing creature you are also touching (bonding an object with this Level of Soulbond still counts against the total number of objects which you may Soulbind at once).
Level 3
As Level 2, but an object bound by this Level of Soulbond cannot be destroyed while the creature it is bound to lives. The object is considered enchanted while its Soulbond remains intact.
Touch an object you own to bond it to your being. Until your next Full Rest ends or you use this Cantrip again, the object cannot be taken from your person or used without your consent. So long as it is on the same plane of existence as you, you know where it is at all times and can summon it back into your possession as a Free Action.
Level 1
Touch an object you own to bond it to your being. While you live, a Soulbound object can never be taken from your person or used without your consent. So long as it is on the same plane of existence as you, you know where it is at all times and can summon it back into your possession as a Free Action. Up to (Spellcraft) objects may be Soulbound to you at a time and you may overwrite any old instance of Soulbond with a new one.
Level 2
As Level 1, but you may bond an object to a willing creature you are also touching (bonding an object with this Level of Soulbond still counts against the total number of objects which you may Soulbind at once).
Level 3
As Level 2, but an object bound by this Level of Soulbond cannot be destroyed while the creature it is bound to lives. The object is considered enchanted while its Soulbond remains intact.
SUMMON ANIMAL
Cantrip
In a flash of light and puff of smoke, an animal appears in an unoccupied adjacent space. You can summon any Common Beast with a CR equal to or less than your Spellcraft.
The animal is an average member of its species in every way, but will obey any simple command you give it, using your Actions to act during your turn. Its initial Bias towards you and your allies is friendly, and (unless you do something to turn it against you or frighten it away) you may consider the creature an Ally. At the end of the Scene, the creature vanishes, returning to wherever it was summoned from (in whatever condition it is in when the Scene ends).
Level 1
As the Cantrip, but you can summon Uncommon Beasts with a CR equal to or less than your Spellcraft + 5 into an unoccupied space within 5 meters.
Level 2
As the Cantrip, but you can summon Rare Beasts with a CR equal to or less than your Spellcraft + 10 into an unoccupied space within 10 meters.
Level 3
As the Cantrip, but you can summon Mythic Beasts with a CR equal to or less than your Spellcraft + 15 into an unoccupied space within 20 meters.
In a flash of light and puff of smoke, an animal appears in an unoccupied adjacent space. You can summon any Common Beast with a CR equal to or less than your Spellcraft.
The animal is an average member of its species in every way, but will obey any simple command you give it, using your Actions to act during your turn. Its initial Bias towards you and your allies is friendly, and (unless you do something to turn it against you or frighten it away) you may consider the creature an Ally. At the end of the Scene, the creature vanishes, returning to wherever it was summoned from (in whatever condition it is in when the Scene ends).
Level 1
As the Cantrip, but you can summon Uncommon Beasts with a CR equal to or less than your Spellcraft + 5 into an unoccupied space within 5 meters.
Level 2
As the Cantrip, but you can summon Rare Beasts with a CR equal to or less than your Spellcraft + 10 into an unoccupied space within 10 meters.
Level 3
As the Cantrip, but you can summon Mythic Beasts with a CR equal to or less than your Spellcraft + 15 into an unoccupied space within 20 meters.
SUMMON MONSTER
Cantrip
In a flash of light and puff of smoke, a monster appears in an unoccupied adjacent space. You can summon any Common Monster with a CR equal to or less than your Spellcraft.
The creature is an average member of its species in every way, but will obey any simple command you give it, using your Actions to act during your turn. Its initial Bias towards you and your allies is neutral, and (unless you do something to turn it against you or frighten it away) you may consider the creature an Ally. At the end of the Scene, the monster vanishes, returning to wherever it was summoned from (in whatever condition it was in when the Scene ends).
Level 1
As the Cantrip, but you can summon Uncommon Monsters with a CR equal to or less than your Spellcraft + 5 into an unoccupied space within 5 meters.
Level 2
As the Cantrip, but you can summon Rare Monsters with a CR equal to or less than your Spellcraft + 10 into an unoccupied space within 10 meters.
Level 3
As the Cantrip, but you can summon Mythic Monsters with a CR equal to or less than your Spellcraft + 15 into an unoccupied space within 20 meters.
In a flash of light and puff of smoke, a monster appears in an unoccupied adjacent space. You can summon any Common Monster with a CR equal to or less than your Spellcraft.
The creature is an average member of its species in every way, but will obey any simple command you give it, using your Actions to act during your turn. Its initial Bias towards you and your allies is neutral, and (unless you do something to turn it against you or frighten it away) you may consider the creature an Ally. At the end of the Scene, the monster vanishes, returning to wherever it was summoned from (in whatever condition it was in when the Scene ends).
Level 1
As the Cantrip, but you can summon Uncommon Monsters with a CR equal to or less than your Spellcraft + 5 into an unoccupied space within 5 meters.
Level 2
As the Cantrip, but you can summon Rare Monsters with a CR equal to or less than your Spellcraft + 10 into an unoccupied space within 10 meters.
Level 3
As the Cantrip, but you can summon Mythic Monsters with a CR equal to or less than your Spellcraft + 15 into an unoccupied space within 20 meters.
summon mortal
Cantrip
In a flash of light and puff of smoke, a person appears in an unoccupied adjacent space. You can summon any Mortal who has exlicitly given you their consent to be summoned by way of this Spell, no matter where they are (so long as you are both on the same plane of existence). A creature who is unwilling (even if its just at this particular moment) to be summoned may Save to resist this effect.
The person you summon is under no obligation to favor you or follow your commands and takes their own place in the order of Initiative, acting under the control of the GM during their turn. At the end of the Scene, the person disappears, returning to wherever they were summoned from (in whatever condition they were in when the Scene ended).
Level 1
As the Cantrip, but you can also name a generic type of Mortal ("a knight", "a baker", "an Elf"). If a Mortal matching this description is within (Spellcraft x 10) miles of your location, they will be summoned into an unoccupied space within 5 meters.
Level 2
As Level 1, but you can summon any Mortal whose name and face you know.
Level 3
As Level 2, but Saves to resist being summoned fail automatically if you either of the following are true:
In a flash of light and puff of smoke, a person appears in an unoccupied adjacent space. You can summon any Mortal who has exlicitly given you their consent to be summoned by way of this Spell, no matter where they are (so long as you are both on the same plane of existence). A creature who is unwilling (even if its just at this particular moment) to be summoned may Save to resist this effect.
The person you summon is under no obligation to favor you or follow your commands and takes their own place in the order of Initiative, acting under the control of the GM during their turn. At the end of the Scene, the person disappears, returning to wherever they were summoned from (in whatever condition they were in when the Scene ended).
Level 1
As the Cantrip, but you can also name a generic type of Mortal ("a knight", "a baker", "an Elf"). If a Mortal matching this description is within (Spellcraft x 10) miles of your location, they will be summoned into an unoccupied space within 5 meters.
Level 2
As Level 1, but you can summon any Mortal whose name and face you know.
Level 3
As Level 2, but Saves to resist being summoned fail automatically if you either of the following are true:
- You have physically touched the Mortal you are trying to summon
- You are holding something owned by the Mortal you are trying to summon