Conjurer:Imagine where all the wild elementals come from.Now,think of a mage who creates them.Now imagine YOURSELF creating them.
Armor: AL 1-40,Energy 35,Energy Regeneration 5.
Insignias:
Plasm/Cloud/Magma/Stone/Frost Melder(Energy/Air/Fire/Earth/Ice Conjurations have +5-15(15 on chest,+10 on legs,and+5 on all others)Health.
Creator(Conjurations cost 1-5 less to cast(5 on chest,3 on legs,and 1 on all others).
Attributes:
(Primary)Elemental Shaping:At levels 4,8,12and 16 of this you can control an extra 1,3,5,7 Conjurations as long as you have a leader.
Fire Shaping:No inherant effect. Increases your power at Shaping Fire, Magma, and Lava
Frost Shaping:No inherant effect. Increases your power at Shaping Frost.
Earth Shaping:No inherant effect. Increases your power at Shaping Earth, Wood, and Metal
Cloud Shaping:No inherant effect. Increases your power at Shaping Clouds and Air
Energy Shaping:No inherant effect. Increases your power at Shaping Energy and Lyss's chaotic forces.
Sample Skills(With Icons):Coming Soon!
Concept Class:Conjurer
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Minions and Spirits do not satisfy you?
Just minions satisfy me.
Heh, neet idea, like a combonation of a MM and Ele?
Minions of Fire?
Fire of Minions?
Firey Minions?
...I'm done.
OR! are you making Fire, magma, laval, frost, earth, wood, metal, clouds, air, energy, and chaotic forces bend to your will?
Like, giving Rocks the physical properites of water?
I like the latter.
Just minions satisfy me.

Heh, neet idea, like a combonation of a MM and Ele?
Minions of Fire?
Fire of Minions?
Firey Minions?
...I'm done.
OR! are you making Fire, magma, laval, frost, earth, wood, metal, clouds, air, energy, and chaotic forces bend to your will?
Like, giving Rocks the physical properites of water?
I like the latter.
W
It's more of a derv+ele+necro have like human forms of the 6(7 counting abbadon)gods and conjure buffs like Magma Armor that sets your conjuration on fire but gives them the titan affect.Here's the breakdown of the conjure lines.
Fire:fire is like one disadvantage for you in return for even worse for your enemies.Magma Amor for instance.
Earth:makes them more physically durable but makes them slower/less resistance to elements/ect.
Water:reverse of earth like makes them immune to elemental but they become Very fragile to physical damage
Air:less spike and more healing as conjurer.like Healling Wind would heal all nearby creatures for like 30 every 10-30 seconds or so.
Energy:Ah, energy. Chance is what comes to mind.Stuff like Hexed Forlorn:it attaches to you when cast when you attack,for every attack before it, there is a cumulative 5% chance of missing and when that hits 100% it expodes dealing 50-650 armor ignoring damage to whatever its attached to.it transfers to a creature when someone is hit by the person thats attached with it.
but i may think on puberts idea
Fire:fire is like one disadvantage for you in return for even worse for your enemies.Magma Amor for instance.
Earth:makes them more physically durable but makes them slower/less resistance to elements/ect.
Water:reverse of earth like makes them immune to elemental but they become Very fragile to physical damage
Air:less spike and more healing as conjurer.like Healling Wind would heal all nearby creatures for like 30 every 10-30 seconds or so.
Energy:Ah, energy. Chance is what comes to mind.Stuff like Hexed Forlorn:it attaches to you when cast when you attack,for every attack before it, there is a cumulative 5% chance of missing and when that hits 100% it expodes dealing 50-650 armor ignoring damage to whatever its attached to.it transfers to a creature when someone is hit by the person thats attached with it.
but i may think on puberts idea

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