The Conjuror
Adds a new playable class to the game: The Conjuror
Adds hundreds of monster, combat summoning spell, and ritual variants to the game.
The signature commander, the Conjuror, has 5 different levels, and 21 different variants. She also wields a unique new weapon in addition to her other spells and abilities.
Most units, weapons, spells and rituals are variants on things already in the game, but many interesting tweaks and additions have been made. Conjured replicas may behave slightly differently from their vanilla counterparts.
There are so many variants on the commander, and the things you can ritually summon, that hopefully each playthrough should be a bit different than the last.
I am not artistically inclined, so the sprites for the Conjuror are modified versions of vanilla sprites I like, that already existed in the game. That said, I did take the time to make the sprite for each of the 210 variants of the Conjuror and her mutate minions slightly different. The conjured minions summoned through rituals all just copy the sprites of their vanilla counterparts.
I did write up some lore for the class, each level of the Conjuror herself, and each of her mutate minions, as well as a few other units.
I am not at all sure if/how this will get along with other mods, as far as compatibility goes. What do I look like, someone who actually knows what she’s doing? xD This is my first CoE mod ever. That said, it does seem to work with Temp Starting Guardian just fine, at least, so far. It adds 21 new ritpows to the game so…idk that’s probably trouble, right? Uh…good luck with that.
I mostly made this mod for myself to play. Seemed like a fun idea, and I wanted to try a class like this. So it may not appeal to anyone else, I dunno. I spent weeks on it, so if you do give it a go, I hope you enjoy it. I think I’ve got it in a fairly good state now.
SUMMARY
Starts in a simple hut that seems oddly out of place in its remote and bizarre surroundings.
Can transform their home into a tower and eventually a crystalline palace.
Conjurors magically create a small amount of resources each month.
Uses rituals to summon creations which then act independently on the Conjuror’s behalf.
Conjurors collect herbs, fungus, and gems, and use all of them in combination with gold and iron to produce a wide variety of servants.
Cannot recruit any troops whatsoever, except for Dreamers.
Starts with very few troops and can take a while to build up their numbers at first, but becomes an unstoppable juggernaut if given enough time.
Conjurors start out as slow, dozy Dreamers. Grows to be faster, more powerful, and highly adaptable with promotions.
Conjurors wield a unique weapon, and can learn a wide variety of combat spells and combat summons.
New Dreamers are rare and expensive, but are the only controllable commanders the Conjuror can recruit, and are fairly strong despite their sloth, inaccuracy and low hp.
The Conjuror’s rituals are multitudinous and somewhat expensive.
Conjurors have many different fields of interest. Some may summon swamp, desert or mountainous creatures. Others may summon horrors, warlike creations that hunt enemy owned outposts, or even marine life.
LORE
A conjuror’s magic is highly intuitive, which is to say they cannot explain how they bring most of their creations into being, and thus can hardly be considered proper scholars. As a rule, they have only a dabbling education in the mystical arts, and never dive into the deeper mysteries of academia. Prone to flights of fancy, and oft stricken by wanderlust, it is impossible to predict how often they will stay in any one place. It could be years, decades, or less than a day. It all depends how long their current interest lasts.
A Conjuror’s interest is intense, when focused, and can lead to impulsive bouts of utter recklessness. Conjurors are rare enough to begin with, and seem particularly fascinated with the void and its infinite chaos and possibilities. Few survive for very long, and those that do are of course, quite mad by then. When encountering a Conjuror, it is best to get them talking about a subject that piques their interest. Then, while they are babbling on enthusiastically, slowly back away and try to slip out at the first opportunity. Waiting around is useless, as Conjurors have been known to carry on talking in this manner for days before noticing that their audience is nowhere to be found.
From what we can tell, Conjurors shape and weave magic together with all manner of the substances of Elysium into whatever catches their imagination at the time. Thus, most Conjurors begin as students of elemental magic, shaping the various elements of Elysium into simple shapes, mastering a smattering of attack spells, and summoning elementals. From there, golems and some other constructs akin to an Enchanter’s creations are a logical progression. However, a Conjuror’s repertoire is infinitely varied. Beyond animated statues or lifeless constructs, they can even summon facsimiles of sentient beings. These creations, unlike those of an Illusionist, are solid, and once created, as real as any natural creature. As a Conjuror grows in power, they even become capable of summoning beings of legend from out of the mists of mythical eras. They often favor tales of adventure, myth and the fantastic, seeing through rose-colored glasses the primordial ages of Elysium when all manner of supernatural beings ran rampant. Thus their summoned servants are usually plucked from the pages of these fanciful yarns, and rarely include anything they would consider too mundane.
Conjuration seems to twist and shape reality itself. By its very nature, it warps and upsets the order of everything in its vicinity. There have been wild reports that the magic contained within a Conjuror’s summoned replicas is so unstable, it can result in the spontaneous creation of further new creatures in the replica’s vicinity. This is of course, an obvious exaggeration, as it would suggest an absurd amount of magical power, and no Conjuror could have possibly survived long enough to attain such heights. If such a thing is to be believed, being in the vicinity of the Conjuror themselves is, then, far more dangerous, as reality itself seems to become brittle in their presence. If engaged in combat, the only recommended approach is to put a swift end to the mercurial magus from a very great distance.
To date, there are no known records of a Conjuror surviving to their elder years. It is unknown what effects on the magus, their surroundings, and sanity, the influence of their magic would have over a great period of time. Should a being of such age and power appear, large scale military mobilization is urged at once, as they may pose a threat to the very stability of civilization itself.
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Revisions:
Old revisions of this mod are available below. Click the link to download.