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Icon Round Conjuration.png

Conjuration spells allow the caster to summon items and creatures from faraway locations – or even parallel dimensions! – to be used to its own advantage.

All conjuration spells are based on the instantaneous (or very quick) transportation of matter from one place to another, without being able to change the shape or structure of what’s been summoned or relocated. A good example of this peculiarity is the ability to summon flames at a specific location, setting a large portion of environment ablaze, but without being able to further interact with the fire – such as forging it into a ball and hurling it towards an opponent.

The power of most abilities belonging to this school depends on the Intelligence and Charisma of the caster.


Abilities

Acid Breath
Icon AcidBreath.png While channeling this spell, anyone within a 90°, 3-meters cone area, take [INT*6] Acid damage plus 10 Corrosion stack every 0.5 seconds, for up to 2 seconds. The damage of this spell can be Critical and can hurt your allies in PvP.
Friendly Fire: YesNotSelf
Can Crit: true
Memory Cost: 1
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 150 + (50/s)
Cooldown: 10
School: Conjuration
Acid Rain
Icon AcidRain.png For up to [INT*2] seconds you conjure an acidic rain all around you. Anyone within 8 meters from your position takes [INT*6] Acid damage per second, and 10 Corrosion stack. This spell can hurt your allies in PvP.
Friendly Fire: YesNotSelf
Memory Cost: 2
Spell Group: Self-Offensive
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True

Elder Forest Troll
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 200 + (50/s)
Cooldown: 30
School: Conjuration
Acid Shell
Icon AcidShell.png You cast an acid shell at a specific location, dealing [INT*12] Acid damage and adding 40 Corrosion stacks to all enemies within 4 meters from the impact. A successful Evasion Save halves both the damage and the corrosion stacks added. This spell can hurt yourself and your allies in PvP.
Friendly Fire: Yes
Memory Cost: 3
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True

Skeletal Mage
Allowed Weapons: Spell Channeling
Allowed Armor: Light
Mana Cost: 450
Cooldown: 20
School: Conjuration
Acid Sphere
Icon AcidSphere.png You cast an acid projectile that explodes as it collides with the first enemy on its path, dealing [INT*6] Acid damage and adding 20 Corrosion stacks to any enemy within 2 meters from the impact. The damage of this spell can be Critical and can hurt your allies in PvP.
Friendly Fire: YesNotSelf
Can Crit: true
Memory Cost: 1
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True

Skeletal Mage
Allowed Weapons: Spell Channeling
Allowed Armor: Light
Mana Cost: 150
Cooldown: 5
School: Conjuration
Blinding Venom
Icon BlindingVenom.png You conjure a spray of venom that collides with the first enemy on its path, dealing [INT*6] poison damage plus [INT] Poison stacks, and Blinding it for [INT*5] seconds. The damage of this spell can be Critical.
Memory Cost: 1
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: False
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 150
Cooldown: 5
School: Conjuration
Bone Barrage
Icon BoneBarrage.png You summon a wave of bones in a 90°, 8-meters cone area dealing [INT*15] piercing damage plus [INT] Bleeding stacks, and are Crippling for 6 seconds (reduced by:Evasion). The bones at the end of the cone remain in place for 10 seconds, creating an impassable wall. This spell can hurt your allies in PvP.
Friendly Fire: YesNotSelf
Memory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True

Skeletal Dragon
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 300
Cooldown: 20
School: Conjuration
Burning Pillar
Icon BurningPillar.png A burning pillar falls from the sky, hitting all creatures within 2 meters from the impact. Creatures hit are dealt 200 Crush damage plus [INT*18] Fire damage, receive 40 Warm stacks, and are Stunned for 1.5 seconds (reduced by: Fortitude).
Friendly Fire: Yes
Memory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True

Crazy Pyromancer
Allowed Weapons: Spell Channeling
Allowed Armor: Light
Mana Cost: 300
Cooldown: 15
School: Conjuration
Cobweb
Icon Cobweb.png You cover a large portion of terrain in a spider webs for [INT] seconds, Snaring all creatures hit for 2 seconds (reduced by: Evasion). Additionally the movement speed of anyone within the webs is reduced by 40%. This spell can hurt yourself and your allies in PvP.
Friendly Fire: Yes
Memory Cost: 3
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 250
Cooldown: 30
School: Conjuration
Cloak Of Flames
Icon CloakOfFlames.png You summon a barrier of flames around you, which grants you [INT*15] Fire resistance. All enemies within the barrier are dealt [INT*2] Fire damage and receive 10 Warm stacks per second.
Toggle Group: Damage Protection
Memory Cost: 1
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False

Fire Elemental
Great Fire Elemental
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 200 (+40/s)
Cooldown: 10
School: Conjuration
Cloak Of Frost
Icon CloakOfFrost.png You summon a barrier of frost around you, which grants you [INT*15] Ice resistance. All enemies within the barrier are dealt [INT*2] Ice damage and receive 10 Chilled stacks per second.
Toggle Group: Damage Protection
Memory Cost: 1
Spell Group: Self-Beneficial
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False

Ice Elemental
Great Ice Elemental
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 200 (+40/s)
Cooldown: 10
School: Conjuration
Cloak Of Lightnings
Icon CloakOfLightning.png You summon a barrier of lightnings around you, which grants you [INT*15] Shock resistance. All enemies within the barrier are dealt [INT*2] Shock damage and receive 10 Shocked stacks per second.
Toggle Group: Damage Protection
Memory Cost: 1
Spell Group: Self-Offensive
Activation Type: Toggle
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 200 (+40/s)
Cooldown: 10
School: Conjuration
Crystal Shackles
Icon CrystalShackles.png You conjure a set of crystalline chains and shackles all around your opponent for 6 seconds (reduced by: Willpower). A shackled creature is Silenced and loses [INT*6] Mana each second, but if it has less mana than the amount it would lose, the remainder is dealt as Pure damage.
Memory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Entity
Targeting Range: 6
Casting Range: 8
Check LOS: False

Greater Crystal Elemental
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 200
Cooldown: 15
School: Conjuration
Entangling Web
Icon EntanglingWeb.png You cast a ball of spider webs that collides with the first enemy on its path, Snaring it and any other enemy within a 2-meter radius area for [INT*6] seconds.
Memory Cost: 1
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 100
Cooldown: 5
School: Conjuration
Firestorm
Icon Firestorm.png You conjure a rain of fire all around you for up to [INT/2] seconds. Every second, an average of [INT/5] fireballs fall from the sky at random locations within 8 meters from you, each one dealing [INT*16] Fire damage and adding 30 Warm stacks to anyone within 2 meters from the impact. This spell can hurt your allies in PvP.
Friendly Fire: Yes
Memory Cost: 1
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 200 + (50/s)
Cooldown: 30
School: Conjuration
Hailstorm
Icon Hailstorm.png You conjure an 8-meters wide hailstorm all around you for up to [INT/2] seconds, adding 5 Chilled stack per second to anyone caught in it. Additionally, every second an average of [INT/4] large pieces of hail fall from the sky, each dealing [INT*6] Ice damage when colliding with any creature. This spell can hurt your allies in PvP.
Friendly Fire: YesNotSelf
Memory Cost: 1
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 200 + (50/s)
Cooldown: 30
School: Conjuration
Ice Spikes
Icon IceSpikes.png You cast a fan of ice spikes in a 60° cone in front of you. Each spike collides with the first enemy on its path, dealing [INT*8] Ice damage, and adding 10 Chilled stack. You create [3,5,7,9] spikes if your Intelligence is at least [0,12,18,24]. Targets hit by multiple spikes take half damage from each spike after the first one.
Memory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 300
Cooldown: 15
School: Conjuration
Infectious Burst
Icon Infectious Burst.png Each enemy within 4 meters if you takes [INT*4] Poison damage. Poisoned enemies take 3 times the damage and spread their poison to any other enemy within the range of this spell that fails a Fortitude check.
Memory Cost: 2
Spell Group: Self-Offensive
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 200
Cooldown: 5
School: Conjuration
Lightning Strike
Icon LightningStrike.png You call a powerful lightning strike at a location of your choice, dealing between [INT*10] and [INT*30] Shock damage plus 40 Shocked stacks to anyone within a 2-meter radius area from the impact. The damage decreases the further the creature is from the bolt. This spell can hurt yourself and your allies in PvP.
Friendly Fire: Yes
Memory Cost: 3
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True

Crazy Aeromancer
Jotunn Cleric
Goblin Storm Shaman
Jotunn Legend
Allowed Weapons: Spell Channeling
Allowed Armor: Light
Mana Cost: 500
Cooldown: 25
School: Conjuration
Permafrost
Icon Permafrost.png For a split second, you create a connection with a frozen hell in a 5-meter radius around you, dealing [INT*10] Ice damage and 100 Chilled stacks to anyone in the area. This spell can hurt your allies in PvP.
Friendly Fire: YesNotSelf
Memory Cost: 3
Spell Group: Self-Offensive
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 450
Cooldown: 20
School: Conjuration
Poison
Icon Poison.png You add [INT] Poisoned stacks to your target. This ability has 4 charges.
Memory Cost: 1
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Entity
Targeting Range: 12
Casting Range: 15
Check LOS: True
Target Entity Type: Monster, Player
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 150
Cooldown: 10/Charge
School: Conjuration
Primal Storm
Icon PrimalStorm.png For up to [INT/2] seconds you conjure a cyclone of crystal shards all around you. Anyone within 8 meters from you is Silenced, takes [INT*6] Slash damage every second from the shards and loses [INT*12] Mana each second. Any creature with less mana than the amount it would lose, takes the remainder as Pure damage. The damage of this spell can be Critical and can hurt your allies in PvP.
Can Crit: True
Friendly Fire: YesNotSelf
Memory Cost: 1
Spell Group: Self-Offensive
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False

Greater Crystal Elemental
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 300 (+60/s)
Cooldown: 30
School: Conjuration
Relocate
Icon Relocate.png You teleport to a visible location of your choice. This ability has [1,2,3,4] charges at [0,12,18,24] Intelligence.
Mobility Spell: true
Memory Cost: 2
Spell Group: Teleport
Activation Type: Default
Target Type: Location
Targeting Range: 15
Casting Range: 15
Check LOS: True

Woodland Wisp
Crystal Elemental
Allowed Weapons: Spell Channeling
Allowed Armor: Light
Mana Cost: 150
Cooldown: 20/Charge
School: Conjuration
Skeletal Dragon Breath
Icon SkeletalDragonBreath.png While channeling this spell, for up to 3 seconds, all enemies within a 90°, 8-meters cone area take [INT*6] Slash damage every 0,5 seconds plus [INT*0,25] Bleed stacks. The damage of this spell can be Critical and can hurt your allies in PvP.
Memory Cost: 3
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 100
Casting Range: 100
Check LOS: True

Skeletal Dragon
Allowed Weapons: Any
Allowed Armor: Any
Mana Cost: 300 + (100/s)
Cooldown: 10
School: Conjuration
Thunderstorm
Icon Thunderstorm.png You conjure a thunderous cloud above you for up to [INT*2] seconds. Every second, up to [INT*5] creatures within 8 meters from your position are struck by a lightning that deals [INT*10] Shock damage and adds 10 Shocked stack. This spell can hurt your allies in PvP.
Friendly Fire: YesNotSelf
Memory Cost: 2
Spell Group: Self-Offensive
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: True
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 200 + (50/s)
Cooldown: 30
School: Conjuration
Totem Of Decay
Icon Totem of Decay.png You summon a Totem of Decay which deals [INT*2.5] poison damage per second and slows all enemies within a 10-meter radius area. The totem can also cast the Poison spell to nearby opponents.
Memory Cost: 3
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 8
Casting Range: 10
Check LOS: True
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 500
Cooldown: 20
School: Conjuration
Totem Of Thunders
Icon TotemOfThunder.png You summon a Totem of Thunders, which adds 10 Shocked stack per second to every enemy within a 10-meters radius area. The totem also casts the Shocking Lash spell towards nearby opponents.
Memory Cost: 2
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 8
Casting Range: 10
Check LOS: True
Allowed Weapons: Spell Channeling
Mana Cost: 500
Cooldown: 20
School: Conjuration
Totem Of Wildfire
Icon Totem of Wildfire.png You summon Totem of Wildfire, which adds 1 Warm stack per second to every enemy within a 10-meters radius area. The totem also casts the Firebolt spell towards nearby opponents.


Wiki Editor note: The description indicated here is the one reported in the spell tooltip, but the totem actually adds 10 Warm stacks per second, not 1.

Memory Cost: 3
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 8
Casting Range: 10
Check LOS: True
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 500
Cooldown: 20
School: Conjuration
Totem Of Winter
Icon TotemOfWinter.png You summon Totem of Winter, which adds 10 Chilled stack per second to every enemy within a 10-meters radius area. The totem also casts the Frost Blast spell towards nearby opponents.
Memory Cost: 3
Spell Group: Targeted Offensive
Activation Type: Default
Target Type: Location
Targeting Range: 8
Casting Range: 10
Check LOS: True
Allowed Weapons: Spell Channeling
Mana Cost: 500
Cooldown: 20
School: Conjuration


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