Conjuration Spells

Shield Sphere
You launch a ball of magic energy or place it on yourself. On contact, this causes a lightly glowing field of resistance to form around the target and shield them from harm.
(Primary action: Spell (Cantrip): Barrier Aura Shot; Cost: 2 mana) Select yourself or a target within line of sight. This target gains temporary physical and elemental DR equal to 1/2 your spellcraft +1d10 for 1d6 rounds.
Flying Chariot
You conjure an armored chariot that can move without being pulled and even fly when someone takes the reins. This chariot provides some cover from ranged attacks, and respectable flight speed by itself, but gets even faster when hooked to a mount.
Rubber Wall
You conjure a wall of a strange bouncy rubber-like material that seems to bounce back all ranged attacks.
Conjure Elemental
You conjure a minor elemental being that temporarily does your bidding in payment for the mana you supply it. This creature puts forth more effort the more mana you offer as payment.
Clone Rain
You touch a small item or creature in your possession. A cloud or portal open overhead and thousands of copies rain down, obscuring the area and causing chaos and confusion.
Recall
After an enemy or ally teleports, you can quickly say a magic word and pull them back to their previous point.
Hitch
You stick out your thumb and immediately conjure a mount you own (being a horse, car, etc.) or you leave it to luck to see if someone/something comes along to lend a ride.
Instant Inn
You conjure a freestanding door. When opened it reveals a portal to a fully furnished and stocked inn/hotel. No need to carry camping gear when you can kick your feet up here in this comfortable safe space at any time.
(Primary action: Spell (25): Conjuration; Cost: 4 mana) You conjure a magic doorway out of thin air in an unoccupied area that is at least a 1 meter radius. Inside is a small inn/hotel, comprised of a main lobby, a bar, kitchen with room service, and 5 separate rooms, each with two queen sized beds and an adjoined bathroom. Staying at the Inn is free, but anything taken from the inn’s pantry, room service, bar, mini-fridges, etc result in the cost being automatically deducted from your current currency or equal cost in items. The spell can last for up to 3 days or until dispelled (Free action), after which anything from outside the Inn is immediately ejected to outside the doorway before it vanishes.
Wizards Armory
(Primary action: Spell (16): Conjuration; Cost: 1 mana)
Wizards Workshop
(Primary action: Spell (16): Conjuration; Cost: 1 mana)
Apparate
You instantly teleport yourself, an ally, or an enemy.
(Movement action: Spell (18): Teleportation; Cost: 1 mana) Select yourself, an ally, or an enemy and teleport them into a new position within line of sight. If you select yourself to teleport, this spell is considered a cantrip. If you select an enemy or ally, you must roll to cast, and take a casting penalty to any target larger than you equal to the difference of SM (or bonus if they’re smaller). If you warp an enemy, they must make an intuition vs spellcasting contest against you to quickly regain orientation. If they fail, they take a double disadvantage to the first roll they make during their next turn.
When teleporting, you must select a new position that is unoccupied, and if a target would go into a position that is occupied by solid matter, the spell fails and mana is wasted. If you fail the cast roll for this spell, the chosen target is teleported 1d20 meters in a random direction from the intended position. If it critically fails, the GM can select any number of random victims to teleport to anywhere they want.
Beast of Burden
You whistle, snap your fingers, etc and a mule or other similar draft animal, automaton or other similar ally appears before you to do the grunt work.

Conjuration Spells

Remnants of a Slain God harbadger