Every other school in this spellbook produces an effect. This one produces a relationship, and the four entries spend more words on how to behave toward the being than on what the being does. Recast daily or it turns unruly. Never part from the object it lives in. Talk to it, encourage it, give it a nice stone. Send it away as soon as you have what you asked for, and do not get greedy while it is here.1
Four conjurations, and all four carry conduct rules. Which makes this the only school where the working can fail because of how the practitioner treated somebody.
The first calls a water elemental and its whole instruction is about maintenance. What arrives: a small water elemental from the Elemental Plane of Water. Small — the entry says so, and the scale matters given how much of this practice is capped at apprentice level.
What it does: it will help, support and aid the Wizard or recipient in all magical matters dealing with Water and will provide additional power and energy to such operations. Then the disposition, which is the thing being managed: with this incantation the wizard will be perceived favorably by the small water elemental.
Perceived favourably. Not commanded, not bound — regarded well, and that regard is what the rest of the entry protects.
It's recommended that this incantation is cast daily to maintain the elemental with a favorable disposition. And the failure: if the Wizard doesn't cast this incantation daily, the water elemental may become unruly and disobedient.
⚠ So the working is not the calling. The calling happens once and the daily casting is what keeps the relationship in good order — and the penalty for neglect is a being that is present and no longer cooperative, which is worse than one that left. Psalm 21:15. Celestial: Araphael, Throne of the First Heaven, appointed to govern over all water elementals.
The second is the most practical conjuration in the school and it is aimed squarely at being lost. Who comes: nature spirits related to Gnomes, Forest Spirits and Brownies.
When: when in hostile, unknown and otherwise uncharted territory. What they do first is behavioural rather than magical. They will act with friendliness towards the Wizard and will keep the Wizard safe from wild animals and other more aggressive nature spirits.
Other, more aggressive nature spirits. Which says plainly that the wilderness in this system is populated by beings of the same kind, and some of them are not friendly — so what this charm buys is local allies rather than a shield. Then the mechanism, and it is proximity: the charm works by bringing these creatures close to the Wizard, so that simple instructions will be given.
Simple instructions. Not commands — the beings come near enough to be asked for small things. And the three things named are entirely ordinary: helping the Wizard with sick mounts or animals in the wild, finding food, and finding one's own path back to civilization when lost in the wilderness.
A sick horse, something to eat, and the way home. Psalm 107:13. Celestial: Tabasael, Throne of the First Heaven, in charge over nature spirits and beings of the Fairy World.
The third is the housing charm, and both its requirement and its exclusion are load-bearing. What can be called: plant spirits, tree spirits, river spirits, cloud spirits and animal spirits.
What cannot: legendary creatures like Centaurs or the Phoenix. ⚠ That exclusion draws a line inside this system's own creature ranking. Spirits of natural things are available; the mythological category is not, at this level.
The requirement is an object, and the rule about it is absolute. The being must possess a suitable place where it will magically reside, and this item should never be parted from the Wizard. Then the consequence: should this happen, the spell will fail and contact with the being broken.
Never parted. Lose the object or leave it behind and the relationship ends — not the being, the contact. What the being is for is two things, and the second is the more interesting. The wizard can employ these beings to imbue other magical operations with the strength of these other beings. And: the wizard can receive spiritual guidance and direction from these wonderful beings.
Guidance, from a river spirit in a stone. Which puts this charm alongside the invocation school's channels rather than with the rest of the conjurations. And the maintenance: this incantation must be cast daily and over the receptacle where the being shall reside.
Daily again, and this time aimed at the object rather than at the being. Psalm 94:8. Celestial: Naziel, Host of the Third Heaven, who rules over the many beings of the magical world, magical communion and mythical beings.
The fourth is the only entry in the spellbook that reads as advice on handling a guest, and every clause in it is about the being's mood. What it is for: the assistance of a dwarf. And the reasoning is folkloric and stated as such — dwarves are legendarily known for their affinity to treasures and gold, therefore the wizard can conjure them and ask them for gold and prosperity.
What it produces: a dwarf which will help the Wizard in turning a regular situation into a "Gold Mine." Then three conduct rules, and each names the same consequence.
The Wizard must be attentive not to fall into greed. This can infuriate the dwarf, and this is not a good thing to happen.
The Wizard should cast the dwarf away as soon as some treasure or "Gold" is received, otherwise this will also infuriate the dwarf.
And the positive obligation: while the dwarf is near the Wizard it should be given plenty of attention, and it should be talked to, encouraged and heartened with a nice receptacle-like stone, crystal or gemstone. Read those three together and they describe one situation. A being that came to help with wealth is infuriated by wanting more of it, and infuriated by being kept past the job — so the two failure modes are the same failure. Greed makes you ask for more, and greed makes you not send it home.
And the third rule is the counterweight. While it is here, it gets attention, conversation, encouragement, and a gift. A stone, a crystal or a gemstone, described as a receptacle-like thing — which is the same kind of object the housing charm requires, offered here as a courtesy rather than as an address.
⚠ Infuriate is used twice and the consequence is never stated. Something bad enough to warn about twice, and the volume does not say what it is. Psalm 86:3–7. Celestial: Qarphadar, Throne of the First Heaven, in charge of ruling over earth elementals, minerals and wealth.
The rank distribution here matches the protections school and reinforces the same reading. Three Thrones — Araphael over water elementals, Tabasael over nature spirits and the Fairy World, Qarphadar over earth elementals, minerals and wealth. All three govern a population, and all three sit in the First Heaven.
One Host — Naziel, of the Third Heaven, ruling the many beings of the magical world, magical communion and mythical beings. ⚠ Which produces a small puzzle. Naziel's office explicitly includes mythical beings, and the charm it is attached to is the one that explicitly cannot call legendary creatures like Centaurs or the Phoenix. The same mismatch pattern as the finding charm assigned to an angel who finds stolen things.
And the three First-Heaven Thrones between them cover water, earth, nature spirits and fairies — which is most of the elemental world, governed from the lowest named Heaven.
Set the four maintenance rules side by side and the pattern is the school's real subject. Cast daily or the water elemental turns unruly. Cast daily over the receptacle or the housed being lapses. Never part from the object or contact breaks. Send the dwarf away promptly and do not get greedy or it is infuriated.
None of those is about power. Every one is about attention — showing up daily, keeping the object close, not overstaying the arrangement, and treating the guest well while it is there. ⚠ Which is a genuinely different kind of cost from anything else in the spellbook. Elsewhere a working fails because a condition was unmet: wrong hour, wrong hemisphere, wrong temperature, no request. Here it fails because the practitioner was inattentive or greedy — and the being does not simply leave, it stays and turns.
For water operations: call the small elemental with Conjuramentos Aqua Elementor, and recast it every day. The daily casting is not the spell; it is what keeps the being well disposed. In wild or hostile country: Eotikos Conjuramentatum. Gnomes, forest spirits and brownies come close enough to take simple instructions — a sick animal, food, or the way back.
To house a being: Fabularum Conjureos, cast daily over the receptacle. Plant, tree, river, cloud and animal spirits only; no centaurs and no phoenix. Never let the object out of your keeping — contact ends if you do.
For wealth: Nanos Conjuraprix. While the dwarf is with you, give it attention, talk to it, encourage it, and give it a good stone, crystal or gemstone. Then send it away as soon as you have received something. Do not get greedy — the entry names that as the thing that infuriates it, twice.
The four incantations, their maintenance rules, psalms and celestials are all in the First Level Conjurations section of the spellbook. This is the Eldest Tradition warrant on the source stub. 🚩 SINGLE SOURCE.
⚠ The consequence of infuriating a dwarf is warned about twice and never described. ⚠ Naziel's office includes mythical beings and the charm it governs excludes legendary creatures by name. Reported as printed.
⚠ Neither daily-casting charm says what happens if a day is missed once, as against neglected repeatedly — only that the elemental may become unruly and disobedient. Unresolved: the housed being's contact breaks if the object is parted from the wizard, and nothing states whether the being is released, stranded, or still in the object with nobody able to reach it.
Follow the language of the school and these beings are employed. They help, support and aid; they are conjured and asked; they can be cast away; and one of them is used to imbue other magical operations with its strength. Follow the conduct rules and they are guests with tempers. One must be kept well disposed by daily attention or it turns disobedient. One must be talked to and encouraged and given a gift. One is infuriated by being kept too long and infuriated by being asked for too much.
Both registers are in the same four entries. A school that describes its beings as assistance describes its actual practice as hospitality — and every stated failure in it is a failure of manners rather than of power.
Zero handshakes on this page. The material is four printed formulas with their maintenance rules, texts and celestials, and the connection that would earn its place — that knowing a creature better makes a call likelier to land — is carried inside this build by the Bestiologist page, where that principle is the whole subject.
Sharpest implication. The two ways to infuriate a dwarf are the same failing seen twice. Be attentive not to fall into greed, and cast the dwarf away as soon as some treasure is received — wanting more and not letting go are one appetite, and the charm for acquiring wealth is written so that wanting wealth too much is what breaks it.
Generative questions.