The first-level conjurations all end in an object. A water elemental kept sweet by daily casting, a river spirit housed in a receptacle you must never be parted from, a dwarf given a nice gemstone. The second level drops the object entirely, and the entries say so twice. Nature spirits at this level aren't contained in items, they rather exist around the Wizard. And a fairy cannot be placed in items; their magic is too great to contain.1
So the upgrade is not more power on tap. It is a class of being that will not fit in a container — which means no receptacle to lose, no daily casting over an object, and no way to keep one.
The first calls somebody who used to be a person, and the choice is the practitioner's. Who comes: a saintly spirit — described as this celestial heart from Heaven. The mechanism is a link rather than an arrival: the incantation works by uniting the recipient of this conjuration with a mighty saint of the Wizard's choosing through a powerful channel. Of the wizard's choosing. Which is unusual — most conjurations here name a category and let whatever comes, come. Here you pick.
What comes down the channel is emotional support rather than power: calming energies and positive thoughts to the person in need, keeping them from debilitating and disheartening thoughts. And the three qualities named as the point of it: guidance, patience, and most of all temperance. Most of all temperance. Which is a strange thing to make the headline of a conjuration, and it fits the situations named — difficult and hard situations, the kind you get through rather than win. A secondary effect closes the entry: the charm creates a saintly aura around the Wizard or recipient that will keep evil beings at bay.
Psalm 31:6. Celestial: Darmaqados, Dominion of the First Heaven, who furthers divine communication between a holy spirit and the Wizard.
The second calls the spirit of somewhere, and the list of somewheres is long and specific. A mountain, forest, valley, meadow, river, sea, lake, cave, or an aerial spirit like those of the wind. Nine kinds of place, and the reason they come is stated as recognition rather than compulsion: these beings will be friendly towards the caster, acknowledging the inherent power of the Source Divine in the Wizard. They acknowledge something in you. Which is the same logic as the sword being recognised rather than feared — the practitioner is not commanding, they are being read correctly.
Then the matching table, and it is the most usable thing in the entry because it pairs element to school. Water spirits could be asked to help empower Alterations. Earth spirits will empower protective spells. Aerial spirits can be asked for wisdom and enlightenment.
Three elements, three uses — and the pairing tracks this system's own scheme, where water is the school of change, earth is the school of holding, and air is the school of mind. ⚠ Fire is absent from the list, and no fire spirit appears among the nine places named. A fourth use is more mundane and covers the rest: the wizard can ask these spirits for intervention in emotional matters, stability, and legal matters. And then the structural difference from the level below: unlike the lesser conjurations, these spirits aren't contained in items, they rather exist around the Wizard.
Psalm 137:4. Celestial: Sushorel, Seraph of the Third Heaven, appointed to govern over higher nature beings, spirits and entities, making them friendly towards the Wizard.
The hero charm is the most consequential entry in the school and it carries two clauses that change what the working is. What it calls: a mighty hero of Heaven to be at the recipient's side at the time of battle — again of the Wizard's choosing. What it brings: additional strengths, prowess, might, and sufficient energies and power to be victorious. Then the first condition, and it is an evaluation the caster does not perform: the recipient must understand that this hero will only help if the fight is fair, just and proper.
Three tests — fair, just, proper — and the hero applies them. So this is not a charm that fails on a technicality; it is a charm that declines. The being turns up, assesses the quarrel, and helps or does not.
⚠ Which makes it the only working in the volume where the assistance itself judges the request. Elsewhere a condition is mechanical: the recipient asked, or the fever is over 39 degrees, or the hemisphere matches. Here somebody looks at what you are doing and decides.
Then the second condition, and it is not a condition at all but a consequence: the recipient will begin to resemble the hero in actions and beliefs. Begin to resemble. In actions and beliefs — so the change reaches what a person thinks as well as what they do.
Read the two together and the charm has a shape most of this spellbook does not. You choose a hero. The hero decides whether your cause deserves them. And whatever you chose starts working on you.
That is the same mechanism the cosmic consciousnesses appendix describes for contemplation — you ponder a figure long enough and find yourself behaving like it — arriving here as a side effect of asking one for help in a fight. And the last clause supplies an enforcement layer: the incantation will bring powerful ministers and soldiers from Heaven in order to ensure that the fight is fair. Not to win it. To make sure it is fair — which means the reinforcements are there for the rules rather than for your side. The scope is broader than combat: it can be used in fights, business discussions and delicate situations in which the recipient needs an extra hand.
Psalm 68:36. Celestial: Qamaharel, Prince of the First Heaven, who rules over martyrs, heroes of the past and saintly champions.
The fourth calls a fairy and the entry is unusually frank about how little control the caster has. What comes: one of the most interesting beings in all of nature, a Fairy. And then the caveat: these beings come in all sizes and categories, so the Wizard must be patient with whatever creature shows up.
Whatever shows up. No choosing here, unlike the saint and the hero — the wizard takes what arrives and is told to be patient about it. Then the containment rule, and it is the school's defining line: these beings cannot be placed in items; their magic is too great to contain.
Too great to contain. Which is a statement about the being rather than about the practitioner's skill, and it is why this class of conjuration has no object and no daily maintenance. What it does: the beings will be friendly towards the caster and will try to help in affairs of the Fey Realm.
And the two practical uses are the most specific in the entry, and both are about other spirits. Fairy beings are quite helpful when other natural spirits are plaguing the Wizard, or when the Wizard desires to travel through a wilderness which is known to be occupied by hostile nature spirits. So a fairy is what you call when the nature spirits are the problem — the same wilderness the first level's gnomes and brownies were asked to help you cross, handled here by something that outranks the trouble. Psalm 118:5, 19. Celestial: Zoramas, Throne of the Second Heaven, who rules over intelligence, the element of air and the goodly fairies.
Read the four together and they split on a single question: does the practitioner pick who comes? Chosen. The saint is of the Wizard's choosing. The hero is of the Wizard's choosing. Both were once people, and both are called for a situation the practitioner has already understood.
Not chosen. The place-spirit is whatever spirit belongs to the mountain or river you are near. The fairy is whatever creature shows up, and the instruction is patience.
And the split tracks something real about the two kinds of being. A saint or a hero is an individual with a name and a history — you can have one in mind. A place has one spirit and it is the one it has. The Fey Realm sends what it sends.
⚠ Which also explains where the conditions land. The two chosen beings carry conditions on the caster: the hero judges the fight, and the saint's whole gift is temperance. The two unchosen ones carry no conditions at all — only the instruction to be patient.
The ranks here are the highest in any conjuration set and they include the school's only Seraph. Darmaqados, a Dominion of the First Heaven, furthers divine communication between a holy spirit and the Wizard — an office that is purely about the channel rather than about the saint at the end of it. Sushorel, a Seraph of the Third Heaven, governs higher nature beings and, notably, makes them friendly towards the Wizard. The friendliness is the office, not a property of the spirits. Qamaharel, a Prince of the First Heaven, rules martyrs, heroes of the past and saintly champions — three categories of dead human, which is exactly the population the first two charms draw on.
Zoramas, a Throne of the Second Heaven, rules intelligence, the element of air and the goodly fairies. ⚠ Goodly fairies. The qualifier implies a category that is not, and nothing in the ranges read in this build addresses what a practitioner does if one of those arrives instead.
Through a hard stretch: Magosanima Advocobonteia, naming a saint you have chosen. Expect calming energies and steadier thoughts rather than power, and temperance above all. Near a mountain, river, sea, cave or open wind: Magospiritam Advocobonteia. Match the element to the job — water for alterations, earth for protections, air for wisdom — and remember these spirits stay around you rather than in an object.
Before a fight, a hard negotiation or a delicate situation: Magosvirium Advoco, naming a hero. Understand two things before casting. The hero helps only if the fight is fair, just and proper, and judges that themselves. And you will begin to resemble them in actions and beliefs.
When nature spirits are the trouble: Neraidafilika Advoco. Take whatever fairy arrives and be patient with it. There is no object, no housing and no keeping one.
The four incantations, their conditions, psalms and celestials are all in the Second Level Conjurations section of the spellbook. This is the Eldest Tradition warrant on the source stub. 🚩 SINGLE SOURCE.
⚠ Magosvirium Advoco is the only working in the ranges read in this build where the being called evaluates the request before helping. No criterion is given beyond fair, just and proper, and no appeal is described. ⚠ The element-to-school pairing names water, earth and air and omits fire, and no fire spirit appears among the nine places listed.
⚠ Goodly fairies implies a category that is not goodly, and nothing addresses what happens if one of those answers the call. Unresolved: the recipient will begin to resemble the hero in actions and beliefs, and nothing states whether that is temporary, whether it can be declined, or what happens after several such castings with different heroes.
Follow the saint and the hero and this school is about being chosen well. You pick the figure, the channel opens, and what comes through is temperance in one case and strength in the other. Follow what the hero does on arrival and the choosing runs the other way. The being decides whether your fight is fair, just and proper, and helps only then — while ministers and soldiers of Heaven arrive to ensure that the fight is fair rather than to help you win it. And whoever you called begins reshaping your actions and beliefs.
Both are in one entry. A charm described as bringing a champion to your side turns out to bring a referee and a model, and the practitioner is the one under assessment.
Zero handshakes on this page. The material is four printed formulas with their conditions, texts and celestials, and the connection that would earn its place — that living with a chosen figure reshapes conduct — is carried inside this build by the cosmic-consciousnesses page, where the same mechanism is the whole practice.
Sharpest implication. The hero charm has two clauses and neither is a permission. This hero will only help if the fight is fair, just and proper — the being judges, not the caster. And the recipient will begin to resemble the hero in actions and beliefs. You are assessed on arrival and altered on the way out.
Generative questions.