J'morvi tend to be flashy, explosive individuals in brightly colored robes and styles and fashions that appear foreign at best, outlandish at worse. Their spells center around summoning or bringing into being help from elsewhere, so they tend to treat everyone and everything as a potential hireling or ally. This often makes them seem overly friendly and fawning around the powerful. At worst, they are overbearing and insulting to those less powerful than themselves.
J'morvi can afford to be loners, because for them help and friends are usually no more than a few spells away. They tend to be willing to take chances, whether it is plumbing into the depths in search of treasure or insulting a large (and obviously non-magical) barbarian.
A J'morvi's dress usually makes a statement- "Hey, I'm a mage and a pretty damn good one, too." Bright colors, numerous gems and rings, and outlandish styles are common.
J'morvi tend to like all other wizards as a group, though they hold grudges against particular individuals who have slighted them in some manner. They don't have much need for Savoryans because the only information they really need, they cannot ask for without risking their strength.
This shek p'var begin to feel a compelling, supernatural, instinctual call from beyond known to them as "The Call" upon nearing tenth level. Before eleventh level, they hear The Call but do not possess the spells to properly respond. They know that no J'morvi have ever returned from answering the summons and thus fear it greatly. They have no divination spell capability strong enough to discover the origin, and will not reveal any weakness to a non-J'morvi. J'morvi can resist the call, unless they are overly fatigued (with less than 10% spell points remaining). Then they must save versus fear and save versus spells.
A successful save versus fear means the J'morvi temporarily overcomes his fear of the summons and may cast spells to prevent him from answering The Call. Failure means the mage, is overcome by the fear as per the spell (no save) for 1 hour/highest spell level the J'morvi could normally cast. A successful second save means the mage resists answering the summons.
Note: Not all J'morvi are spellcasters. Sages, librarians, contributors, honorary members, scribes, as well as others may hold titles. There is no Virana of this shek p'var and several Shenava. Only spellcasters suffer the side effects.
Note spells listed in BOLD type are closed spells, which only a J'morvi may legally know and cast. New spells created in the conjuration/summoning arena become providence of the J'morvi by Petition 179. Also, spells that also belong to other shek p'vars cannot be closed, the only exception to this is Odivshe spells (because their chantries are outlawed).
|Conjure Spell Component||Otiluke's Bubbling Buoyancy|
|Find Familiar||Unseen Servant|
|Agra's Ambush/CHM||Otiluke's Boiling Oil Bath/INV|
|Choke/NEC||Power Word: Sleep|
|Glitterdust||Quimby's Enchanting Gourmet|
|Melf's Acid Arrow||Summon Swarm|
|Nystul's Crystal Dagger/EVO|
|Fire Phantom||Phantom Steed/PHM|
|Flame Arrow||Sepia Snake Sigil|
|Ghost Armor||Serrel's Guardian|
|Monster Summoning I||Snapping Teeth/ALT|
|Nystul's Crystal Dirk/EVO||Summon Familiar|
|Nystul's Radiant Baton/INV||Watery Double/ENC|
|Acid Bolt||Halo of Eyes/ABJ|
|Arnvid's Unseen Limb||Monster Summoning II|
|Caligarde's Claw||Mordenkainen's Faithful Phantom Shield-Maidens|
|Drawmij's Handy Timepiece||Nystul's Grue Conjuration|
|Drawmij's Instant Exit/ALT||Recharge/INV,ENC|
|Drawmij's Tool Box||Summon Lycanthrope|
|Duplicate||Wall of Ice|
|Evard's Black Tentacles||Wall of Sand|
|Conjure Elemental||Mordenkainen's Faithful Phantom Defenders|
|Fire Stones||Nystul's Radiant Arch|
|Khazid's Procurement/DIV||Summon Shadow/NEC|
|Leomund's Secret Chest/ALT||Wall of Bones/NEC|
|Monster Summoning III||Wall of Iron|
|Mordenkainen's Faithful Hound||Wall of Stone|
|Conjure Animals||Phantom Tentacles/ALT|
|Ensnarement||Power Word, Silence|
|Forest's Fiery Constrictor||Prismatic Eye|
|Indefinitecy/ENC||Serrel's Confining Sphere/EVO|
|Monster Summoning IV||Summon Spider|
|Mordenkainen's Faithful Guardian|
|Drawmij's Instant Summons||Mordenkainen's Magnificent Mansion/ALT|
|Intensify Summoning/NEC||Power Word, Stun|
|Limited Wish/INV||Prismatic Spray|
|Monster Summoning V|
|Monster Summoning VI||Symbol|
|Power Word, Blind||Trap the Soul|
|Black Blade of Disaster/EVO||Power Word, Kill|
|Monster Summoning VII||Wish|