Spells
Orb of Creation Conjuration Spells Guide
Complete Orb of Creation conjuration guide: conjure spells, resource generation, Conjure tags, duplicate bar slots, and early-game snowball strategies.
Conjuration is the foundation of Orb of Creation progression. Every player begins by casting conjure spells from the spell bar to generate stone, water, and other base materials that fund Workshop upgrades, research books, and eventually alchemy. Conjure spells carry the Conjure tag, fire once per key press, and scale with spell level, augment buffs, and capacity upgrades on the target resource.
How Conjure Spells Work
Assign a conjuration spell to any spell bar slot from 1 through 9 and press the corresponding number key to cast. Each cast instantly adds resources to your inventory up to the current capacity cap. When capacity fills, further casts waste output until you purchase cap upgrades or consume the resource in recipes.
Conjure output scales with spell level, but level is not the only multiplier. Augments that buff Conjure tags, reduce conjure cooldowns, or increase conjure efficiency often outperform raw leveling per resource spent. Read every tooltip for tag interactions before investing Knowledge into spell levels alone.
- Conjure tag: Identifies spells that generate resources on cast
- One press, one cast: Unlike augments, conjures do not toggle on
- Capacity caps output: Raise caps before leveling spells aggressively
- Duplicate slots: Same spell on keys 1-4 quadruples manual output
- spell bar duplicate slot technique
- early conjuration loadout build
- early game conjuration walkthrough
Core Conjuration Spells by Phase
Early conjures include basic materials like stone and water that Workshop and Magic upgrades consume immediately. Water conjuring is viable for minutes but becomes a bottleneck once brewing unlocks—mid-game transmutation replaces manual water almost entirely. Stone and early metals typically remain manually conjured longest because they fund the first research tiers cheaply.
Advanced conjures appear as research books unlock new schools. Each new conjure introduces a fresh capacity wall and competes for Knowledge investment. Resist unlocking every conjure simultaneously. The tier list ranks which conjures remain relevant through mid-game versus those transmutation replaces within hours of unlocking.
- community spell priority tier list
- transmutation replacing manual conjures
- capacity upgrades for conjured resources
Duplicate Slots and Casting Rhythm
The defining early-game technique is assigning the same conjure spell to multiple bar slots. Pressing 1-2-3-4 in rhythm produces four casts of Summon Stone in seconds, multiplying output without additional upgrades. This active playstyle distinguishes Orb of Creation from passive idle games where production runs unattended.
Pair duplicate conjures with one augment slot dedicated to cooldown reduction or Conjure tag amplification. A single buff augment affecting all four duplicate casts often doubles effective output more cheaply than leveling the conjure spell twice. Plan bar layout as a system rather than treating each slot independently.
Capacity and the Conjuration Bottleneck
Conjuration output hits a hard stop at capacity. Click any resource icon to inspect every upgrade contributing to its cap—Workshop purchases, Magic upgrades, research rewards, and later alchemy bonuses all appear in the breakdown panel. When conjuring feels unproductive despite high spell level, capacity is almost always the culprit, not spell power.
Buy the cheapest capacity upgrade available before leveling conjures further. Guides emphasizing spell level over caps create players who cast at maximum power into a full inventory, generating zero effective progress. Overflow mechanics exist in late game but do not rescue early conjuration mistakes.
- fixing stuck progression from low caps
- overflow and efficiency for advanced players
- capacity upgrade finder tool
Transitioning from Conjuring to Alchemy
Mid-game transmutation automates resource chains that conjuring previously supplied manually. The transition frees spell bar slots for augments and combat spells approaching ritual gates. Maintain one manual conjure for resources alchemy cannot yet produce efficiently, but stop filling four duplicate slots on materials your transmutation pipeline covers.
Brewing depends on water and reagents that conjuring or herbalism supply until transmutation takes over. Time your conjuration wind-down with water automation—players who conjure water manually through mid-game waste attention better spent configuring alchemy recipes and mutagen investments.
Conjuration in v0.6 Beta
The v0.6 beta branch reworked capacity formulas and introduced Flow as a magic resource gating advanced systems. Conjuration mechanics themselves—cast on press, Conjure tag, duplicate slots—remain unchanged. What shifts is which capacity upgrades appear earliest and how aspect choices multiply conjure output compared to v0.5.
New players on v0.6 should follow the early game walkthrough for conjuration fundamentals, then consult the v0.6 beta walkthrough for branch-specific timing at the alchemy transition. Older video guides demonstrating conjure loops remain valid for technique even when specific upgrade names differ.
Related in Spells
Explore more spells pages that connect to this topic:
- Augmentation Spells Guide
Orb of Creation augmentation guide: permanent buffs, toggle augments, mana and energy drain, stacking rules, and endgame augment chains.
- Combat Spells Guide
Orb of Creation combat spell guide: ritual offense, Solar Flare, Lightning Spear, Beam Burst, enemy types, cooldown tags, and combat loadouts.
- Spell Combos & Modifiers Guide
Orb of Creation spell combo guide: modifier stacking, Conjure and Augment tags, additive math, Quick and Small interactions, and v0.6 Control mechanics.