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{{incomplete|needs more information about training and using and summoning domains}}
'''Summoning''' is a [[guild association is::Warrior Mage]]-only [[page type is::skill]] that represents a Warrior Mage's facility with the elements - it currently affects [[familiar]] summoning, [[Aethereal Pathways]], creation of [[elemental weapon]]s, and the creation of [[Elemental Domain]]s.
'''Summoning''' is a [[guild association is::Warrior Mage]]-only [[page type is::skill]] that represents a Warrior Mage's facility with the elements. It currently affects [[familiar]] summoning, [[Aethereal Pathways]], creation of [[elemental weapon]]s, the creation of [[Elemental Domain]]s, and powers the [[Barrage]] ability.


==Spells and abilities that boost Summoning==
All applications of the {{com|SUMMON}}{{tt|ing}} skill are fueled by Elemental Charge, which requires the Warrior Mage first {{tt|Align}} to one of the elements.
{{#ask:[[Boosts::Summoning skill]]
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==Spells and abilities that decrease Summoning==
Maximum Elemental Charge begins with a static base amount and is modified upward based on your [[Stamina]]. Charge is increased by casting spells of the aligned element and decreased by casting spells of the opposing element. Each spell contributes the same amount to charge. Charge level does not change over time.
{{#ask:[[Debuffs::Summoning skill]]
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==Elemental charge==
Elemental Domains affect how charge is gained or lost and counter environmental penalties for Elemental spells, generally making it easier to maintain charge with the appropriate element.
All applications of the {{com|SUMMON}}{{tt|ing}} skill are fueled by elemental charge, which requires the Warrior Mage to first {{tt|Align}} to one of the elements.
*Maximum elemental charge begins with a static base amount and is modified upward based on your [[Stamina]], [[Discipline]] and Summoning Skill.
*Charge is increased by using {{com|summon}} {{tt|admittance}} or by casting spells of your {{com|align}}ed element.
*It is decreased by using {{com|summon}} {{tt|impedance}}, casting spells of your {{com|align}}ed element's opposing element, and using [[:Category:Summoning abilities|summoning abilities]].
*Each spell contributes the same amount to charge.
*Cyclic spells contribute charge only on the initial cast.
*Using a summoning based ability that is aligned with your aligned element drains half as much elemental charge as it would if you were aligned to a neutral element.
*Using a summoning based ability that is opposed to your aligned element drains twice as much elemental charge as it would if you were aligned to a neutral element.
*Charge level does not change over time.
*Every 200 ranks of summoning reduces summoning round times by 1 second to a minimum of 10 seconds at 1000 ranks.
*Each {{tt|SUMMON ADMITTANCE}} raises elemental charge by 1 tier.


[[Elemental domain]]s affect how charge is gained or lost and counter environmental penalties for Elemental spells, generally making it easier to maintain charge with the appropriate element.
Charge level can be seen using {{tt|Pathway Sense}}


Charge level can be seen using {{com|Pathway}} {{tt|Sense}}
==Charge Levels==
0. You sense nothing out of the ordinary. Only magic could detect the useless trace of fire.<br />
1. A charge hovers just above the threshold of perception.<br />
2. A small charge lingers within your body.<br />
3. A charge dances through your body.<br />
4. A charge dances just below the threshold of discomfort.<br />
5. A charge circulates through your body, causing a low hum to vibrate through your bones.<br />
6. Elemental essence floats freely within your body, leaving little untouched.<br />
7. Elemental essence has infused every inch of your body. While you could contain more, you'd do so at the risk of your health.<br />
8. Extraplanar power crackles within your body, leaving you feeling mildly feverish.<br />
9. Extraplanar power crackles within your body, leaving you feeling acutely ill.<br />
10. Your body sings and crackles with a barely contained charge, destroying what little cenesthesia you had left.<br />
11. You so heavily embody the Elemental Plane of Fire that it already threatens your health. Going any further while in this plane would be fatal.<br />


===Casting spells===
==Elements==
*Aligned element: ''The complementary nature of the spell empowers you.''
Choices are: Aether, Air, Earth, Electricity, Fire, Water
:(There is a 10 second timer on complementary spells providing charge)
*Opposing element: ''The conflicting nature of the spell diminishes you.''
:(There is no timer on conflicting spells reducing charge)


===Charge levels===
Element: Aether<br />
#You sense nothing out of the ordinary. Only magic could detect the useless trace of <element> still in your system.
Opposition: Electricity<br />
#A small charge lingers within your body, just above the threshold of perception.
Not related: Air, Earth, Electricity, Fire, Water
#A small charge lingers within your body.
#A charge dances through your body.
#A charge dances just below the threshold of discomfort.
#A charge circulates through your body, causing a low hum to vibrate through your bones.
#Elemental essence floats freely within your body, leaving little untouched.
#Elemental essence has infused every inch of your body. While you could contain more, you'd do so at the risk of your health.
#Extraplanar power crackles within your body, leaving you feeling mildly feverish.
#Extraplanar power crackles within your body, leaving you feeling acutely ill.
#Your body sings and crackles with a barely contained charge, destroying what little cenesthesia you had left.
#You have reached the limits of your body's capacity to store a charge. The laws of the Elemental Plane of [Element] scream demands upon your physiology, threatening your life.


==Elemental alignment==
Element: Air<br />
Warrior mages must choose an elemental alignment. Choices are: Aether, Air, Earth, Electricity, Fire, Water
Opposition: Earth<br />
{| class="wikitable"
Not related: Aether, Electricity, Fire, Water<br />
! Element !! Opposition !! Not related

|-
Element: Fire<br />
| Aether || Electricity || Air, Earth, Fire, Water
Opposition: Water<br />
|-
Not related:Aether, Air, Earth, Electricity
| Air || Earth || Aether, Electricity, Fire, Water

|-
'''Pathways by element''':
| Fire || Water || Aether, Air, Earth, Electricity

|-
Aether:<br />
|}
Perceive Pathway (unlike other abilities, aether alignment allows you to do this for free)<br />
At low skill, a Warrior Mage will automatically be in opposition to the naturally opposed element to the one they are aligned to. With around 500 skill in Summoning they can choose to be opposed to an element different from the traditional one.
Summon Familiar
:''E.g. Normally when aligning to fire a Warrior Mage will automatically be opposed to water, however, with enough skill they could choose to be opposed to air instead of water while still remaining aligned with fire.

Air:<br />
Focus Precise<br />
Focus Quick

Earth:<br />
Focus Defend<br />
Focus Power

Electricity:<br />
Focus Accuracy<br />
Elemental Barrage

Fire:
Focus Damage
Focus Conserve

Water:
Focus Ease
Focus Secrecy

==Summon Domain==
?

==Summon Weapon==

- Base Ability:
- Available to all WMs immediately after joining the guild.
- SUMMON WEAPON will create a Tier 2 weapon that is a template of your highest melee skill.
- This uses Elemental Charge, and is an Earth ability.
- You may TURN the summoned weapon to swap it between the two templates for that skill
- Roundtime for all verbs scales down fairly quickly with Summoning skill.

- Metaspells:
- There are six metaspells that modify this ability, one in each book.
- All metaspells require Elementalism.
- All metaspells are on Premium preview.
- Knowledge of any metaspell raises the base weapon to Tier 3.
- The Air metaspell (Quick Infusions) reduces the RT of SUMMON, SHAPE, and TURN by 4 seconds.
- The Aether metaspell (Expansive Infusions) allows you to create weapons for any skill. The syntax is SUMMON WEAPON {skill}, or SHAPE {weapon} TO {skill}.
- The Earth metaspell (Reinforced Infusions) allows the user to get additional Tier bumps from Crafting Techniques and holding a rare metal ingot*.
- The Electricity metaspell (Shocking Infusions) allows the user to create weapons that do electric damage. The syntax is SUMMON WEAPON ELECTRIC or SHAPE {weapon} TO ELECTRIC.
- The Fire metaspell (Fiery Infusions) allows the user to create weapons that do fire damage. The syntax is SUMMON WEAPON FIRE or SHAPE {weapon} TO FIRE.
- The Water metaspell (Icy Infusions) allows the user to create weapons that do cold damage. The syntax is SUMMON WEAPON ICE or SHAPE {weapon} TO ICE.

*The ingot must be of a certain quality, and if it is below a certain volume, the quality will be lowered. The volume required to avoid this quality penalty scales with Summoning skill, ending at over 1500 ranks. Regardless of skill, there is always a small random chance of quality loss. The quality loss is very small.

Unformatted notes:
-the weapon cannot be {{tt|Give}}n to another person
-The weapons crumble a short period after being dropped
-the weapon crumbles if someone else tries to pick it up
-You can {{tt|break}} the weapon to dismiss it.

==Training Methods==


==Training methods==
*{{com|ALIGN}}{{tt|ing}} to the different elements.
*[[Aethereal Pathways|Using Aethereal Pathways]] - The primary method of learning Summoning is to activate an Aethereal Pathway. This can be done in or out of combat. Once a pathway has been activated it will continue to pulse as long as you maintain sufficient Elemental Charge - either through casting {{com|ALIGN}}ment complementary spells or using {{com|SUMMON}} {{tt|ADMITTANCE}}.<br \>
*[[Aethereal Pathways|Using Aethereal Pathways]] - The primary method of learning Summoning is to activate an Aethereal Pathway. This can be done in or out of combat. Once a pathway has been activated it will continue to pulse as long as you maintain sufficient Elemental Charge - either through casting {{com|ALIGN}}ment complementary spells or using {{com|SUMMON}} {{tt|ADMITTANCE}}.<br \>
*{{com|SUMMON}}{{tt|ing}} - Use of the {{tt|SUMMON ADMITTANCE}}, {{tt|SUMMON IMPEDANCE}}, {{tt|SUMMON WEAPON}} or {{tt|SUMMON}} [[Familiars|familiar]] commands will grant a small amount of experience.
- Using an opposing elemental pathway drains elemental charge twice as fast as using a pathway of an aligned element. <br />
- Using a neutral elemental pathway drains elemental charge 1.5 times as fast as using a pathway of an aligned element.<br />
- Every 200 ranks of summoning reduces summoning round times by 1 second.<br />
- Each {{tt|SUMMON ADMITTANCE}} raises elemental charge by 1. <br />
*{{com|SUMMON}}{{tt|ing}} - Use of the {{tt|SUMMON ADMITTANCE}}, {{tt|SUMMON IMPEDANCE}} or {{tt|SUMMON}} [[Familiars|familiar]] commands will grant a small amount of experience.
*Using the elemental {{com|Barrage}} also teaches some summoning skill
*Using the elemental {{com|Barrage}} also teaches some summoning skill
*[[Teaching skill|Teaching or Listening to Summoning]] - Other Warrior Mages can teach or be taught the Summoning skill.
*[[Teaching skill|Teaching or Listening to Summoning]] - Other Warrior Mages can teach or be taught the Summoning skill.



{{RefAl}}
{{RefAl}}
{{Cat|Guild Skills,Supernatural skillset,Experience 3.0 Skills,Skills}}[[page type is::skill| ]]
{{Cat|Guild skills,Magic skillset,Experience 3.0 Skills,Skills}}[[page type is::skill| ]]

Latest revision as of 10:57, 1 May 2022

Summoning is a Warrior Mage-only skill that represents a Warrior Mage's facility with the elements. It currently affects familiar summoning, Aethereal Pathways, creation of elemental weapons, the creation of Elemental Domains, and powers the Barrage ability.

Spells and abilities that boost Summoning

None

Spells and abilities that decrease Summoning

None

Elemental charge

All applications of the SUMMONING skill are fueled by elemental charge, which requires the Warrior Mage to first ALIGN to one of the elements.

  • Maximum elemental charge begins with a static base amount and is modified upward based on your Stamina, Discipline and Summoning Skill.
  • Charge is increased by using SUMMON ADMITTANCE or by casting spells of your ALIGNed element.
  • It is decreased by using SUMMON IMPEDANCE, casting spells of your ALIGNed element's opposing element, and using summoning abilities.
  • Each spell contributes the same amount to charge.
  • Cyclic spells contribute charge only on the initial cast.
  • Using a summoning based ability that is aligned with your aligned element drains half as much elemental charge as it would if you were aligned to a neutral element.
  • Using a summoning based ability that is opposed to your aligned element drains twice as much elemental charge as it would if you were aligned to a neutral element.
  • Charge level does not change over time.
  • Every 200 ranks of summoning reduces summoning round times by 1 second to a minimum of 10 seconds at 1000 ranks.
  • Each SUMMON ADMITTANCE raises elemental charge by 1 tier.

Elemental domains affect how charge is gained or lost and counter environmental penalties for Elemental spells, generally making it easier to maintain charge with the appropriate element.

Charge level can be seen using PATHWAY SENSE

Casting spells

  • Aligned element: The complementary nature of the spell empowers you.
(There is a 10 second timer on complementary spells providing charge)
  • Opposing element: The conflicting nature of the spell diminishes you.
(There is no timer on conflicting spells reducing charge)

Charge levels

  1. You sense nothing out of the ordinary. Only magic could detect the useless trace of <element> still in your system.
  2. A small charge lingers within your body, just above the threshold of perception.
  3. A small charge lingers within your body.
  4. A charge dances through your body.
  5. A charge dances just below the threshold of discomfort.
  6. A charge circulates through your body, causing a low hum to vibrate through your bones.
  7. Elemental essence floats freely within your body, leaving little untouched.
  8. Elemental essence has infused every inch of your body. While you could contain more, you'd do so at the risk of your health.
  9. Extraplanar power crackles within your body, leaving you feeling mildly feverish.
  10. Extraplanar power crackles within your body, leaving you feeling acutely ill.
  11. Your body sings and crackles with a barely contained charge, destroying what little cenesthesia you had left.
  12. You have reached the limits of your body's capacity to store a charge. The laws of the Elemental Plane of [Element] scream demands upon your physiology, threatening your life.

Elemental alignment

Warrior mages must choose an elemental alignment. Choices are: Aether, Air, Earth, Electricity, Fire, Water

Element Opposition Not related
Aether Electricity Air, Earth, Fire, Water
Air Earth Aether, Electricity, Fire, Water
Fire Water Aether, Air, Earth, Electricity

At low skill, a Warrior Mage will automatically be in opposition to the naturally opposed element to the one they are aligned to. With around 500 skill in Summoning they can choose to be opposed to an element different from the traditional one.

E.g. Normally when aligning to fire a Warrior Mage will automatically be opposed to water, however, with enough skill they could choose to be opposed to air instead of water while still remaining aligned with fire.

Training methods

  • ALIGNING to the different elements.
  • Using Aethereal Pathways - The primary method of learning Summoning is to activate an Aethereal Pathway. This can be done in or out of combat. Once a pathway has been activated it will continue to pulse as long as you maintain sufficient Elemental Charge - either through casting ALIGNment complementary spells or using SUMMON ADMITTANCE.
  • SUMMONING - Use of the SUMMON ADMITTANCE, SUMMON IMPEDANCE, SUMMON WEAPON or SUMMON familiar commands will grant a small amount of experience.
  • Using the elemental BARRAGE also teaches some summoning skill
  • Teaching or Listening to Summoning - Other Warrior Mages can teach or be taught the Summoning skill.


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