Aetheral

Summoning basics.

Jun 18th, 2015
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  1. Summoning.
  2. Summoning is the act of calling forth a being from a gem known as a summon. Summons are classified in levels.
  3. The lower area: Summons from levels 1 to 3. They have at most one ability, or none at all. Extremely rare, two ability summons.
  4. Level 1. The weakest summons, which are often tokens, glyphs or objects. They serve to aid a mightier summon or set up rituals or the like. They are not used for fighting.
  5. Level 2. The weakest summons. Quite often these are animalistic beasts, small spirits, or weak warriors. One ability might appear.
  6. Level 3. The top tier of lower level summons. These often become useful for different purposes other than their strength, in competitive battling. They might hold key abilities to a strategy.
  7. The mid tier: Levels 4-6. Two abilities are common, sometimes three appear.
  8. Level 4. The level of useful summons. This is where it begins becoming useable in combat. The level 4 summons make the backbone of most mid tier combat strategies. Most useful in set ups.
  9. Level 5. These summons are often used to stay around the battle, fight possibly, and use their abilities to bring down foes. These become powerful weapons in the hands of the skilled. Mid tier sees them as high power. High tier uses them for ability specifics. They might form a set up for a strategy more rarely. Defensive abilities are not uncommon.
  10. Level 6. The first true "aces". For mid tier, there is usually to be a single of these. They have crushing abilities, either for offense or looping.
  11. High tier. Levels 7-9. Two effects are almost always mandatory. Three and rarely four can be seen. They can hold their own in a battle.
  12. Level 7. Mostly used by high tier summoners, but some mid tier utilize them as aces. Level 7 are suitable for most competitive games, and they are usually useful as a focus point for a strategy. Their abilities are somewhat more useful than their strengths.
  13. Level 8. A high tier of summons which have a balance of potent, most,y offensive or outright highly defensive abilities, and physical ability. They are fairly strong in combat and often used in high tier battles.
  14. Level 9. For most, this is the peak. They have potent offensive skills in general and often work as aces.
  15. Ultimate tier.
  16. Level 10. Ancient beasts are reserved for this level.
  17.  
  18. Necrozone. A summon can either be returned to the gem once defeated, or sent to the necrozone. This affects other mechanics.
  19.  
  20. Summon types:
  21.  
  22. Warrior summons. Summons that focus in melee and physical combat, as well as fighting armored. Warrior summons are known to not posses much special abilities, but make good teamwork and are better used when in large groups. Warrior summons barely go past level 6 .
  23.  
  24. Caster summons. Caster summons focus on the opposite. Not much physical ability, compatibility with spell gems and other abilities, capable of special abilities on their own and much more powerful alone. Caster summons are few, but powerful. The ability they share is to be able to replicate several spell gem effects.. Like fireball for example. Casters go up to level 8 and very rarely 9.
  25.  
  26. Necro Summons: Necro Summons are created when a summon is defeated and sent to the necro zone. Bringing it back with a specified spell gem, they come back as a Necro Summon.. More powerful, and with a series of abilities. There are a series of spell gems which focus on supporting necro summons. Death Power is the most common. Necros go up to levels 7 and rarely 8.
  27.  
  28. Dragon summons. Draconic summons. They are powerful, but can only remain around for a short time. About the time needed for an attack or a couple of actions. Dragon Mastery is a spell gem known to increase such period. Dragons are in the levels 7-8-9 only, but a select few are levels 6.
  29.  
  30. Chaos summons: Chaos summons are fundamentally different from other summons. They barely interact or work with other archetypes or types, and essentially, using them will either mean all your summons are chaos, or that you use two different strategies, one involving some summons you have, and one your chaos summons. Only sage summons might work with them. Chaos summons are characterized by the need to be called forth with spells and rituals, high levels and having overall offensive effects. Chaos goes up to level 10. Chaos summons have a common ability, Field of Weakening, which can make other summons treated as one or in rare cases 2 levels lower and a good number have Chaos Infection, preventing summon resuscitation and sending to the Necrozone.
  31.  
  32. Soul Summons: Summons with demonic, angelic or ghostly traits. Related to karmic or divine concepts.. Demons, paladins, angels, vengeful spirits, grim reapers and the like are included. The "good, light and so" side is named White Soul. The "bad, evil and so" side is named Black Soul. Neutral is named Grey Soul.
  33.  
  34. Black soul or demon summons. They have the ability to send summons from the gem to the necrozone and gaining power from it. Their abilities depend on the number and names, and levels of summons sent there from the gem, or occasionally after battle. They reach levels up to 8 and very rarely 9.
  35.  
  36. White soul or holy summons. Their abilities revolve around facilitating the making of many summons of their kind, forming a tight strategy, and constantly boosting or helping one another. They go up to 8 and occasionally 9.
  37.  
  38. Gray soul or ghastly summons. They are tricksters. They often do not engage in battle, and for the stronger, higher leveled members who do, comes the association with effects which prevent attacks, reflect them, bounce them off, and essentially "tricking" the opponent into making bold, foolish moves against them. They go up to level 7 at best.
  39.  
  40. Sage summons: Not really a type. They are essentially intelligent summons,
  41. characterized by high levels and abundant abilities. They go from 6-8 and rarely 9.
  42.  
  43. Ancient Beast: 14 particular summons of rank Mightiest out there they say.
  44.  
  45. Spirit Summons: Every person has a bit of dream force in them. During our life, it begins shaping itself according to out personalities and mindsets, forming into a summon. Bringing it out, can be done with training. This summon is called the Spirit Summon.
  46.  
  47. Gear Summons: Summons with robotic traits or the like. Unlike what one may think, the gems for these were excavated. It seems, the ancients relied on them quite a bit. Gear summons have great variety, going from rank 1 but their elements tend to not vary much, mostly electricity and metal as you guessed. They go from 1 to 7 or 8. They are immune to a number of spells. They do not question their orders.
  48. Union Summoning: Comes from a close bond to one's summon. Simply said, one "wears" the summon of choice, coating themselves in dream force. The summoner enters battle him or herself, and fights foes with even more coordination and focus than the summon originally had. They become compatible with the use of some more enchantment spell gems, and can themselves summon.
  49.  
  50. Golem Summon. Golem Summons are summons which are essentially composed of one of the mentioned eight elemental affinities. They are, much like Gear, very skilled command followers. They bear the distinction of needing a Field Take Over with an element specified, that is the same as theirs. An example is the summoning of an earth elemental summon while Thorn Garden, with the specified Dark and Earth elemental affinities is present. Golems with specific elements get a specific ability and weakness.
  51. Fire: Immunity to fire elemental moves or spells. Susceptible to water abilities.
  52. Water: Immunity to some effect, emission and control spells. Susceptible to lightning moves.
  53. Wind: Immunity to a percentage of a physical attack's power. Susceptible to some magical attacks.
  54. Earth: Can regenerate certain body parts. Susceptible to wind abilities.
  55. Metal: Immunity to physical moves but susceptible to most control and effect spells.
  56. Lightning: Immune to a emission spells. Susceptible to earth abilities.
  57. Light. Can cause summons to miss their assaults. Susceptible to darkness moves.
  58. Darkness: Can cause summons to not attack. Susceptible to light moves.
  59. Golems overall range from 3 to 7 and rarely 8 levels.
  60.  
  61. Champion Meta Type: (a type that is given specifically for the use in strategic combat). A champion summon is a summon of either warrior or caster nature. First, the user must summon a Champion Token. A champion token is either a Fight token or a Spell token. This defines the nature of the summon. Summons are certain figures, which will perform differently for each mode, e.g Aray will perform poorly if made in a Fight token, equivalent to a level warrior at most, but will perform as a level caster otherwise. Champions are always 7-8-9.
  62.  
  63. Aquatic: Summons that can be made only in the presence of an aquatic environment. This is set as a spell or field take over spell. They are of the "ocean", "sea", "river", "lake", "lagoon", "fountain", "pond", "mystic waters" archetypes. They are of a wide variety, from level , and usually rely on their special abilities more than their own strength, and when returned to the gem without defeat, activate even more potent abilities, at cases. Aquatics usually barely get to level 7 but some 8s exist.
  64.  
  65. Psychic summons. Much alike the casters, but not quite. They have more innate physical skill, and they do not just spellnuke foes. Their special abilities involve misdirection, weakening and the like as well. They have lower spell compatibility, and their abilities are considered as if spell-like, but not common spells. Their level spread is good, .They do not use tokens, so they go from 2 to 7.
  66.  
  67. Sonic summons. These summons use their voices or vocal effects. Their elements are almost always wind or electric. They have a good number of tokens, and are known for flying ability. They have variation, and rely on foe debilitation and self boosting, but do not have themselves impressive offensive or defensive power. They have good speed nevertheless. Levels go from 2 to 7.
  68.  
  69. Beast summons. Summons with powerful offensive skills and abilities. Some of them work better in swarms, some work better alone. They have a special "berserker" ability in which they disregard commands, become immune to some spells, and disregard commands, becoming highly unpredictable.
  70.  
  71. Meta type Acceleration Summoning. A summon has a natural affinity to bond with tokens, and a natural quickness to that effect. These are utilized in Acceleration summoning. A few tokens bearing certain abilities , up to five in total are summoned. A summon must bind with them, and gain those abilities, which may then be unleashed. A single summon, bombing the enemy with a bunch of effects. The total abilities equal the total number of tokens, meaning that every ability can be used at least once. Lower leveled summons are better with this technique. Adaptions difficulty is denoted by the level of the creature and makes it harder to add tokens. Potential counters are the number of tokens which can be taken in.
  72.  
  73. Meta Type Dual type summoning. Using a ritual spell gem, one can add a particular type to a summon. This makes the summon a dual type. Both types must be different. Benefits for each type as below:
  74. 1. Dragon. Rise level by 1
  75. 2. Caster. Rise potential counter by 1.
  76. 3. Warrior. Lower adaption difficulty by 1.
  77. 4. Gear. Gain some spell immunities.
  78. 5. Beast. Gain berserker function.
  79. 6. Aquatic. Become able to be recalled to the gem and come back regenerated much quicker.
  80. 7. Necro. Summon from the necrozone without spell.
  81. 8. Fiend. Activate an ability requiring gem discharge without discharging.
  82. 9. Angel. Rise potential counter by 1 and lower adaption difficulty by 1 for every 2 summons on your side.
  83. 10. Ghastly. Immunity to a good number of physical assaults.
  84. 11. Sonic. Lower level by 1 and alter adaption difficulty and potential counter accordingly.
  85. 12. Psychic. Gain immunity to all control , enchantment and effect gems.
  86. None other than these can be dual typed.
  87.  
  88. Summon element:
  89. 1. Fire. A considerable number of fire summons are offensive.
  90. 2. Earth. A considerable number of earth summons are defensive,
  91. 3. Wind. A considerable number of wind summons have decent speed.
  92. 4. Water. A good number of water summons have powerful abilities.
  93. 5. Light. A good number of light summons have good healing.
  94. 6. Darkness. A good number of darkness summons have good resistance.
  95. 7. Electricity. A good number of electricity summons have very quick abilities.
  96. 8. Metal. A good number of metal summons tend to be very enduring.
  97.  
  98.  
  99. Spell gems. Spell gems do not bring forth a creature, but instead they focus some sort of effect or ability. Spell gems can be of varying types.
  100.  
  101. 1. Emission. Emission spell gems send out a force or shape, such as a fireball, ice spike or the like. Emission gems tend to be mostly offensive, but an emission healing wave can be beneficial to the user as well.
  102. 2. Enchantment. Enchantment essentially grants an ability to a summon. Example, Dragonpierce grants the ability to cause more harm to dragons. Summons must be compatible with the enchantment,
  103. 3. Conversion. Converts something into another. Necro summoning gems are conversion spell gems.
  104. 4. Effect. Effect applies a condition to an area or summon/s. E.g Hot air has the effect of melting summons made of ice.
  105. 5. Control. Controls something, a summon,effect, or ability. Firebend controls the path and shape of the fireball spell gem.
  106. 6. Ritual. A series of processes with the final result of making a summon or using another spell gem.
  107. 7. Fusion. Fuses two summons.
  108. 8. Overlap. Overlaps two summons. The summons dream-force is spent to bring forth another summon, but unrelated to these two like Fusion does.
  109. 9. Field. Field gems are the safety measure. They transfer summon damage to the summoners energy reserves, and stop the match once certain conditions are met.
  110. 10. Field Take Over. Changes properties of the field. It can bear an(some) elemental distinction(s) and a special ability.
  111. 10-1. Gate of Necrozone FTOs. They are a type of FTOs which erase the need for using specific spell gems to necro summon. Instead, they drain energy from a spell gem for a period of time. If you have three spell gems, A, B and C, A is off for three minutes, then is restored while B goes off for the next three, then with C etc. This selection is done at random.
  112. 11. Equipment. Adds a present object to the summon.
  113. 12. Combination gems. Gems which cause an object they have been encrusted in, to transform into whatsoever lies within the gem. Yes.. Your scimitar can become a harpy.
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