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- Summons.
- Summons are any and all entities, made of dream force, that enter a summoning battle. All summons have a number of specifics attached to them. Each summon has a name, a level, a type (and a trait for each type), and abilities (although abilities are not always apparent, and a summon can just be, not possessing any special traits).
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- Level
- A summon's level ranges from 1 to 8.
- Level 1:
- Summons of this level are non combatants. Structures that do not have special abilities, have the capacity to damage enemies, or are mobile, fit this category. Tokens fit this category.
- Level 2:
- Summons of this level very rarely have abilities, and if they do, they suffer from being physically weaker. Structures that have special abilities or have the capacity to damage enemies, or are mobile (only one) fit this category.
- Level 3:
- Summons of this level generally have no abilities, but are stronger than level 2 summons, or have a single ability, and are as strong as a level 2 summon. Structures can have a second of the qualities mentioned so far, trading it for lesser resistance
- Level 4:
- Summons of this level generally have abilities, and are a little stronger than level 3 ones. They are also considered "mid tier" and cannot be summoned right off the bat, requiring at least another summon of level 3 or two of level 2 to have been made before.
- Level 5:
- Stronger mid tier summons. It is common to have two abilities and be as strong as a level 4 or, just one, and be even stronger. Structures that can do two out of: special ability, damage or mobility , and lose no resilience appear here. Require at least two level 4 summons or 3 level 3 ones prior to summoning.
- Level 6:
- Require for summoning is either specific to the summon, or at least 2 level 5 summons previously made. Abilities are almost always present, and are almost always two, with stronger level 6's with harder summoning conditions, or instead, less endurance having up to 3.
- Level 7:
- Summoning conditions are specific to the summon, and cannot be otherwise summoned. Three abilities are very common. Structures that can do all three of damaging, moving or special abilities can be found here. Might require specific spells to summon.
- Level 8:
- Ancient-Summons only level. Naturally stronger than any lower level, and often requiring one's entire strategy to focus on completing their summoning conditions. Ancient Summons are on a wholly different power level, and cannot be beaten by any standalone lower level summon (alone, and unbuffed).
- *Note that significant drawbacks can have a summon's physical power be much stronger than it's level, and significant upsides can have the opposite effect
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- Types.
- Warrior:
- Warrior Summons are generally of the level range 2-5, with the strongest exemplars being rare level 6s. Warrior summons possess great Equipment synergy, due to their special trait. Warrior's Traits, Party, means that often a single gem will contain multiple (2-4 generally) bodies. A level 4 City Guard warrior summon, might summon 3 armed guards. Equipment gems apply to each of them.
- Casters:
- Caster Summons fall into the 3-6 level range, with level 7 being uncommon but not unheard of. Caster Summons facilitate Spell casting based strategies, and are powerful late game options due to their trait, Spell Mastery. Caster abilities, might replicate the effect of an already existing spells, ranging from simple offensive spells, to complex summoning enabling rituals.
- Beasts:
- Beasts fall into the 2-6 level range. Beasts generally few abilities, but make up for it with their overall strong (oft, stronger than their level) physical power. Beasts occasionally synergies with one another, but their variety allows for a lot of strategies. Beasts have the trait Berserker. When damaged to a certain threshold, Beasts will grow more powerful, but become difficult to control or coordinate.
- Necro:
- Necro summons fall within the 2-4, rarely 5 range before Necro Summoning, and 3-5 with rare 6's or 7's after. The Necro Summon is predictably, Necro. It allows most of them to be summoned after they have been dismissed, either automatically, or through the use of a spell or a condition. In turn, they are quite weak, and subpar before their necro summoning.
- Gears:
- Gear Summons fall into the 4-6 range, with rare 2's and 3'a, making them solidly mid-game choices. Gear summons have good, but not exceptional stats, and simple yet effective abilities. Their trait, is Iron Body. This trait, makes Gear summons immune to magic and spells. Difficult to empower, buff or protect, but also very difficult to destroy, disable or even silence.
- Dragons:
- Dragons fall within the 6-7 range, with rare 5's. Dragons are generally aces and finishers, very powerful creatures that often have difficult summoning conditions. Often they function as a spell, more than a summon although dedicated strategies go around this limitation. This is because of their trait, Powerful, limiting the time they remain summoned to a single, or two actions, before they are forcibly dismissed.
- Heroes/Protectors:
- Heroes fall within the 4-7 range, with 7's often requiring a dedicated Hero based strategy to summon. Legendary protectors who have great endurance, respectable offensive power, but whose abilities do little to help them...yet wonders to help their allies. Their trait is Rally, which either gives them a new ability, empowers existing ones, or the Hero himself if there are other Heroes around. Level 4 Heroes often don't have this trait. Healing abilities are common.
- Monsters/Daemons:
- Summons of the 2-5 range, with rare 6's and 7's. Their low level belles the power behind Monsters, who occasionally cooperate with another, but prefer to use their trait as a path to power. Sacrifice, their trait, allows them to gain new abilities, empower themselves, or even rise their level, if a resource is sacrificed. A good deal pf the time, this sacrifice is enforced by the summon's summoning, or some other condition.
- Spirits:
- Ghost-like entities, of the 3-5 range, with rare 6's. The range is often confusing, due to 90% or more of the Spirits are level 4. A nightmare for novices, due to their nature and trait. Metaphysical, their trait, makes them incapable of dealing or receiving physical damage, and a good deal of the time, extends this to ability damage as well. In turn, their abilities are highly confusing, control based, and help them dictate the flow of combat.
- Chaos:
- Range is 5-7 and nothing but the unique Chaos Minion and Chaos Servant, leveled 3 and 4 especially breaks it. Highly powerful, due to being made of Chaos Force and thus, a natural counter to anything Dream Force based. Generally they are more powerful than the average for their level. Their trait, Chaos gives them immunity to continued dream force effects or the power to nullify abilities, at the price of damaging their bodies. They cannot damage the enemy Core however, and should they strike it, it regenerates instead.
- Elementals:
- Range is 2-7, with 7's being rare. Elementals are overall very varied, and while average physically, possess unique abilities. Their trait, Elemental makes them capable of uniting their bodies, or abilities, if they are of the same element. Hence, a fire elemental with a fireball ability, and one who makes the ground erupt in flames, can combine them, throw a fireball, that upon striking the ground makes it erupt. Elementals can heal off one another if they are of the same element, and enemy abilities of that same element, will heal them instead.
- Aquatic:
- Summons of a very variable range. Generally going from 2-4 their range extends to 4-6 while in watery terrain. Generally, used if the Summoner has some ability that can create, even a small pond for them to stand in. Aquatic summons involve ice-themed ones as well. Their trait, Underwater, grants the above level shift if they are on water, a slow regeneration, as well as occasionally modifies their abilities.
- Ancient:
- 8's only. They can have similarities to other types as well, and often have it's name conjoined to the Ancient type. Example, Ancient-Warrior, Ancient-Dragon etc, their trait, is once more, predictably Ancient, the source of their great power, making them immune to most spells, some abilities, as well as much stronger than the average summon.
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- Union Summoning:
- The ability to form an Union, is achieved when a summoner and their summon have a strong understanding and bound between one another. The user enters the battlefield, gaining certain characteristics of the summon, such as the type but empowering it, often giving a new ability, or rising the level by 1. However, defeating an Union, directly damages the Core as well, and sends the summoner out of the Arena. Union with an unique summon can only be carried out once per battle. Hence, the number of possible Union summons in a match, equals the number of summons one has.
- Spirit Summoning:
- Summoning an unique Spirit Summon, representing the user. It's level is generally 6, and possesses four abilities, but in turn has no Type, and therefore no trait. A Spirit Summon can only be made once per match, being dismissed has the user unable to use his gems for a bit and resets every Downtime, for a long portion of the match, and damages the Core greatly. Union Summoning with a Spirit Summon is called Internal Release, and while making up for a very strong body on the Arena, it also increases the cost to the user.
- Summoner Entry:
- Whenever the Summoner enters the battlefield as themselves. Very rare, done only by certain beings or users, and only allowed under specific conditions. This is where Dream Arts come in, the ability to manipulate and infuse dream force, possessed by humans. Dream Arts are a martial discipline, but also a way of thinking, and a lifestyle.
- The type depends on the summoner. Humans mostly enter as humans or casters, for example. When entering, the user is coated in a layer of dream force, and gains a level and a type much like normal summons do. A dragon summoner for example, would enter as a level 6 or 7 Dragon summon.
- Infused Summon:
- Infusing Summons is basically, imbuing a summon (called a base) with another summon, effectively fusing the two. The type depends, and is often that of the base summon, the level is generally higher than either (but rarely ever the sum of both) and the abilities are either a combination, an enhancement of one of the summon's (often the base) or something completely new.
- Infused Summons require a spell to be brought forth, and can either be created on the spot or have to be kept in a gem, depending on the spell used. If kept on gem, they are noted as e.g Type: Warrior (Infused). Often they require a specific base.
- Dual Summon:
- Sending two summons of different types to the Circuit, and having them run it, until they meet behind your Core, brings about a Dual Summon. A Dual Summon is generally stronger than either summon, but possesses two types. With this, they either inherit two traits of the two merged types, or have an unique trait, related to both. Ancient Summons behave as Dual Summons. Dual summons are created on the spot.
- However, a Dual Summoning between two same summons, will always result in the same Dual Summon, unless the process is affected by other variables.
- Resonance Summon:
- A Resonance Summon either requires a set number of same type summons, or same level summons. Resonance Summons have a Resonance Level which indicates the number of abilities they have. If one summons using same types, then they can only summon a Resonance summon of that type. Same goes with level. Resonance Summons can dismiss all of the summons used to bring them about, and unleash a powerful Amplitude Ability. Amplitude Abilities are often game changing, but once used, leave the Resonance Summon without abilities/silenced until dismissed. They are kept in gems, and marked as e.g Type: Caster (Resonance).
- Core Summon/Entombment:
- A core summon is usually of level 5 and above, and can only be summoned by binding part of it to the core, and works in reverse to Union Summoning. A Core Summon cannot be dismissed through damage, and needs direct removal effects to be put away. However, a Core Summon doesn't prevent Core attacks, and to be summoned, one must implant a piece of the Core within them, damaging it in the process. Level 6 and 7 Core summons might have further requirements as well. They either break range, or have a stronger trait for their Type.
- Necro-Union/Necro-Binding.
- Much like Union Summon, except used on a summon that is currently dismissed. It immediately gains the Necro type, and a new Necro effect, based on this. Generally considered riskier than Union Summoning, even if it is generally more powerful than Union Summoning. Should it be broken, not only is direct damage suffered, and the downtime of the summon reset, but the summoner is temporarily silenced as well, incapable of using gems for a bit. Require a spell. Necro-Binding a Spirit Summon is considered impossible, although rumor of some Summoning Spell enabling the procedure, is going around.
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