Summoning

 The character must keep the scrolls for the staff to reference when using this skill.

The Summoning skill allows a character to summon and bind guardians for a period of time.

Description
There is one ritual for each of the various creatures that can be summoned and there is another scroll for each of the binding durations. A Summoner of the appropriate level and class can learn these rituals from magical scrolls. Once a scroll is used it disintegrates but the character has the ritual memorized forever.

During a summoning ritual, the caster names three individuals who have control over the creature. The controllers are listed sequentially and may not contradict orders given by anyone with superior control. Once summoned, the creature makes no actions until one of the controllers gives it a command. Creatures may only be given brief basic commands that control immediate actions or control reactions to specific events. A controller may tell a creature to obey another individual that is not a controller but that individual may not change or counter a creature’s previous commands. New commands given by a controller, always replace any previous commands that produce a behavioral conflict. Creatures may not use items.

A maximum of two guardians can be used to protect a building and in the event that the building is attacked, plot will pull monsters to play the creatures according to the instructions left in your cabin notes. You are responsible for providing the appropriate colored tabard and weaponry for each guardian you have. Also, if your character wishes to have the guardian accompany him/her anywhere for any reason, you are responsible for finding someone to play the creature.

Each of the guardian rituals will have a list of the components that must be used to call the creature. The rituals for durations augment the effect rituals by a designated modifier.

For example: The ritual that summons a Giant Ant calls for 50 Basil.

The ritual for making it last one event requires x1 the original ritual so it would take 40 Basil to allow a character to summon an Ant to guard his/her cabin for one event. The summoner would also need to have memorized the Giant Ant Scroll and the One Event Scroll.

The ritual for making it last two events requires 30 components in addition to the components required by the original ritual so it would take 70 Basil to allow a Druid to summon an Ant who will guard his/her cabin for two events. The summoner would also need to have memorized the Giant Ant Scroll and the Two Events Scroll.

Any character with the Summoning skill can recognize the magic that binds a summoned creature on sight. Other information about the creature's abilities and who controls it must be gained through role-play unless the summoner is familiar with the creature type.

For more information about using summoned creatures as cabin guardians, please see the Cabin Protections page.

Novice
Novice level summoned creatures are all fifth level but they have a range of abilities and skills based on what they are.

One Event
This ritual aspect can be combined with a creature type ritual aspect to summon a creature that will remain under the command of the controllers for the remainder of the current event. Regardless of whether the current event is a day event or a full event and regardless of what point during the event the ritual is cast, the creature returns to its pre-summoned location when the event ends.

Giant Ant
The Giant Ant summoned by this ritual is a natural creature native to the Commonverse. This pony sized black ant’s mandibles drip with venom and they are strong beyond what their small size would indicate.

Light Mephit
The Light Mephit summoned by this ritual is a magical creature native to the Lightverse. It is three foot tall and resembles a goblin but it glows faintly. They wield light as a weapon but are also capable of some healing magics.

Water Elemental
The Water Elemental summoned by this ritual is a Construct made purely of animated water from the Waterverse. It is five feet tall and vaguely humanoid in shape. They command the element of ice and it is hard to limit their movement.

Firehawk
The Firehawk summoned by this ritual is a natural creature native to the Fireverse. These orange and red plumed birds fly about spitting great gouts of fire.

Dart Frog
The Dart Frog summoned by this ritual is a natural creature native to the Earthverse. These spiky dog sized crystalline frogs are adept at blending into their surroundings and are able to launch shards of crystal with great accuracy.

Sky Assassin
The Sky Assassin summoned by this ritual is a natural creature native to the Airverse. These winged white cats are able to tear a man apart with their razor sharp claws. They are very quick making it hard to land a blow on them.

Sneak
The Sneak summoned by this ritual is a goblinoid creature native to the Darkverse. This three foot tall black skinned goblin attacks with various poisons secreted through its skin and they are very hard to hit.

Wisp
The Wisp summoned by this ritual is a magical creature native to the Arcaneverse. This three-foot in diameter sphere of pure magic darts about through the air and can bring forth bursts of magical energy.

Brick Hound
The Brick Hound summoned by this ritual is a construct of brick in the shape of a large hound. Brick hounds are not susceptible to attacks against the mind and are able to crush all but the thickest of armor with its powerful maw.

Zombie
The Zombie summoned by this ritual is an undead creature animated from remains of a humanoid creature. These decaying creatures are very tough and are able to rip their victims apart. They can also drain you of your very life essence.

Flame Fiend
The Flame Fiend summoned by this ritual is a manifested fiend native to the Abysalverse. These three-foot tall humanoids loosely resemble bats. They are able to spit fire and their needle like claws are able to slip right through armor as if it weren’t even there. Only active Sorcerers may summon this creature.

Apprentice
Apprentice level summoned creatures are all tenth level but they have a range of abilities and skills based on what they are.

Two Events
This ritual aspect can be combined with a creature type ritual aspect to summon a creature that will remain under the command of the controllers for the remainder of the current event and for one full event after. Regardless of whether the current or successive events are day or full events and regardless of what point during the event the ritual is cast, the creature returns to its pre-summoned location when the second event ends. The creature’s presence at the subsequent events does not affect the length of the summons. The duration is unaffected by the time amount of actual time between the event summoned and the following event.

Jaguar
The Jaguar summoned by this ritual is a natural creature native to the Commonverse. It is known as the assassin of the wild. Graceful and deadly they are very fast and able to lie hidden for hours, awaiting the right moment to strike.

Beacon
The Beacon summoned by this ritual is a magical creature native to the Lightverse. It is simply a column of light until it attacks, stunning it’s foes with it’s brilliant white light or just killing them out right.

Slosh
The Slosh summoned by this ritual is an elemental creature native to the Waterverse. What looks like a rolling wave surrounds you with deadly cold water; its malleable attacks are able to bypass armor entirely.

Blazen
The Blazen summoned by this ritual is an elemental creature native to the Fireverse. This floating ball of fire is very agile and able to melt all but the very best armor and weapons with its intense heat.

Earth Elemental
The Earth Elemental summoned by this ritual is a Construct made purely of animated soil and stone. These man-sized creatures command the element of acid. Blows that would dismember a lesser creature barely scratch their rocky surface.

Featherfang
The Featherfang summoned by this ritual is a natural creature native to the Airverse. This winged snake is able to hide completely from view then strike with its deadly poisonous fangs. But be warned, it can also spit its poison.

Scream
The Scream summoned by this ritual is a magical creature native to the Darkverse. These shrouded creatures can strike you with the very darkness in which they live. They shy away from the light, as it seems to be very painful for them.

Corroder Ooze
The Corroder Ooze summoned by this ritual is a construct of chemicals animated by magic. No more than a bubbling, roiling sludge, these creatures are able to melt almost any metal they come into contact with and are quite hard to contain.

Rock Biter
The Rock Biter summoned by this ritual is a construct of Stone in the shape of a thick short humanoid. The Rock Biter deals massive blows that can break shields to pieces or knock opponents unconscious.

Ghoul
The Ghoul summoned by this ritual summons an undead creature animated from remains of a humanoid creature. These undead warriors are thickly muscled and able to deliver devastating blows.

Anarchy Fiend
The Anarchy Fiend summoned by this ritual is a manifested fiend native to the Abysalverse. Able to appear from seemingly nowhere, these creatures would rather attack the mind of a creature instead of it’s physical body. Only active Sorcerers may summon this creature

Journeyman
Journeyman level summoned creatures are all fifteenth level but they have a range of abilities and skills based on what they are.

Three Events
This ritual aspect can be combined with a creature type ritual aspect to summon a creature that will remain under the command of the controllers for the remainder of the current event and for two full events after. Regardless of whether the current or successive events are day or full events and regardless of what point during the event the ritual is cast, the creature returns to its pre-summoned location when the second event ends. The creature’s presence at the subsequent events does not affect the length of the summons. The duration is unaffected by the time amount of actual time between the event summoned and the following event.

Kodiak Bear
The Kodiak Bear summoned by this ritual is a natural creature native to the Commonverse. These 8-10 foot tall bears are heavily muscled and able to kill a man with a swipe of a powerful paw.

Light Orb
The Light Orb summoned by this ritual is a magical creature native to the Lightverse. It is floating sphere of golden light. Immune to most effects, these creatures make excellent battlefield medics as they are also adept at the healing arts.

Freeze
The Freeze summoned by this ritual is a natural creature native to the Waterverse. These white furred large humanoids have massive claws and are able to shrug of damage that would kill a normal creature.

Lavacat
The Lavacat summoned by this ritual is a natural creature native to the Fireverse. These black furred lions with fiery manes are able to tear a man limb from limb in a matter of seconds then simply vanish into thin air.

Scorpionyx
The Scorpionyx summoned by this ritual is a natural creature native to the Earthverse. Scorpionyx look like normal scorpions accept they are covered in needle sharp crystalline spikes. These creatures delivery deadly poisoned blows and are able to turn attacks back on the attacker.

Air Elemental
The Air Elemental summoned by this ritual is a Construct made purely of animated wind. These swirling vortexes are able to lie hidden until they strike with lighting quickness and the very element of lightning itself.

Whisper
The Whisper summoned by this ritual is a black skinned orc native to the Darkverse. They are very muscular but are surprisingly adept at blending into the environment.

Blink Dog
The Blink Dog summoned by this ritual is a natural creature native to the Arcaneverse. This beautiful sleek black furred canine has a bark just as dangerous as it’s bite and is able to teleport at will wherever it chooses.

Gem Blade
The Gem Blade summoned by this ritual is a construct of crystals in the shape of a lithe glittering humanoid. These creatures are very agile and their strikes bypass armor all together.

Wraith
The Wraith summoned by this ritual is an undead creature animated from the spiritual remains of a humanoid creature. These sadistic creatures seem to revel in the destruction of the living. There mere presence can weaken even the strongest of warriors.

Blood Fiend
The Blood Fiend summoned by this ritual is a manifested fiend native to the Abysalverse. These creatures are able to draw you in, making you want to trust them, then the pounce draining the very life essence from your body. Only active Sorcerers may summon this creature

Master
Master level summoned creatures are all twentyth level but they have a range of abilities and skills based on what they are.

Four Events
This ritual aspect can be combined with a creature type ritual aspect to summon a creature that will remain under the command of the controllers for the remainder of the current event and for three full events after. Regardless of whether the current or successive events are day or full events and regardless of what point during the event the ritual is cast, the creature returns to its pre-summoned location when the second event ends. The creature’s presence at the subsequent events does not affect the length of the summons. The duration is unaffected by the time amount of actual time between the event summoned and the following event.

Giant Spider
The Giant Spider summoned by this ritual is a natural creature native to the Commonverse. It is known for it’s large poisonous fangs and it can trap anything in its web.

Shimmerwind
The Shimmerwind summoned by this ritual is a magical creature native to the Lightverse. Able to kill multiple targets at once, these creatures are extremely feared. They are immune to most affects and once killed can simply regain their vitality and stand right back up.

Ice Flea Swarm
The Ice Flea Swarm summoned by this ritual is a natural creature native to the Waterverse. These tiny insects swarm their victims ignoring armor and chewing right through flesh and bone till your limbs are useless then they go in for the kill.

Fire Elemental
The Fire Elemental summoned by this ritual is a Construct made purely of animated flame. This towering inferno commands the element of fire and it seems that it is immune to everything accept attacks of an elemental nature.

Spitzen
The Spitzen summoned by this ritual is a natural creature native to the Earthverse. This plant is able to spew a corrosive substance at will and has been known to swallow men right up.

Arc
The Arc summoned by this ritual is a natural creature native to the Earthverse. This creature crackles with energy as it arc’s from place to place striking with lightning speed.

Shadow
The Shadow summoned by this ritual is a magical creature native to the Darkverse. This creature is incomparably at home in the darkness. With deadly stealth, is able to kill you from up close or from afar.

Displacer Beast
The Displacer Beast summoned by this ritual is a natural creature native to the Arcaneverse. The Displacer beast has the uncanny ability to not be completely where you think it is, making them hard to damage.

Gargoyle
The Gargoyle summoned by this ritual is a construct of rock in the shape of a winged statue. This creature’s strength is unrivaled and its blows are magically enhanced. Even the mightiest blows barely scratch its stony surface.

Bone Drake
The Bone Drake summoned by this ritual is an undead creature animated from the remains of a drake. The razor sharp bone wings of this creature are able to fell many foes at once and it’s massive jaws deliver attacks that jar a man to his very core.

Rot Fiend
The Rot Fiend summoned by this ritual is a manifested fiend native to the Abysalverse. This fiend resembles a sickly old man until it springs into action; every strike from it is a cursed blow. Able to kill you with a single attack then make your body deteriorate at an alarming rate. All should fear these infamous creatures. Only active Sorcerers may summon this creature

Summoning Scroll Making
A Grand Master of Summoning has thoroughly learned the craft to the point where he/she can scribe the magic scrolls that are imbued with rituals other summoners need to memorize to summon and control creatures. Scribing scrolls requires a great deal of concentration from the summoner, the willpower to imbue the scroll with magic and a certain combination of components capable of holding the magic. The concentration and will exertion required limit individuals to only being able to produce one scroll a month, even if the individual has the components to potentially create more. A Grand Master can create a scroll for any ritual he/she knows from levels one to four but may not create scrolls for unique rituals he/she may have developed. For information on component requirements, see the Scroll Scribing page.

Summoning Research
A Grand Master has moved beyond what he/she can learn from others but can now begin to create rare or even potentially unique rituals. Generating these proprietary rituals take a period of research and experimentation. If the result a character is attempting is fairly common and easy to generate, it may not take very long to perfect the ritual. However if he/she is trying to generate a high level effect or something beyond the range of typical magical practices, it may take a lot of time to create something stable and effective. It should also be noted that some things simply cannot be created do to lack of a component that generates the necessary magic or because it is simply beyond the boundaries of magical law. You can learn more about the specifics of the process on the Research page.