Post by CJ on Aug 24, 2008 6:20:08 GMT -5
OVERVIEW
Summoning is one of the trickier forms of higher magic, both because of sheer mental strain and difficulty in forming the spells, which have many variables. There are no general prerequisites for Summons, as each kind has it's own special needs.
The two primary variables in a Summon, which put it apart from every other kind of spell, are it's Duration and Nature. These traits are expressed by a set each of prefixes and suffixes, which come together to form a total of nine different types of Summon. These also express it's costs and abilities.
Duration of a summon tells how long it stays around, obviously.
Nature of a summon details what it is composed of, where it draws it's power from, and how it thinks, if at all.
Regardless of Duration or Nature, only one Summon per character can exist at any given time. The mental strain of having more than one, even for a moment, is just too much to bear.
PREFIXES, DURATION
Instant - A summon with this prefix will stay around only long enough to attack once. MP use is higher than a standard spell, but still lower than a Lingering spell, and is generally only incurred once.
Lingering - A summon with this prefix will stay around either until either it's summoning conditions end, or the summoner runs out of MP. MP is spent routinely to keep the summon around, making this the most generally expensive form of summon.
Familiar - A summon with this prefix will stay around forever once called, which generally doesn't even cost MP unless you have more than one. Unless the summoner has multiple Familiars and must spend MP to store or call them, the only cost incurred is if the familiar casts a spell itself.
SUFFIXES, NATURE
Shell - Summons with this suffix are formed from pure energy, generally provided by the 'caller'. Shell Summons are more created than called, and generally have no real will or substance of their own. Naturally, this form of summon is the most expensive, but also the most versatile, as the Summoner can form anything they want to do anything they want.
Contract - Summons with this suffix are already living beings, generally called from wherever they are by the summoner. Since they already exist, this nature is the least expensive for the summoner, but also the most limited. The summoned creature uses it's own power, which can only be channeled in ways it knows how. This also means that such spells can possibly become obsolete, as what's the point of summoning something weaker than yourself?
Contract Summons will follow the terms dictated by their contract, and other than that, are in no way beholden to their summoner. Creatures can be summoned without contracts, but this is dangerous... For reasons that should be obvious.
Golem - Summons with this suffix are created from whatever is around, powered either by a dead or borrowed spirit or by the 'summoner'. These are in the middle in terms of MP use, and their power depends mostly on the material they are made of. This form of Summon is highly variable, depending on the caster, the material, and what is powering it to determine what it can and can't do.
Golems are generally limited to physical attacks, though upgrading the spell that forms them or providing an outside animator will expand their horizons.
To review;
Lowest MP Cost - Contract, Familiar
Medium MP Cost - Instant, Golem
Highest MP Cost - Lingering, Shell
When MP Costs are Incurred for;
Instant - When called.
Lingering - When called.
Familiar - When it uses magic. When stored or taken out.
Shell - When formed.
Contract - When called.
Golem - When formed. When it uses magic.
Power and Versatility Dependent On;
Shell - Caster.
Contract - Creature contracted.
Golem - Materials about, magic power and skills known, if any, depends on animating force.
Summoning is one of the trickier forms of higher magic, both because of sheer mental strain and difficulty in forming the spells, which have many variables. There are no general prerequisites for Summons, as each kind has it's own special needs.
The two primary variables in a Summon, which put it apart from every other kind of spell, are it's Duration and Nature. These traits are expressed by a set each of prefixes and suffixes, which come together to form a total of nine different types of Summon. These also express it's costs and abilities.
Duration of a summon tells how long it stays around, obviously.
Nature of a summon details what it is composed of, where it draws it's power from, and how it thinks, if at all.
Regardless of Duration or Nature, only one Summon per character can exist at any given time. The mental strain of having more than one, even for a moment, is just too much to bear.
PREFIXES, DURATION
Instant - A summon with this prefix will stay around only long enough to attack once. MP use is higher than a standard spell, but still lower than a Lingering spell, and is generally only incurred once.
Lingering - A summon with this prefix will stay around either until either it's summoning conditions end, or the summoner runs out of MP. MP is spent routinely to keep the summon around, making this the most generally expensive form of summon.
Familiar - A summon with this prefix will stay around forever once called, which generally doesn't even cost MP unless you have more than one. Unless the summoner has multiple Familiars and must spend MP to store or call them, the only cost incurred is if the familiar casts a spell itself.
SUFFIXES, NATURE
Shell - Summons with this suffix are formed from pure energy, generally provided by the 'caller'. Shell Summons are more created than called, and generally have no real will or substance of their own. Naturally, this form of summon is the most expensive, but also the most versatile, as the Summoner can form anything they want to do anything they want.
Contract - Summons with this suffix are already living beings, generally called from wherever they are by the summoner. Since they already exist, this nature is the least expensive for the summoner, but also the most limited. The summoned creature uses it's own power, which can only be channeled in ways it knows how. This also means that such spells can possibly become obsolete, as what's the point of summoning something weaker than yourself?
Contract Summons will follow the terms dictated by their contract, and other than that, are in no way beholden to their summoner. Creatures can be summoned without contracts, but this is dangerous... For reasons that should be obvious.
Golem - Summons with this suffix are created from whatever is around, powered either by a dead or borrowed spirit or by the 'summoner'. These are in the middle in terms of MP use, and their power depends mostly on the material they are made of. This form of Summon is highly variable, depending on the caster, the material, and what is powering it to determine what it can and can't do.
Golems are generally limited to physical attacks, though upgrading the spell that forms them or providing an outside animator will expand their horizons.
To review;
Lowest MP Cost - Contract, Familiar
Medium MP Cost - Instant, Golem
Highest MP Cost - Lingering, Shell
When MP Costs are Incurred for;
Instant - When called.
Lingering - When called.
Familiar - When it uses magic. When stored or taken out.
Shell - When formed.
Contract - When called.
Golem - When formed. When it uses magic.
Power and Versatility Dependent On;
Shell - Caster.
Contract - Creature contracted.
Golem - Materials about, magic power and skills known, if any, depends on animating force.