Summoning: Difference between revisions
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Every spellcasting class receive 20 summoning points per level. For example, a level 8 wizard will have 160 points to use. it is possible to have your summoning pool increased beyond the 20*level formula, such as through [[Sorcerer_Perks#Cultist|Sorcerer Cultist]] perk. | Every spellcasting class receive 20 summoning points per level. For example, a level 8 wizard will have 160 points to use. it is possible to have your summoning pool increased beyond the 20*level formula, such as through [[Sorcerer_Perks#Cultist|Sorcerer Cultist]] perk. | ||
Point costs will vary dramatically from creature to creature | Point costs will vary dramatically from creature to creature and rise exponentially from level to level. The exact details of Spell Focus: Conjuration will reduce the point cost of an individual creature by 1/4. Greater Spell Focus: Conjuration will reduce the point cost by 1/2. | ||
= Summoning Themes = | = Summoning Themes = | ||
EFU's scripts also allow the conjuring of many different kinds of creatures. In the OOC starting area you can choose from many different themes to fit your character and, once in-game, there are many different ways to go about acquiring access to new summoning themes. Your options are restricted by class, perk, and specialization. In particular, clerics automatically have their theme defined by their domains and must send in an application to start with a different one; the default cleric summoning theme is determined by the first of the two domains selected. | EFU's scripts also allow the conjuring of many different kinds of creatures. In the OOC starting area, you can choose from many different themes to fit your character and, once in-game, there are many different ways to go about acquiring access to new summoning themes. Your options are restricted by class, perk, and specialization. In particular, clerics automatically have their theme defined by their domains and must send in an application to start with a different one; the default cleric summoning theme is determined by the first of the two domains selected. | ||
* Every character has a default summoning theme. The default theme is the summoning type your character draws from without the use of reagents and tomes. It is what you have selected in the OOC area or have otherwise been assigned by a DM as a reward for your efforts in-game. | * Every character has a default summoning theme. The default theme is the summoning type your character draws from without the use of reagents and tomes. It is what you have selected in the OOC area or have otherwise been assigned by a DM as a reward for your efforts in-game. | ||
* The easiest way to explore new themes is to acquire summoning reagents, which serve as a one-time access key and require you to have a conjuration focus (an item that can be easily acquired by any character) to use them. Once expended on a spell, the reagent in question will be destroyed and your character will return to their default summoning theme. Reagents are highlighted with a bright purple name for the convenience of new players. | * The easiest way to explore new themes is to acquire summoning reagents, which serve as a one-time access key and require you to have a conjuration focus (an item that can be easily acquired by any character) to use them. Once expended on a spell, the reagent in question will be destroyed and your character will return to their default summoning theme. Reagents are highlighted with a bright purple name for the convenience of new players. | ||
* Summoning tomes are somewhat less common. Similar to reagents, summoning tomes require you to have a conjuration focus to use them, but unlike reagents, they are permanent and will not disappear after a single use. Reagents and tomes are highlighted with a bright purple name for the convenience of new players. | * Summoning tomes are somewhat less common. Similar to reagents, summoning tomes require you to have a conjuration focus to use them, but unlike reagents, they are permanent and will not disappear after a single-use. Reagents and tomes are highlighted with a bright purple name for the convenience of new players. | ||
Within EFU, there exist the following themes... | Within EFU, there exist the following themes... | ||
====Default==== | ====Default==== | ||
Motley animals from the | Motley animals from the desert! | ||
''Always available.'' | ''Always available.'' | ||
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====Plant==== | ====Plant==== | ||
Grasping, killing flora, emerging from the | Grasping, killing flora, emerging from the sands! | ||
''Application and/or in-game reward only.'' | ''Application and/or in-game reward only.'' | ||
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''Sorcerer (Any), Wizard (Conjuration), Cleric (Earth)'' | ''Sorcerer (Any), Wizard (Conjuration), Cleric (Earth)'' | ||
====Earth and Flesh==== | |||
The horrific, dangerous, and malevolent Djinn! | |||
''Sorcerer (Planar Bound)'' | |||
====Fire==== | ====Fire==== | ||
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''Sorcerer (Any), Wizard (Conjuration), Cleric (Fire)'' | ''Sorcerer (Any), Wizard (Conjuration), Cleric (Fire)'' | ||
====Fire and Blood==== | |||
The horrific, dangerous, and malevolent Djinn! | |||
''Sorcerer (Planar Bound)'' | |||
====Air==== | ====Air==== | ||
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''Sorcerer (Any), Wizard (Conjuration), Cleric (Air)'' | ''Sorcerer (Any), Wizard (Conjuration), Cleric (Air)'' | ||
====Air and Shadow==== | |||
The horrific, dangerous, and malevolent Djinn! | |||
''Sorcerer (Planar Bound)'' | |||
====Water==== | ====Water==== | ||
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''Sorcerer (Any), Wizard (Conjuration), Cleric (Water)'' | ''Sorcerer (Any), Wizard (Conjuration), Cleric (Water)'' | ||
====Water and Light==== | |||
The horrific, dangerous, and malevolent Djinn! | |||
''Sorcerer (Planar Bound)'' | |||
====Ice==== | ====Ice==== | ||
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''Sorcerer (Any), Wizard (Conjuration)'' | ''Sorcerer (Any), Wizard (Conjuration)'' | ||
====Astral==== | ====Astral==== | ||
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The otherworldly enforcers of cosmic order! | The otherworldly enforcers of cosmic order! | ||
'' | ''Cleric (Law)'' | ||
====Spirit==== | ====Spirit==== | ||
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''Sorcerer (Any), Wizard (Necromancy, Conjuration); those who summon these vile monsters are hated and hunted'' | ''Sorcerer (Any), Wizard (Necromancy, Conjuration); those who summon these vile monsters are hated and hunted'' | ||
====Slaad==== | ====Slaad==== |
Latest revision as of 03:09, 2 April 2024
Summoning Pool
EFU uses a custom system that allows characters to bring forth multiple summoned creatures, limited by an overall pool of "summoning points" and the cost of a particular summoned creature. Each creature occupies some of your summoning points until they are destroyed or dismissed. Please refer to the Spell Changes page for information on how EFU has the modified duration of various summoning spells.
Every spellcasting class receive 20 summoning points per level. For example, a level 8 wizard will have 160 points to use. it is possible to have your summoning pool increased beyond the 20*level formula, such as through Sorcerer Cultist perk.
Point costs will vary dramatically from creature to creature and rise exponentially from level to level. The exact details of Spell Focus: Conjuration will reduce the point cost of an individual creature by 1/4. Greater Spell Focus: Conjuration will reduce the point cost by 1/2.
Summoning Themes
EFU's scripts also allow the conjuring of many different kinds of creatures. In the OOC starting area, you can choose from many different themes to fit your character and, once in-game, there are many different ways to go about acquiring access to new summoning themes. Your options are restricted by class, perk, and specialization. In particular, clerics automatically have their theme defined by their domains and must send in an application to start with a different one; the default cleric summoning theme is determined by the first of the two domains selected.
- Every character has a default summoning theme. The default theme is the summoning type your character draws from without the use of reagents and tomes. It is what you have selected in the OOC area or have otherwise been assigned by a DM as a reward for your efforts in-game.
- The easiest way to explore new themes is to acquire summoning reagents, which serve as a one-time access key and require you to have a conjuration focus (an item that can be easily acquired by any character) to use them. Once expended on a spell, the reagent in question will be destroyed and your character will return to their default summoning theme. Reagents are highlighted with a bright purple name for the convenience of new players.
- Summoning tomes are somewhat less common. Similar to reagents, summoning tomes require you to have a conjuration focus to use them, but unlike reagents, they are permanent and will not disappear after a single-use. Reagents and tomes are highlighted with a bright purple name for the convenience of new players.
Within EFU, there exist the following themes...
Default
Motley animals from the desert!
Always available.
Rat
Exotic, mystical, and disgusting rodent allies!
Ranger, Druid, Sorcerer, Wizard (Conjuration, Enchantment, Evocation, Abjuration, Transmutation)
Dog
Faithful hounds, big and small!
Sorcerer (Any), Wizard (Conjuration)
Snake
Fangs dripping with poisonous acid!
Ranger, Druid, Sorcerer, Wizard (Conjuration, Enchantment, Evocation, Abjuration, Transmutation)
Spider
Hunting arachnids, gliding smoothly across the webs they spin!
Ranger, Druid, Sorcerer, Wizard (Conjuration, Enchantment, Evocation, Abjuration, Transmutation)
Insect
Large swarms of small bugs that attack with burning, stinging bites!
Ranger, Druid, Sorcerer, Wizard (Conjuration, Enchantment, Evocation, Abjuration, Transmutation)
Plant
Grasping, killing flora, emerging from the sands!
Application and/or in-game reward only.
Earth
The elemental spirits of crushing stone!
Sorcerer (Any), Wizard (Conjuration), Cleric (Earth)
Earth and Flesh
The horrific, dangerous, and malevolent Djinn!
Sorcerer (Planar Bound)
Fire
The elemental spirits of searing heat!
Sorcerer (Any), Wizard (Conjuration), Cleric (Fire)
Fire and Blood
The horrific, dangerous, and malevolent Djinn!
Sorcerer (Planar Bound)
Air
The elemental spirits of roaring thunder!
Sorcerer (Any), Wizard (Conjuration), Cleric (Air)
Air and Shadow
The horrific, dangerous, and malevolent Djinn!
Sorcerer (Planar Bound)
Water
The elemental spirits of drowning fury!
Sorcerer (Any), Wizard (Conjuration), Cleric (Water)
Water and Light
The horrific, dangerous, and malevolent Djinn!
Sorcerer (Planar Bound)
Ice
The elemental spirits of freezing doom!
Application and/or in-game reward only.
Slime
Oozes, jellies, slimes, and cubes, hungrily dissolving all they touch!
Sorcerer (Ooze Savant), Cleric (Ooze)
Illusion
Flickering images, simulations, and nightmares, made real enough to kill!
Sorcerer (Any), Wizard (Illusion, Conjuration), Cleric (Illusion)
Furniture
Hopping, dancing pieces of everyday objects and equipment!
Sorcerer (Any), Wizard (Conjuration)
Astral
Strange, psychic predators called forth from the planes of starlight!
Wizard (Divination)
Law
The otherworldly enforcers of cosmic order!
Cleric (Law)
Spirit
The suffering souls of the lost and the damned!
Sorcerer (Any), Wizard (Necromancy, Conjuration), Cleric (Undeath); those who summon these vile monsters are hated and hunted
Shadow
Darkness in its many shapes; the sinister foe of life and light!
Sorcerer (Any), Wizard (Necromancy, Conjuration); those who summon these vile monsters are hated and hunted
Slaad
Frog-like avatars of planar mayhem!
Application and/or in-game reward only; those who summon these vile monsters are hated and hunted
Aberration
Unnatural and hideous abominations from beyond the stars!
Application and/or in-game reward only; those who summon these vile monsters are hated and hunted
Beholder
Terrifying, many-eyed horrors that can kill with but a look!
Application and/or in-game reward only; those who summon these vile monsters are hated and hunted