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==Preface==
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<div class="bbox lbox" style="height: 470px"><div class="bcenter">
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<img src="http://terrarp.net/resources/mastery/summoningmagic.png" style="width: 128px;">
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<div class="bname">Standard</div></div>
  
<html><img src="http://terrarp.net/resources/mastery/summoningmagic.png" class="right" style="margin: 0 0 40px 30px; width: 200px"></html>
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<span style="color:#cd3245">Summon Magic</span> allows the user to temporarily summon a monstrous magical familiar. This familiar is physically present and require a constant flow of energy for the duration of its stay (flavor). Depending on its purpose, the familiar will take on a shape best suited an offensive, defensive, or supportive role.<br /><br />
  
Summoning magic allow the user to summon a magical familiar to serve them temporarily. This magical familiar can help the user in and out of combat. If the user had any other magic, they may imbue the familiar with that magic, otherwise, the familiar is a fleshy creature that comes with a variety of shapes. Only one familiar can manifest at a time and they require constant energy draw from their master during this time.
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<div class="gcontain" style="margin-top: 25px">
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<span class="gtype">Energy</span> <img src="http://terrarp.net/resources/mastery/gauge3.png" alt="gauge">
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<span class="gtype">Range</span> <img src="http://terrarp.net/resources/mastery/gauge3.png" alt="gauge">
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</div>
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<ul class="mtag">
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<li>Utility</li>
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<li>Pet</li>
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</ul>
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</div>
  
Mechanically, familiars fit one of three specialization, tank, DPS, or support, each one providing the user with one of its specialty in combat. The higher the mastery, the more powerful the familiar becomes.
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<div class="bbox" style="height: 470px"><div class="bcenter">
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<img src="http://terrarp.net/resources/mastery/darksummoning.png" style="width: 128px;">
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<div class="bname">Awakened</div></div>
  
<span class="b1">Strengths</span> - Versatility
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<span style="color:#444d94">Dark Summoning</span> allows the user to temporarily summon a dark familiar. This familiar will reside within the user’s shadow, emerging only when attacking or defending. Its shape is entirely black and has no distinguishable features, stretching to perform various tasks. By detaching itself from the user’s shadow, it can operate autonomously for a short period of time.
<br><span class="b1">Initiation</span> - High energy cost
 
  
==Familiars==
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<div class="gcontain" style="margin-top: 25px">
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<span class="gtype">Energy</span> <img src="http://terrarp.net/resources/mastery/gauge4.png" alt="gauge">
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<span class="gtype">Range</span> <img src="http://terrarp.net/resources/mastery/gauge2.png" alt="gauge">
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</div>
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<ul class="mtag">
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<li>Damage</li>
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<li>Disruption</li>
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<li>Pet</li>
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</ul>
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</div>
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</div></html><br>
  
Summons come in a variety of shapes, though they tend to take a much smaller form out of combat to conserve their master's energy.
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==Skill Examples==
  
These familiars are unintelligible and communicate through visuals telepathically. If they are hungry, they will transmit the symbolism or image of food into its master's head.  
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<table width="100%" border="0" class="infobox progression">
 
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    <tr>
A summon can be physically-able or magic-bound, depending on the circumstance. They can also take the form of that magic. E.g. with a Pyromancy base, the user can summon a pixie made out of fire, or a red imp.
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      <td width="20%"><span style="color:#cd3245">Magical Familiar</span></td>
 
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      <td>These spells can summon different types of magical familiar that can assist the user in combat such as tanking for them or supplementing their damage. The summon can be a creature that fight up close or at a range. They also varies in appearances.</td>
Power-wise, familiars are half as effective as the caster's base magic, up to the amount they put into Summoning. E.g. if Pyromancy is 500 and Summoning is 400, the user's familiar can only use up to 400 Pyromancy divided by 2.
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    </tr>
 
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    <tr>
Increment in mastery allow the summoner to summon more epic creatures and allow them to stay in battle form longer.
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      <td><span style="color:#cd3245">Imbuing Summon</span></td>
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      <td>If the user had other magic, they may imbue their summon with said magic or summoning elemental familiars that encompass that magic's element, adding to their damage depending on the opponent's elemental weakness. Imbuing the familiar with additional magic may also make them stronger.</td>
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    </tr>
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    <tr>
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      <td><span style="color:#444d94">Brooding</span></td>
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      <td><span class="b2a">(Awakened)</span> These spells allow the user to summon familiars that temporarily inhabits their shadow or dark places like underneath their clothes and only stretch out their black limbs when they attack. These limbs may manifest in a variety of forms depending on their origin, be it undead, demonic, or eldritch.</td>
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    </tr>
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    <tr>
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      <td><span style="color:#444d94">Dark Disruption</span></td>
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      <td><span class="b2a">(Awakened)</span> Dark familiars can grab a target of a reasonable size and pull them toward the user or pushing them away, which is highly effective at disrupting opponents.</td>
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    </tr>
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    <tr>
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      <td><span style="color:#444d94">Detachment</span></td>
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      <td><span class="b2a">(Awakened)</span> Dark familiars may also detach from its host to do things they are tasked with, although they are much weaker and malshapened in this form.</td>
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    </tr>
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</table><br>
  
==Progression==
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==Weapons==
  
 
<table width="100%" border="0" class="infobox progression">
 
<table width="100%" border="0" class="infobox progression">
 
     <tr>
 
     <tr>
       <td width="20%"><span style="color:#9a9a9a">0-29 Beginner</span></td>
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       <td width="20%"><span style="color:#239d85">Rod</span></td>
       <td>You can summon a tiny familiar that is magic-bound.</td>
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       <td><span class="b2a">(One-handed)</span> Rod-like items such as wand, branch, etc. Rods often contain "Cantrips," which are weak spells that cost little energy to use.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#dadadb">30-99 Novice</span></td>
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       <td><span style="color:#239d85">Focus</span></td>
       <td>Your familiar can be either physically-able or magic-bound now, and is slightly bigger (small).</td>
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       <td><span class="b2a">(One-handed)</span> Embellished items such as chakram, idol, skull, ceremonial dagger, effigy, icon, etc. As its name suggest, focus improves the user's concentration during spellcasting.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#2c82d2">100-199 Trained</span></td>
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       <td><span style="color:#239d85">Spell Ring</span></td>
       <td>Your familiar is medium sized now and stronger.</td>
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      <td><span class="b2a">(One-handed)</span> These rings are worn on the dominant hand, which allows the user to write the spells instead of reciting the incantation. The written spell will appear as glowing words that float in thin air before the spell is cast.</td>
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    </tr>
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    <tr>
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       <td><span style="color:#239d85">Rune Stone</span></td>
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      <td><span class="b2a">(One-handed)</span> These are made with a variety of stone or cystal. The rune stone will float alongside the user, helping them cast spells. Rune stones allow the user to insribe runes onto surfaces, which can be activated from a distance.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#43b8b2">200-499 Proficient</span></td>
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       <td><span style="color:#239d85">Charms</span></td>
       <td>Your familiar is large sized now and stronger.</td>
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       <td><span class="b2a">(One-handed)</span> A set of three flat-surface magic papers float along with you. Since charms are expendable, they improve the user's energy management.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#82c04b">500-999 Adept</span></td>
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       <td><span style="color:#239d85">Grimoire</span></td>
       <td>You can have an extra large and persistent familiar now and be able to summon a temporary familiar for a short time, without unsummoning the other.</td>
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       <td><span class="b2a">(One-handed)</span> These spellbooks range from small and light to large and heavy. The advantage of wielding a grimoire comes from the fact that they contain a large number of spells, which improves the user's spellcasting speed.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#d0bf2d">1000-1499 Expert</span></td>
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       <td><span style="color:#239d85">Staff</span></td>
       <td>Same as Adept. You can temporary summon a medium epic familiar and maintain it for a short while.</td>
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       <td><span class="b2a">(Two-handed)</span> Long and slender scepters that are often full of ornaments or magical energy. These staff are too flimsy to be used for physical combat. (Flavor) Staff often empowers spell that take a long time to cast since it acts as an energy absorber, drawing in mana from its surroundings.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#cd2b3e">1500 Mastered</span></td>
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       <td><span style="color:#239d85">Tarot Cards</span></td>
       <td>Same as Adept. You can temporary summon a large epic familiar and maintain it for a short while.</td>
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       <td><span class="b2a">(Two-handed)</span> To cast spells with tarot cards, you must shuffle the deck and pull these cards out and arrange them in the air (they float) in a particular pattern before the spell materializes. Optionally, you may also pull out a card to cast a random spell, this is the fastest way to cast a spell. Think Astrologian from FFXIV.</td>
 
     </tr>
 
     </tr>
 
</table><br>
 
</table><br>
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[[Category: Mastery]][[Category: Magic]][[Category: Summon]]

Latest revision as of 09:44, 24 April 2018

Standard
Summon Magic allows the user to temporarily summon a monstrous magical familiar. This familiar is physically present and require a constant flow of energy for the duration of its stay (flavor). Depending on its purpose, the familiar will take on a shape best suited an offensive, defensive, or supportive role.

Energy gauge Range gauge
  • Utility
  • Pet
Awakened
Dark Summoning allows the user to temporarily summon a dark familiar. This familiar will reside within the user’s shadow, emerging only when attacking or defending. Its shape is entirely black and has no distinguishable features, stretching to perform various tasks. By detaching itself from the user’s shadow, it can operate autonomously for a short period of time.
Energy gauge Range gauge
  • Damage
  • Disruption
  • Pet

Skill Examples

Magical Familiar These spells can summon different types of magical familiar that can assist the user in combat such as tanking for them or supplementing their damage. The summon can be a creature that fight up close or at a range. They also varies in appearances.
Imbuing Summon If the user had other magic, they may imbue their summon with said magic or summoning elemental familiars that encompass that magic's element, adding to their damage depending on the opponent's elemental weakness. Imbuing the familiar with additional magic may also make them stronger.
Brooding (Awakened) These spells allow the user to summon familiars that temporarily inhabits their shadow or dark places like underneath their clothes and only stretch out their black limbs when they attack. These limbs may manifest in a variety of forms depending on their origin, be it undead, demonic, or eldritch.
Dark Disruption (Awakened) Dark familiars can grab a target of a reasonable size and pull them toward the user or pushing them away, which is highly effective at disrupting opponents.
Detachment (Awakened) Dark familiars may also detach from its host to do things they are tasked with, although they are much weaker and malshapened in this form.

Weapons

Rod (One-handed) Rod-like items such as wand, branch, etc. Rods often contain "Cantrips," which are weak spells that cost little energy to use.
Focus (One-handed) Embellished items such as chakram, idol, skull, ceremonial dagger, effigy, icon, etc. As its name suggest, focus improves the user's concentration during spellcasting.
Spell Ring (One-handed) These rings are worn on the dominant hand, which allows the user to write the spells instead of reciting the incantation. The written spell will appear as glowing words that float in thin air before the spell is cast.
Rune Stone (One-handed) These are made with a variety of stone or cystal. The rune stone will float alongside the user, helping them cast spells. Rune stones allow the user to insribe runes onto surfaces, which can be activated from a distance.
Charms (One-handed) A set of three flat-surface magic papers float along with you. Since charms are expendable, they improve the user's energy management.
Grimoire (One-handed) These spellbooks range from small and light to large and heavy. The advantage of wielding a grimoire comes from the fact that they contain a large number of spells, which improves the user's spellcasting speed.
Staff (Two-handed) Long and slender scepters that are often full of ornaments or magical energy. These staff are too flimsy to be used for physical combat. (Flavor) Staff often empowers spell that take a long time to cast since it acts as an energy absorber, drawing in mana from its surroundings.
Tarot Cards (Two-handed) To cast spells with tarot cards, you must shuffle the deck and pull these cards out and arrange them in the air (they float) in a particular pattern before the spell materializes. Optionally, you may also pull out a card to cast a random spell, this is the fastest way to cast a spell. Think Astrologian from FFXIV.