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(Preface)
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==Preface==
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<html><div class="bcontainer" style="height: 450px">
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<div class="bbox lbox" style="height: 450px"><div class="bcenter">
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<img src="http://terrarp.net/resources/mastery/summonmagic.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 its user control of the elements of air and lightning through spells and incantations. The element of air provides the user with increased mobility and a variety of other non-combat uses. Through careful manipulation, the user can summon forth lightning to aid them in combat.
  
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>Summon</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: 450px"><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="b2a">Strengths</span> - Versatility
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<span style="color:#444d94">Dark Summoning</span> allows its user to become one with the element of air, transforming their bodies into powerful winds or lightning for a short period of time. While transformed, the user gains both speed and protection from incoming attacks, but is limited to close combat requiring physical contact with the opponent.
<br><span class="b2a">Weaknesses</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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</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 Set==
  
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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Listed below are some of the basic spell variations featured by this magic. At higher levels, these can be combined with other mastery for a wide variety of effects. See [[magic]] and [[Magic#Magical Instruments|magical instruments]] for more information about the use of magic.
 
 
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.
 
 
 
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.
 
 
 
Increment in mastery allow the summoner to summon more epic creatures and allow them to stay in battle form longer.
 
 
 
==Progression==
 
  
 
<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><span style="color:#cd3245">Imbue Summon</span></td>
       <td>You can summon a tiny familiar that is magic-bound.</td>
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       <td>These spells are all place holders.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#dadadb">30-99 Novice</span></td>
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       <td width="20%"><span style="color:#cd3245">Place Holder</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>These spells are all place holders.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#2c82d2">100-199 Trained</span></td>
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       <td><span style="color:#cd3245">Place Holder</span></td>
       <td>Your familiar is medium sized now and stronger.</td>
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       <td>These spells are all place holders.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#43b8b2">200-499 Proficient</span></td>
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       <td><span style="color:#cd3245">Place Holder</span></td>
       <td>Your familiar is large sized now and stronger.</td>
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       <td>These spells are all place holders.</td>
    </tr>
 
    <tr>
 
      <td><span style="color:#82c04b">500-999 Adept</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>
 
    </tr>
 
    <tr>
 
      <td><span style="color:#d0bf2d">1000-1499 Expert</span></td>
 
      <td>Same as Adept. You can temporary summon a medium epic familiar and maintain it for a short while.</td>
 
    </tr>
 
    <tr>
 
      <td><span style="color:#cd2b3e">1500 Mastered</span></td>
 
      <td>Same as Adept. You can temporary summon a large epic familiar and maintain it for a short while.</td>
 
 
     </tr>
 
     </tr>
 
</table><br>
 
</table><br>
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[[Category: Mastery]][[Category: Magic]][[Category: Summon]]

Revision as of 09:18, 14 January 2018

Standard
Summon Magic allows its user control of the elements of air and lightning through spells and incantations. The element of air provides the user with increased mobility and a variety of other non-combat uses. Through careful manipulation, the user can summon forth lightning to aid them in combat.
Energy gauge Range gauge
  • Utility
  • Summon
Awakened
Dark Summoning allows its user to become one with the element of air, transforming their bodies into powerful winds or lightning for a short period of time. While transformed, the user gains both speed and protection from incoming attacks, but is limited to close combat requiring physical contact with the opponent.
Energy gauge Range gauge
  • Damage

Skill Set

Listed below are some of the basic spell variations featured by this magic. At higher levels, these can be combined with other mastery for a wide variety of effects. See magic and magical instruments for more information about the use of magic.

Imbue Summon These spells are all place holders.
Place Holder These spells are all place holders.
Place Holder These spells are all place holders.
Place Holder These spells are all place holders.