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combat-summons

Combat Summons

In contrast with ritual summon spells, temporary combat summoning spells are combat spells that summon temporary units for the duration of the battle. Battle summons generally cost fewer gems than equivalent combat strength in ritual summons; this is balanced by their generally costing a great deal of fatigue for the mages who cast them.

Like province defense, temporary combat summons disappear at the end of combat, and cannot be turned into permanent units by spells like Charm.

Fire

Spell Units Description
Summon Lesser Fire Elemental
Conjuration 3
fire 11
1firegem
Combat
Fire Elementalx1 Fire Elementals are Ethereal bags of HP that do decent amounts of Fire Damage to entire squares in melee range. They project a Heat Aura that dampens incoming traffic, and they also have a Fire Shield that punishes enemies who reach it. Last but not least, they do better in Heat Scales and worse in Cold Scales. This one technically has 24 HP, and it's the default use of Fire Gems for your off-script fire 11 & fire 22 Mages.
Summon Fire Elemental
Conjuration 5
fire 33
1firegem
Combat
Fire Elementalx1 Technically this thing has 75 HP. It's also the default use of Fire Gems for your mages with three levels of Fire beneath their attributes, once they go off-script.
Will o' the Wisp
Conjuration 5
fire 22
1firegem
combat
Will o' the Wispx2 Size 1 Ethereal Floaters with a decent amount of power behind their attacks. Fragile but with very high stats, they do well against enemy chaff in groups.
Living Fire
Conjuration 7
fire 44
2firegem
Combat
Fire Elementalx4+ The "Living" spells summon a group of Size 4 fire elementals.
This is generally better than creating one large Elemental, especially if your Summoner is above the minimum path requirement. On the other hand, the power difference between Size 6 Elementals and Size 4 Elementals is pretty great, and giving 1 Gem to four Level 3 Mages is generally better if you can do it.

Air

Spell Units Description
Summon Lesser Air Elemental
Conjuration 3
air 11
1airgem
Combat
Air Elementalx1 Elementals SHRINK instead of dying when their HP is depleted, making them weaker but keeping them alive; Lesser Elementals are Size 3, and can therefore do this twice. Air Elementals have the dangerous combination of Ethereal, Flying, and Trampling, allowing them to scramble enemy ranks; at Size 3, though, they won't do much damage against armored humans. Air Elementals electrocute enemies that are too big to trample, hitting a single target at a time in melee.
Summon Air Elemental
Conjuration 5
air 33
1airgem
Combat
Air Elementalx1 This spell summons a Size 6 Fire Elemental, which can SHRINK instead of dying 5 times. This is an excellent mid-game use for Air Gems, as the Size 6 elementals can trample most targets for heavy damage. They're also very hard to hit in a storm, with their Storm Power bringing their Defense up to 20.
Living Clouds
Conjuration 7
air 44
2airgem
Combat
Air Elementalx4 The "Living" spells Summon a group of Size 4 Elementals; they can each SHRINK instead of dying 3 times.
This is generally better than creating one large Elemental, especially if your Summoner is above the minimum path requirement. On the other hand, the power difference between Size 6 Elementals and Size 4 Elementals is pretty great, and giving 1 Gem to four Level 3 Mages is generally better if you can do it.
Still, you might find an enemy Size 4+ Supercombatant who doesn't have Shock Resistance, and a bunch of Size 4 Air Elementals may make quick work of it.
Phantasmal Warrior
Alteration 2
air 11
Combat
Phantasmal Warrior Temporary battle summon; extremely weak chaff. Their ethereal nature gives them a bit more longevity than standard troops in some circumstances, but each of their attacks require the target failing an MR check on top of failing a Defense roll in order to deal damage.
Ghost Wolves
Alteration 3
air 33
Combat
Phantasmal Wolf Temporary battle summon; extremely weak chaff. Their ethereal nature gives them a bit more longevity than standard troops in some circumstances.
Phantasmal Army
Alteration 5
air 44
1airgem
Combat
Phantasmal Warriorx25 + [5/lv] Temporary battle summon; extremely weak chaff. This spends a gem to produce a great many of these; they can hold a line or a castle gate against mundane attackers for a while, but die in droves to things with magic weapons, particularly ones that are AoE. Their ethereal nature gives them a bit more longevity than standard troops in some circumstances.
False Horror
Alteration 6
air 33
Combat
False Horrorx1 Like Phantasmal Warriors but spooky. Generally if you are at alt6 you have better things to do with air 33 mages.

Water

Spell Units Description
Summon Lesser Water Elemental
Conjuration 3
water 11
1watergem
Combat
Water Elementalx1 Elementals SHRINK instead of dying when their HP is depleted, making them weaker but keeping them alive; Lesser Elementals are Size 3, and can therefore do this twice. Water Elementals take only half damage from most non-magical strikes, and their attacks are physical but Armor-Piercing. They also Regenerate lost HP, but only Underwater.
If summoned in Cold Scales, a Water Elemental is instead an Ice Elemental, which has its Physical Resistances exchanged for standard Protection that gets better in Cold and its Armor-Piercing attacks downgraded in exchange for the ability to Trample.
At Size 3, you may want to save your Gems, regardless of Temperature.
School of Sharks
Conjuration 4
water 22
1watergem
Ritual
Underwater Only
Small Sharkx10+[2 lv] Underwater Summons
Animal Summons
Summon Water Elemental
Conjuration 5
water 33
1watergem
Combat
Water Elementalx1 This spell summons a Size 6 Fire Elemental, which can SHRINK instead of dying 5 times. Full-sized Water Elementals are the kings of underwater combat, thanks to their Regeneration and their four high-damage AP attacks. They are also useful above-ground, able to beat up most things.
The Size 6 Water Elemental might even flatten more in a single burst of attacks than its Icy counterpart can flatten in a turn! The Ice Elemental might be tougher, though.
Shark Attack
Conjuration 6
water 33
3watergem
Combat
Underwater Only
Small Sharkx Underwater Summons
Living Water
Conjuration 7
water 44
2watergem
combat
Water Elementalx4 Sometimes used for raiding.

Earth

Spell Units Description
Summon Lesser Earth Elemental
Conjuration 3
earth 11
1earthgem
Combate
Earth Elementalx1 Elementals
Summon Earth Elemental
Conjuration 5
earth 33
1earthgem
Combate
Earth Elementalx1 Elementals
Living Earth
Conjuration 7
earth 44
2earthgem
Combat
Earth Elementalx4 Elementals

Astral

There are no generic Astral combat summoning spells.

Nature

Spell Units Description
Howl
Conjuration 5
nature 33
3naturegem
Wolf A battle enchantment that frequently summons wolves from the corners of the map. Wolves are weak units, but can be very distracting for enemy archers and mages.
Spell Units Description
Swarm
Alteration 4
nature 11
1naturegem
Swarm bug (Large Spider, Frog, Giant Scorpion, Dragonfly, Large Beetle, etc.) x 20 + 2 Swarm
Summons a large number of size 1 insects and animals. Most of these tiny creatures generally have sting attacks, which are armor piercing attacks capped to 1 damage that inflict an additional 5 armor negating poison damage if they roll high enough to pierce protection. A few have flying. Most bugs have decent poison resistance, making these spells combine well with Foul Vapors.
Creeping Doom
Alteration 7
nature 33
1naturegem
Swarm bug (Large Spider, Frog, Giant Scorpion, Dragonfly, Large Beetle, etc.) x 70 + 5

Cross Air & Nature

Spell Units Description
Summon Sprites
Conjuration 6
nature 11air 11
1naturegem
Spritex6 Sprites are tiny archers with low morale but excellent skills. Their highly accurate Elf Shot attacks deal an impressive 100 armor negating fatigue damage (MR negates). Sprites can be great against elite troops with low MR, as well as lone thugs with MR below 20 (especially those using Phoenix Pyre).

Death

Spell Units Description
Summon Lammashtas
Conjuration 4
death 22
1deathgem
May use underwater
Lammashtax2 Summons powerful flying units with Ethereal, fear, high invulnerability, a life stealing wraith sword, and good stats. The catch is that they are independent and will attack your own forces as well as the enemy.
Animate Skeleton
Enchantment 1
death 11
May use underwater
Longdeadx1 Summons a single longdead for 30 fatigue.
Animate Dead
Enchantment 1
death 11
May use underwater
Soultrap GhostX1 Summons a single soulless for 20 fatigue.
Raise Skeletons
Enchantment 3
death 22
May use underwater
Longdeadx3 Lower research version of Horde of Skeletons producing fewer skeletons with the same path requirement and fatigue costs.
Raise Dead
Enchantment 4
death 22
May use underwater
Soultrap GhostX10+2 Raises a large number of soulless if there are corpses available in the province; produces more units than Horde of Skeletons (and each has more hit points), balanced by soulless having perhaps the worst combat stats of any unit in the game.
Horde of Skeletons
Enchantment 5
death 22
May use underwater
Longdeadx5+1/2 The signature spell of death mages, raises several undead for a modest fatigue cost. Can be used with a communion to flood the battlefield with longdead.

Cross Death & Fire

Spell Units Description
Corpse Candle
Conjuration 5
death 11fire 11
1deathgem
Combat
Corpse Candlex3 Size 1 battle summon with extremely high attack/defense stats, blindfighter and an attack that inflicts Decay, but only a few hit points.

Cross Death & Earth

Spell Units Description
Fields of the Dead
Enchanment 9
death 55earth 22
1deathgem
Combat
May use underwater
Battle enchantment that continuously raises unead.

Blood

Spell Units Description
Summon Imps
Blood 1
blood 11
1bloodslave
Impx5 Summons several imps. Imps are size 1 flyers with decent stats and two weak claw attacks. They can used as distraction chaff, and can be deadly when massed against low protection targets because they generate 12 attacks per square.

Cross Blood & Earth

Spell Units Description
Summon Illearth
Blood 5
blood 22earth 22
2bloodslave
Combat
Illearthx1 Summon Earth Elemental but Earth Elemental has Regeneration.
A more durable holder unit but takes longer to cast and leaves the caster Very Fatigued if not supported. Shouldn't use it like most other elementals, as quick to deploy units for raiders.
combat-summons.txt · Last modified: 2022/07/14 16:56 by joste