User Tools

Site Tools


combat-summons

This is an old revision of the document!


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 many 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.
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

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 Fire & Death

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.

Blood

Spell Units Description
Bind Shadow Imp
Blood 1
blood 11
1bloodslave
Ritual
Shadow Impx1 descrip
Summon Imp
Blood 1
blood 11
1bloodslave
Combat
Impx5 descrip
Bind Spine Devil
Blood 2
blood 22
3bloodslave
Ritual
Spine Devilx1 descrip
Bind Fiend
Blood 2
blood 22
5bloodslave
Ritual
Fiend of Darknessx1 descrip
Bind Serpent Fiend
Blood 4
blood 11
2bloodslave
Ritual
Serpent Fiendx1 descrip
Horde From Hell
Blood 5
blood 44
44bloodslave
Ritual
Devilx1
Devilx1
Impx25
descrip
Bind Succubus
Blood 5
blood 44
66bloodslave
Ritual
Succubusx1 descrip
Ritual of Five Gates
Blood 6
blood 55
39bloodslave
Ritual
Devilx1
Frost Fiendx1
Storm Demonx1
Demon Knightx1
descrip
Plague of Locusts
Blood 7
blood 55
88bloodslave
Ritual
Demonic Locustx1 descrip
Bind Heliophagus
Blood 8
blood 55
111bloodslave
Ritual
Unique
Mastema - Heliophagusx1
Amaimon - Heliophagusx1
Gorilon - Heliophagusx1
Mabakiel - Heliophagusx1
descrip
Forces of Darkness
Blood 9
blood 66
50bloodslave
Ritual
Fiend of Darknessx14+ descrip
Bind Demon Lord
Blood 9
blood 88
150bloodslave
Ritual
Unique
Pazuzu - Lord of the Plague Windx1
Belphegor - Lord of Hellx1
Belial - Lord of Corruptionx1
Buer - Goat Sunx1
Geryon - Monster of Fraudx1
Ashmedai - Prince of Lustx1
descrip

Cross Blood & Fire

Spell Units Description
Bind Fiery Imp
Blood 1
blood 11fire 11
6bloodslave
Ritual
Fiery Impx5+1/2 descrip
Bind Devil
Blood 3
blood 22fire 22
7bloodslave
Ritual
Devilx1 descrip
Bind Arch Devil
Blood 7
blood 44fire 22
99bloodslave
Ritual
Buriol - Arch Devilx1
Ethanim - Arch Devilx1
Furcas - Arch Devilx1
Magoth - Arch Devilx1
Igarak - Arch Devilx1
descrip
Infernal Forces
Blood 9
blood 55fire 22
50bloodslave
Ritual
Devilx7+
Impx20
descrip

Cross Blood & Air

Spell Units Description
Bind Storm Demon
Blood 4
blood 22air 22
10bloodslave
Ritual
Storm Demonx1 descrip
Infernal Tempest
Blood 9
blood 55air 22
50bloodslave
Ritual
Storm Demonx7+ descrip

Cross Blood & Water

Spell Units Description
Bind Frost Fiend
Blood 3
blood 22water 22
8bloodslave
Ritual
Frost Fiendx1 descrip
Bind Ice Devil
Blood 6
blood 33water 33
88bloodslave
Ritual
Unique
Nycafor - Ice Devil
Oriax - Ice Devilx1
Gaap - Ice Devilx1
Bifrons - Ice Devilx1
Cimejes - Ice Devilx1
Bune - Ice Devilx1
descrip
Forces of Ice
Blood 9
blood 55water 22
50bloodslave
Ritual
Frost Fiendx8+ descrip

Cross Blood & Earth

Spell Units Description
Bind Demon Knight
Blood 5
blood 22earth 22
15bloodslave
Ritual
Demon Knightx1 descrip
Summon Illearth
Blood 5
blood 22earth 22
2bloodslave
Combate
Illearthx1 descrip
Father Illearth
Blood 6
blood 33water 33
105bloodslave
Ritual
Unique
Pedoseion - Father Illearthx1 descrip
Infernal Crusade
Blood 9
blood 55water 22
50bloodslave
Ritual
Demon Knightx10+ descrip

Cross Blood & Nature

Spell Units Description
Cross Breeding
Blood 3
blood 11nature 11
15bloodslave
Ritual
Cross breedingx20+ descrip
Awaken Dark Vines
Blood 5
blood 11nature 33
12bloodslave
Ritual
Dark Vinesx2 descrip
Improved Cross Breeding
Blood 8
blood 22nature 22
20bloodslave
Ritual
Cross breedingx40+3 descrip

Cross Blood & Death

Spell Units Description
Bind Bone Fiends
Blood 2
blood 11death 11
5bloodslave
Ritual
Bone Fiendx5+1/2 descrip
Blood Rite
Blood 7
blood 22death 22
11bloodslave
Ritual
Vampirex1 descrip
Curse of Blood
Blood 7
blood 33death 44
77bloodslave
Ritual
Vampire Lordx1 descrip

Cross Fire & Earth

Spell Units Description
Bind Scorpion Beast
Conjuration 3
fire 11earth 11
2firegem
Ritual
Scorpion Beastx1 descrip
Iron Dragon
Construction 9
earth 44fire 22
30earthgem
Ritual
Iron Dragonx1 Durable fire-breathing unit with full elemental resistances, trample, fear, and a fire breath attack. mindless and thus immune to spells like soul slay, but the low MR for a late game summon means it will be targeted by spells like Disintegrate.
Terracotta Army
Enchantment 4
fire 11earth 11
10firegem
Ritual
Terracotta Soldierx10+ descrip

Cross Air & Earth

Spell Units Description
Watcher
Enchantment 5
air 33earth 11
5airgem
Ritual
May cast underwater
Watcherx1 Durable immobile unit with a high damage lightning attack and very high Patrol bonus. A unit with magic leadership must lead this for its patrol bonus to be used.
Enliven Gargoyles
Enchantment 9
earth 33air 11
10earthgem
Ritual
May cast underwater
Gargoylex5+1/2 descrip

Cross Earth & Astral

Spell Units Description
Golem Construction
Construction 7
astral 33earth 22
30astralpearl
Ritual
May cast underwater
Golemx1 descrip
combat-summons.1649044618.txt.gz · Last modified: 2022/04/04 03:56 by demonsthenes