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conjuration [2023/02/03 22:01]
dast Summon Storm Power clarification.
conjuration [2023/11/23 07:58] (current)
fenrir [Non-Summon Combat Magic] most spell descriptions
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 **Conjuration 1** **Conjuration 1**
 ^ Spell             ^ Paths                      ^ Description  ^ Effect  ^ ^ Spell             ^ Paths                      ^ Description  ^ Effect  ^
-| ??Spirit Curse??  | {{path>D1}}\\ {{gems>1D}}                      +| ??Spirit Curse??  | {{path>D1}}\\ {{gems>1D}} //The caster summons a malign spirit from the underworld and coerces it to curse an enemy. In return, it is set free to wreak havoc on the living. The spirit never joins battle.//             Instantly applies a [[Curse]] to a single target. It never misses.        
-| ??Tangle Vines??  | {{path>N1}}                |                      |+| ??Tangle Vines??  | {{path>N1}}                | //Vines will ensnare anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the vines holding them. The stronger a victim is, the faster the vines will be destroyed and the more fertile the province is, the stronger the vines will be.//\\ **Str +DRN vs 19 to get free. The difficulty is increased or decreased by the Growth/Death scale of the province and is also increased by +1 in Forests and reduced by -1 in Wastelands.**             Instantly [[Entrapment|Entraps]] in an AOE of 1, with the severity shown. Strength checks are possible immediately upon being Entangled and whenever the Entangled unit may take a turn.\\ For its relatively-short range, Tangle Vines is rather accurate.        |
  
 **Conjuration 2** **Conjuration 2**
 ^ Spell ^ Paths ^ Description  ^ Effect  ^ ^ Spell ^ Paths ^ Description  ^ Effect  ^
-| ??Summon Storm Power??       | {{path>A1}}                            +| ??Summon Storm Power??       | {{path>A1}}       //During a storm, this spell can be used to channel the power of the storm through the mage. This enables the mage to cast more powerful Air magic spells. This spell only works during a storm.//\\ **Grants [[Air]] magic bonus +1.**             Grants a +{{path>A1}} pathboost (akin to carrying a path-boosting item) in-battle, but only while the [[Battle Enchantment]] known as ??Storm?? is up. **It may be cast before Storm.**        
-| ??Summon Water Power??       | {{path>W1}}                    |         |+| ??Summon Water Power??       | {{path>W1}}       //The mage gathers power from the surrounding water to enable him to cast more powerful Water magic spells. This spell can only be cast underwater.//\\ **Grants [[Water]] magic bonus +1.**              Grants a +{{path>W1}} pathboost (akin to carrying a path-boosting item) in-battle, but may only be cast [[underwater]].         |
  
 **Conjuration 3** **Conjuration 3**
 ^ Spell ^ Paths ^ Description  ^ Effect  ^ ^ Spell ^ Paths ^ Description  ^ Effect  ^
-| ??Summon Earthpower??        | {{path>E2}}                                    +| ??Summon Earthpower??        | {{path>E2}}               //The Earth will lend its endurance to the mage. All Earth spells will be less demanding to cast and the mage will be constantly invigorated by the Earth's power.//\\ **Grants [[Earth]] magic bonus +1 and [[Reinvigoration]] +4.**             Grants a +{{path>E1}} pathboost (akin to carrying a path-boosting item) in-battle, along with the listed trait. The Reinvigoration is still passed on to Earth-less [[Communion]] Slaves.      
-| ??Phoenix Power??            | {{path>F2}}                            |         | +| ??Phoenix Power??            | {{path>F2}}               //This spell enables the mage to cast more powerful Fire spells and also grants him resistance to fire.//\\ **Grants [[Fire]] magic bonus +1 and [[Fire Resistance]] +5.**             Grants a +{{path>F1}} pathboost (akin to carrying a path-boosting item) in-battle, along with the listed trait. The Fire Resistance is still passed on to Fire-less Communion Slaves, though it doesn't [[Stacking Effects|stack]] with most other sources of the resistance.         | 
-| ??Power of the Spheres??     | {{path>S1}}\\ {{gems>1S}} |              |         |+| ??Power of the Spheres??     | {{path>S1}}\\ {{gems>1S}} | //This spell makes the caster more powerful in all paths of magic.//\\ **Grants a +1 bonus to all magic paths**             Grants a +{{path>F1A1W1E1S1D1N1B1H1}} pathboost in-battle; though, since it's akin to a path-boosting item, only paths those affected by the spell already //have// will be boosted.         |
  
 **Conjuration 4** **Conjuration 4**
 ^ Spell ^ Paths ^ Description  ^ Effect  ^ ^ Spell ^ Paths ^ Description  ^ Effect  ^
-| ??Maggots??                          | {{path>N1}}\\ {{gems>1N}}                        +| ??Maggots??                          | {{path>N1}}\\ {{gems>1N}}   //The mage conjures thousands of maggots, which will start to feed upon an undead being. The maggots will slowly but surely consume the undead. Large undead can survive the maggots by removing them after they have become satiated. Ethereal undead are rarely affected by the spell.//\\ **An unresistable poison effect that only targets undead.**             Instantly afflicts an Undead foe with 50 **nonmagical** AN [[Poison Damage|Poison DMG]], at somewhat-short range. It never misses, except against [[Ethereal]] foes, who will dodge the spell 75% of the time. Since all Undead possess 25 [[Poison Resistance]] at base, you can expect around 25 actual poison damage to be applied.\\ It works underwater, where something else eats the undead.        
-| ??Strength of Gaia??                 | {{path>N3E1}}                                    +| ??Strength of Gaia??                 | {{path>N3E1}}               //The caster connects himself with the might of the living Earth. This connection gives him regenerative abilities, increased strength, a rougher skin and increased Nature magic power.//\\ **Grants [[Nature]] magic bonus +1, [[Regeneration]] 10%, Barkskin and +4 str.**             Grants a +{{path>N1}} pathboost (akin to a bath-boosting item) in-battle, along with the effects of ??Personal Regeneration??, ??Barkskin??, and [[Strength of Giants]] (for those affected). The specific variety of Regeneration doesn't work for the [[Inanimate]].        
-| ??Light of the Northern Star??       | {{path>S3}}\\ {{gems>2S}}                        |+| ??Light of the Northern Star??       | {{path>S3}}\\ {{gems>2S}}   //This spell makes all wizards on the battlefield more powerful in Astral magic.//\\ **Astral magic bonus +1 to entire battlefield**             A [[Battle Enchantment]] that provides a +{{path>S1}} pathboost (akin to a path-boosting item) to everyone in-battle. This works underwater and in caves, suggesting that the light comes from the caster.          |
  
 **Conjuration 5** **Conjuration 5**
conjuration.txt · Last modified: 2023/11/23 07:58 by fenrir