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Revision as of 00:19, 9 September 2012
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In one swift motion, the demonologist pierces the veil between valences, seeks a suitable being to enslave for menial chores, pulls them through the tear, and finally links them to their original existence so they may be returned there. Runestones are used as the focus for this magic, and more complex runes can be used to target more specific archetypes of minor demons.
Once summoned into this realm, these servants are capable of performing a myriad of utility functions such as carrying the sorcerer's eye which will allow them to see remotely. Other highlights include carrying objects, silvers, and mana, or finding and delivering messages to other characters, and even guarding their master's pockets from thieves. Demons summoned by this spell are not dangerous unless retaliating at a pickpocket, and otherwise cannot participate in the combat system.
- Cast at an appropriate runestone to initiate.
- The TELL MDEMON command displays a full list of commands for the demon. Each ability is also outlined within this article.
Demon Link & Expiration
Originally, demonologists used the link as a threat to keep the demon in line. Severing the link would strand the demon forever, unable to return home. This version of the magic is designed with safeguards against such an act, otherwise punishable by death. Thus the caster may terminate the link at any time, returning the demon to its original plane. The link will be broken automatically if the caster dies or when the spell expires. Once having summoned, the caster may not summon again for five minutes due to the exertion caused by interplanar summoning. If the summoner fails a cast, they may not attempt again for ten full minutes.
Two lesser demons, the abyran'ra and the oculoth have the ability and motivation to break your control upon a minor demon. While the abyran'ra will only attempt to break your control over abyran'a and abyran'sa demons, the oculoth will attempt to break your control over any type of demon. However, it is not a guarantee that they will break it. The primary factor for fending off this attempt is Demonology ranks. If you lose, your connection to your demon will break, and you will be severely stunned. If you succeed, you are left unharmed, and the demon who attempted it will be stunned instead. The oculoth, given its nature as a more magically inclined demon, is more skilled at breaking the connection than an abyran'ra.
- The link is refreshable with use of a vakra runestone.
Demonology Benefits
Sorcerous Lore, Demonology is the most important factor in the success of this magic. Each rank will increase the success of summoning a demon by 1%. Success of summoning with valence-only runestones begins at 50%, and the success for valence-and-archetype runestones begins at 0%. Additionally, training will strengthen the master's command over their demons, and increase the amount of mana and coins a demon may hold.
- 50 ranks will summon using the three valence-only (Tier 1) runes with 100% consistency.
- 100 ranks will summon using valence-and-archetype (Tier 2) runes without failure.
- Consistent use of demon-specific (Tier 3) runes may vary among demons. 125 - 150 ranks is recommended.
Demons and the Law
Due to tactics the Faendryl used during the Undead War, the summoning and use of demons is widely shunned by most Elanthians. Demons are therefore subject to justice mechanics in all towns except Icemule Trace. Special demon permits may be purchased in both Zul Logoth and Kharam Dzu, but are otherwise considered illegal. The Sorcerer Guild teaches the Illusions skill which can be used to cloak the demon's true image, allowing them to bypass the law as long as they remain obfuscated. Along with the illusion's duration expiring, certain demons performing particular actions will cause the illusion to drop as well.
- Demons may still roam free in areas without lawmen. Use JUSTICE STATUS to determine whether an area is within jurisdiction.
Summoning Chambers
Summoning chambers are special areas which are sensitive to the piercing of the veil, increasing the ease with which sorcerers employ this magic. Casting within a chamber will add a flat 600 sec to the duration of the spell, and provide 25 'phantom' ranks of Demonology for the purposes of calculating the success of the summoning only. Additionally, these extra 600 seconds will be applied when refreshing the duration in a chamber as well.
- There are seven summoning chambers known to function in this manner throughout Elanthia, all located in Sorcerer Guilds.
Minor Demon Abilities
- This information was harvested from Hakwea's Demonologist Handbook.
Runes | Grik'tyr (rune) | Lorae'tyr (rune) | Shien'tyr (rune) | ||||||
---|---|---|---|---|---|---|---|---|---|
Ability | Grik | Imp | Abyran | Grantris | Igaesha | Verlok | Aishan | Shien | Arashan |
Hold Mana | Yes | Yes | Yes | Yes | Yes | Yes | No | Yes | Yes |
Base Mana | 4 | 19 | 9 | 0 | 12 | 0 | N/A | 24 | 9 |
Additional Mana | bonus/10 | bonus/10 | bonus/10 | (bonus/10)-3 | bonus/10 | (bonus/10)-3 | N/A | bonus/10 | bonus/10 |
Maximum Mana | 34 | 49 | 39 | 27 | 42 | 27 | N/A | 54 | 39 |
Hold Coins | Y | Y | Y | Y | Y | Y | N | Y | N |
Base Coins | 1000 | 500 | 600 | 500 | 200 | 800 | N/A | 300 | N/A |
Coins per Rank | 60 | 40 | 45 | 55 | 10 | 50 | N/A | 20 | N/A |
Maximum Coins | 13120 | 8580 | 9690 | 11610 | 2220 | 10900 | N/A | 4340 | N/A |
Guard | Y | Y | Y | Y | Y | Y | Y | Y | Y |
Attack Type (flare type) | Bite | Bite | Bite (Poison) | Bite (Puncture) | Phase (Acid) | Bite (flare †) | Bite (Disease) | Bite | Spit Web (Web) † |
Carry Items | Y | Y | Y | Y | Y | Y | Y | Y | Y |
Get | 2 | 2 | 2 | 4 | 0 | 3 | 1 | 2 | 4 |
Hold if Given (not cumulative) | 2 | 2 | 2 | 4 | 2 | 3 | 2 | 2 | 2 |
Scout | Y | Y | Y | Y | Y | Y | Y | Y | Y |
Find | Y | Y | Y | Y | Y | Y | Y † | Y | Y |
Deliver | Y | Y | Y | Y | N | Y | N | Y † | Y |
Eat | Y | Y | Y | Y | Y | Y | Y | Y | Y |
Interfere | Y | Y † | Y † | Y | Y | Y | Y | Y | Y |
Break | N | Y | Y † | N | N | N | N | N | N |
Control | N | N | N | N | N | N | N | N | Y |
- If a demon's ability is bolded, it indicates that demon is best at that particular ability.
- If a demon's ability is highlighted in RED , using it will break it's illusion.
- If an ability has a †, it indicates that demon has a special ability related to it.
- If an ability is underlined within the table, it indicates that demon has particular restriction placed upon that ability.
For more information on a demon type, refer to that archetype's page, linked at the top of the table.
Follow & Return
- TELL MDEMON FOLLOW : demon will return to your location and/or follow you
- TELL MDEMON STOP : demon will cease following and/or stay where it is (may also stop other recursive activities)
Go
- TELL MDEMON GO {direction|portal} : instructs the demon to move manually
Demons carrying an eye will cause each room description to be echoed to the user as if using the eye in the same manner.
Find a Character
- TELL MDEMON FIND {character} : instructs the demon to locate a particular character
Sends the demon to the location of a target, and if found, will follow them. Subject to the skill of the summoner and demon, vs. difficulty of finding that character. Hidden and invisible characters are more difficult to locate. Additionally, increased difficulty in finding targets will cause the demon to take longer at the task. Only targets in the same area can be targeted successfully.
Deliver a Message
- TELL MDEMON DELIVER {character} {message} : instructs the demon to speak to another character on your behalf
- WHISPER {demon} {message} : for other characters to reply to a demon's message
- WHISPER MIST {message} : to communicate using shien's special message capability
Applicable demons will convey a message to a person for you. The target of the message may then reply, but there is wait time before the demon can deliver additional messages. The shien possess a unique method of delivery, which allows messages to be relayed in real time, without pause. This requires the summoner's room to be dark. Only targets in the same area can have messages delivered to them.
Carry & Release
- TELL MDEMON CARRY : demon will pick up and carry your eye
- TELL MDEMON RELEASE : demon will release your eye into the room
Eye Spy (707) can be used in conjunction with a demon in order to see remotely. While the demon is holding the eye, only basic things can be seen. However, the eye can be released and grasped again without restriction. While independent the eye maintains its full range of sight. Be cautious not to leave the eye stranded, as there is no command to send the demon directly to your eye. The eye is considered an item, thus the demon cannot carry it if already holding its maximum capacity.
Carrying Items
- TELL MDEMON GET {item} : instructs the demon to pick up an object
- GIVE {demon} : gives the demon the object you are holding in your right hand
- TELL MDEMON GIVE {character} : demon will give an item it is currently carrying to a character
- TELL MDEMON DROP {item} : instructs the demon to drop an item it is carrying
Certain demons (aishan & igaesha) will accept more items given to them by their master directly, rather than picking them up. "Get" in the table refers to the number of items a demon will pick up and carry on its own (i.e. remotely). "Hold if Given" is the amount of items the demon can accept if handed to them by their summoner. Demons can hold a maximum of items equivalent to their "Hold if Given" value. Carrying an eye counts as one item.
Holding Coins
- GIVE {demon} {#} : give silver coins to your demon
- TELL MDEMON GIVE {#} : instructs demon to give you coins it is carrying
"Base Coins" + "Coins per Rank" determines the maximum amount of silver coins applicable demons may carry. For example, an imp (500 base) summoned by a sorcerer with 20 ranks (40 additional per rank) of demonology skill could hold 1300 coins total (500 + [20*40] = 1300). Demons will not return coins automatically upon being returned to their dimension.
Mana Sharing
- SEND {#} {demon} : send mana to your demon
- TELL MDEMON SEND {#} : instructs demon to send mana to you
"Base Mana" + "Additional Mana" determines the total amount of mana each demon can hold. 'Bonus' in this situation refers to the numerical bonus corresponding to the number of demonology skill ranks (use the SKILLS command to view). For example, an igaesha (base mana of 12) summoned by a sorcerer with 50 ranks of demonology (skill bonus of 150) would be able to store a maximum of 27 mana (12 + [150/10] = 27). Demons which hold more mana are also more efficient at transferring it. Demons will not return mana automatically upon being returned to their dimension.
Channeling crystals made via alchemy can be used by both demon and master to transfer more mana between the two.
Guard & Cease
- TELL MDEMON GUARD : demon will aid your chances of detecting pickpockets
- TELL MDEMON CEASE : demon ceases guarding
If the demon is in its summoner's room, they can be instructed to help notice characters attempting to pickpocket their master. Each demon, depending upon their body type, will have a particular "Attack Type" they retaliate with automatically if either the master or demon is successful in noticing the thief. The attacks of certain demons will inflict a "flare type" (i.e. disease, lightning, etc.) upon the victim, in addition to the initial damage.
Scout
- TELL MDEMON SCOUT : demons scouts the surrounding area for characters, creatures, and other minor demons
The demon will leave the immediate room for a short period of time, and return shortly afterwards to inform its master of the presence of all characters, creatures, and minor demons. Some areas do not work with this command, including the Sorcerer Guilds.
Eat
- TELL MDEMON EAT {object} : instructs the demon to consume an object
Demons can be instructed to eat a variety of items within their reach. This can be used as disposal for various articles of trash, if a proper trash can is not available. Certain demons are particular about what they eat, though the igaesha will eat just about anything.
Telling a demon to eat something will blow away its illusion.
Interfere
- TELL MDEMON INTERFERE : the demon will lend its ability to the prevention of establishing a sanctuary
- TELL MDEMON BREAK : instructs the demon to attempt to disrupt an existing sanctuary (abyran'sa and imp only )
Through its demonic powers, a demon can interfere with the creation of sanctuaries or a Song of Peace (1011). The success of this ability is based upon a comparison of the demonologist's Sorcerer Base and demonology ranks versus the sanctuary caster's Major Spiritual and summoning ranks. Once instructed to interfere, a demon will continue to do so until told otherwise. Instructing a demon to interfere will always cause the illusion to fail, thus it is recommended to initiate this command prior to cloaking the demon.
Only the abryan'sa is capable of breaking existing player-created sanctuaries. Telling an abyran'sa to do this takes 13 mana from the summoner, whether successful or not. The Imp is the lone archetype capable of breaking an active Song of Peace (1011).
Control a web
- TELL MDEMON TO CONTROL [WEB] : an arashan can take control of a web for its owner.
The arashan possesses a unique ability amongst demonkind; they are capable of taking control of the minor spirits that make up an area web summoned by the Web (118) spell. Controlling a web yields two major results:
- the web is strengthened (gains an additional snare charge and the duration is refreshed)
- the web comes under the control of the arashan's summoner.
Controlling a web takes 18 mana from the Sorcerer. Controlling a web is very taxing on the arashan, thus they may only do so once every five minutes.
Leave
- TELL MDEMON LEAVE : ends the duration, returning the demon to its origin
The demon will drop the objects which it is carrying (not including silvers or mana), and return to its valence.
Uncommon Runes Used with this Spell
Runes | Sorcerers Knowing This Rune |
---|---|
Grik'tyr-Grik | Nindon |
Grik'tyr-Imp | Querthose, Krolnivar, Evyrsio, Rumpkin |
Lorae'tyr-Abyran | Licel, Yactaevia, Krolnivar, Stralan, Ryynish, Querthose (Abyran & Abyran'sa), Iaz (Abyran'sa), Desorceri (Abyran'sa), Radamanthys (Abyran'sa), Cataclysmx (Abyran'sa), Vulterith (Abyran'sa), Isola (Abyran'sa), Stralan (Abyran'sa), Zurrainn (Abyran'a), Moredin (Abyran'a) |
Lorae'tyr-Grantris | Desorceri, Venrath, Drigore |
Lorae'tyr-Igaesha | Evyrsio, Ulthripe |
Lorae'tyr-Verlok | Krolnivar, Querthose, Delarock |
Shien'tyr-Aishan | Jameszz, Querthose, Desorceri, Stralan, Venrath, Delarock, Suntzhu, Drigore |
Shien'tyr-Shien | Mekthros, Missoni, Kilaya, Desmonique, Rontuu, Allereli (Darkling), Drigore (Darkling) |
Shien'tyr-Arashan | Allereli, Drigore |
See Also
- 6/2/2008 Update
- 9/21/2008 Update
- Balefire (saved post)
- Balefire and Nightmare (saved post)
- Rhythus Veranthe Faendryl
External Links
- Sorcerer Base Spell Circle: Minor Summoning, on Play.net
- The Enchiridion Valentia, on Play.net
- Official Introduction to Summoning, on Play.net