Spell level: bard x; cleric x; druid x; ranger x; sorcerer/wizard x
Innate level: x
School: conjuration
Components: verbal, somatic
Range: short (8 meters)
Area of effect: point
Duration: 10 Turns / Level 24 hours
Save: none
Spell resistance: no
Description: The character chooses an aspect to focus on for summoning at characer creation. Creatures called are changed based on the respective summoning aspect.
Changing Discipline You can change your summon in-game through magical items found in dungeons/loot, and/or events.
These are the default disciplines available to all summoners at creation. However, unique and special summoning paths can also be discovered through rare items found in the game world.
Discipline | Description |
---|---|
Air | The Air discipline draws creatures born of storms and sky, their bodies flickering like mirages in motion. These beings ride currents unseen, striking with sudden force before slipping away. Their presence stirs wind, scattering debris and lifting cloaks with every movement. Lightning, thunder, and the sharp scent of ozone often follow in their wake. |
Arcane | This Summon discipline manifests as the caster's breadth of arcane ability. Animated tomes answer the call for aid with magical affinity, granting the summoner their power of knowledge. These summons are best at casting from afar, and pestering opponents, falling easily if they can be hit. Constructs in nature, they are immune to certain threats, however, fragile when faced with much punishment. |
Default | The standard Summon Creature discipline, this calling draws upon the natural world to provide aid in battle. Creatures summoned through this discipline are typically beasts of the land, sea, or sky—loyal wolves, towering bears, keen-eyed hawks, or swift panthers. These creatures fight with primal instinct, responding to their summoner's call as if bound by an ancient pact of nature itself. |
Earth | The Earth discipline summons creatures of stone and soil, their forms solid and unyielding. They move with weight and purpose, shaking the ground with every step. Crags form where they strike, and their defenses are thick as bedrock. Their power lies in patience and persistence, slowly grinding through resistance until nothing remains. |
Fire | The Fire discipline calls forth beings wreathed in flame, their forms smoldering with the intensity of elemental fury. Whether summoned as fiery beasts, living infernos, or molten elementals, these creatures burn through the battlefield, leaving only scorched earth in their wake. Their very presence radiates heat, and their attacks ignite foes with unnatural fire that resists mundane extinguishing. |
Gloop | A bizarre and unsettling summoning discipline, Gloop calls forth creatures of living ooze and amorphous sludge. These gelatinous horrors stretch, dissolve, and engulf their prey, absorbing attacks with unnatural resilience. Some drip corrosive acid, while others split into smaller versions of themselves when struck. They slither and flow through the battlefield, an unpredictable tide of amorphous terror. |
Golem | The Golem discipline calls forth constructs of raw power, shaped from stone, metal, wood, or other solid materials. These summoned beings lack flesh and blood, their forms animated by arcane forces and bound to their summoner's command. Nearly impervious to pain and fatigue, golems serve as unwavering sentinels or relentless juggernauts, crushing foes beneath their unyielding strength. |
Ice | Cold as the heart of a frozen tundra, the Ice discipline summons creatures forged from frost and snow. These summoned beings exude an eerie chill, their crystalline bodies laced with razor-sharp icicles. Whether towering frost beasts, spectral wraiths of winter, or animated chunks of permafrost, these creatures slow their enemies with freezing breath and chilling strikes, turning the battlefield into an unforgiving wasteland of ice and rime. |
Insectoid | Drawing upon the eerie and relentless forces of nature's smallest warriors, the Insectoid discipline conjures forth chitinous horrors. Giant centipedes, venomous scorpions, and swarming locusts heed the call, skittering into battle with alien efficiency. Their natural armor and potent poisons make them deadly foes, overwhelming enemies with sheer numbers or singular, lethal strikes. |
Plant | This summoning discipline draws upon the quiet resilience of the natural world. Creatures called through it are not forged by arcane power, but shaped from vine, bark, and root. Twisting brambles, creeping root-beasts, and moss-covered forms answer the summoner's call with slow but deliberate strength. These summons are best at holding ground, tangling limbs and hindering movement. Their fibrous bodies are difficult to injure, resisting blows that would fell ordinary beasts. Though mindless, they move with the steady purpose of growing things. They are patient, persistent, and difficult to stop. |
Rat | The Rat discipline brings forth creatures that thrive in the cracks of civilization. These summons move in skittering packs, slipping through gaps and overwhelming with numbers. They are survivors—clever, coordinated, and hard to corner. Their bites may spread sickness, and their presence breeds unease. |
Water | The Water discipline conjures beings formed from tides and currents. These creatures surge with the strength of rivers and the silence of deep lakes. Their attacks crash and pull like undertows, and their forms can shift to evade harm. Where they move, dampness follows, soaking everything in a creeping chill. |