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The summoner cheats diacussion!

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AscendantMouse

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SUMMONER: THE NOVICE WIKIA

SO! I had an idea.how woild you break this power system over your knee with one simple cheat. No greater than something like minor telekinesis [can be trained of course to be greater but thats not the goal here.

Assume you start With a basc mite demon. James bakers handbook and a summoning circle for the hominum side of the ether. Reger to the wiki for rhings you dont really know but heres a basic overview



Spells are magical abilities used by summoners in combat or other scenarios. They are fuelled by the mana from a summoner's demon.


Mana is a source of natural power contained in all demons. Different demons have different amounts of mana, generally more the higher their fulfilment level. If a summoner has more than one demon in their possession, their mana pool (usually called their reserves) will total that of their demons' combined. When a summoner draws mana from their demon, they gain the power to perform spells.


If a summoner has enough mana within them, they can channel it through their finger and blast it out in a ball of blue light called wyrdlight. However, if the mana is sent to their finger, they can etch a symbol, called 'glyph', in the air and fix it to their finger. Mana pushed through this will become a spell. Summoners can then shape the spell as they wish, for example a stream of fire or just a ball of it.


List of Spells

The following spells are the once, that are used in the Novels:
  • Wyrdlight - a blast of raw mana. Only useful for practising control and sometimes as a distraction. It can also be a light source.
  • Shield - one of the four staple spells of a battlemage. Raises a shield in front of them or the target that protects from projectiles, swords or other spells. Relatively useless against demons.
  • Fire - another of the staples. Releases fire that can be used in offensive attacks. Summoners can shape the fire as they wish, for example, a stream, a wave or a ball.
  • Lightning - the third staple. Shoots a bolt of lightning that is incredibly deadly to humans.
  • Telekinesis - the final staple. Fires out a blast of kinetic energy that can be used to move objects with dexterity or just blast people aside. A blast is strong enough to cause internal bleeding and can be shaped into a thread or a ball.
  • Healing - this spell can be used to heal simple wounds like cuts or stab wounds. However, the spell should not be used to heal broken bones, as that can be dangerous.
  • cats eye - this spell only works when pointed straight into the retina when that is done you will have night vision like a cat
  • Barrier - works similar to the shield spell. The barrier encloses the body of a summoner like armor and protects from blades, projectiles and other spells. But unlike the shield spell, the barrier takes up a lot of mana and it takes at least four summoners to create an effective barrier.
  • Amplify - increases the volume of a summoners voice. When combined with a scrying crystal it allows the sound a demon hears to be heard through the scrying crystal.
  • Muffle - the opposite to the amplify spell.
  • Growth - allows to let plants grow faster, but it has a very high mana cost.
  • Frost - creates frost and ice. It works the best in combination with water or in humid environments, though it can also work in dry conditions with enough mana.
  • Tighten Knot - can be used to tight knots in ropes or similar materials. It can also be useful in combination with the ethereal threads spell
  • Loosen Knot - the opposite to the tighten knot spell.
  • Unlock - a very old spell that can be used to open any lock. It is also the reason why summoners use bars to secure their doors.
  • Ethereal Threads - allows to eject a sticky, glowing gossamer-like substance from a summoner's fingers. It is mostly used to ensnare opponents but the substance will dissolve after some time. Seeing how useful this spell can be, it is currently in discussion to become one of the staple spells.
The following spells were revealed in 'The Summoner's Handbook'. Most of them are used little to none in the Novels:
  • Illusion - can theoretically create an illusion but since the glyph is unknown summoners are not able to use it
  • Strengthen - can strengthen nonorganic matter like swords or armor. It keeps them from breaking, but is also very short-lived and has thus fallen out of favor.
  • Mist - draws moisture from the surrounding air to create a mist. It is considered complex and relatively useless and is thus rarely used.
  • Ethereal Blade - used as an emergency measure. It formes a double-edged, white blade around the summoner's hand. Though it is sharp, it shatters easily and is nearly useless against demons.
  • Darkness Cloak - shadows an area in darkness, hiding those within. It is only effective at night, as light ruins the effect and the shadow effect draws too much attention in daylight.
  • Berserk - highly dangerous spell. When used the summoner's energy and strength will increase drastically, but once the spell's duration runs out, the summoner will collapse, fall unconscious or, in extreme cases, die.
  • Anaesthesia - will provide pain relief. Since the healing spell can fix most injuries, amesthesia is rarely used.
  • Detect Life - enables a summoner to see nearby living creatures surrounded by a yellow light. The effect is temporary, lasting only for about 30 seconds.

 

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