Category:Summoning Spells
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Magical Ability |
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School: Druidcraft | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.5 | |
Can be Critical: Irrelevant | |
Friendly Fire: Yes | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: AoE, Summon | |
You cover a large portion of terrain in spider webs, entangling all creatures in range as the webs spawn. Anyone inside the webs is slowed. |
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Area Radius: 6 Duration Webbed: 1.4 to 2.1 * (1 + %MagicalPower) (reduced by: Fortitude) Duration Webs: 4 to 6 * (1 + %MagicalPower) |
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18 | 360 |
Magical Ability Ultimate |
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School: Druidcraft | |
Ability Type: Target (Terrain) | |
Pre-Cast Time: 0.2 | |
Can be Critical: Irrelevant | |
Friendly Fire: No | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: Spell Channeling | |
Tags: AoE, Summon | |
You conjure a swarm of bloodthirsty insects at a location of your choice, which follow any enemy in range, biting and making them bleed over time. Swarmed creatures are also confused until the effect ends. |
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Area Radius: 3 Duration Debuff: 6 * (1 + %MagicalPower) Stacks Bleeding Per Second: 2 to 3 * (1 + %MagicalPower) (reduced by: Fortitude) |
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20 | 400 |
Magical Ability |
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School: Necromancy | |
Ability Type: | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Summon | |
You raise a Ghoul to aid you in combat. This powerful undead is extremely versatile in battle, having both excellent offensive and defensive capabilities. It can use the Chilling Touch and Rend Armor abilities. |
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Control Slots: 3 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Damage Increase: 2.5 to 25% * (1 + %SpiritualPower) Threat Level: 1 |
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15 | -1200 Max Mana |
Magical Ability |
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School: Necromancy | |
Ability Type: | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Summon | |
You raise a Skeletal Archer to aid you in combat. This light armored skeleton is quite fragile, but can inflict considerable damage with its accurate ranged attacks. It can use the Acid Arrow ability. |
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Threat Level: 0 Control Slots: 2 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Damage Increase: 2.5 to 25% * (1 + %SpiritualPower) Accuracy Bonus: 100 to 300 * (1 + %SpiritualPower) |
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10 | -900 Max Mana |
Magical Ability |
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School: Necromancy | |
Ability Type: | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Summon | |
You raise a Skeletal Knight to aid you in combat. This heavy armored skeleton makes for a great defender, also thanks to its enhanced resistance to both physical and magical effects. It can use the Pommel Strike ability. |
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Control Slots: 2 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Damage Increase: 2.5 to 25% * (1 + %SpiritualPower) Fortitude Bonus: 100 to 300 * (1 + %SpiritualPower) Willpower Bonus: 100 to 300 * (1 + %SpiritualPower) Threat Level: 2 |
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10 | -900 Max Mana |
Magical Ability |
File:Icon Party Summon Skeleton.png |
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School: Necromancy | |
Ability Type: | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Summon | |
You raise a Skeleton to aid you in combat. Although relatively fragile, this summon is quite agile, and can inflict considerable damage thanks to its quick attacks. It can use the Chilling Touch ability. |
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Threat Level: 0 Control Slots: 1 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Damage Increase: 2.5 to 25% * (1 + %SpiritualPower) Evasion Bonus: 100 to 300 * (1 + %SpiritualPower) |
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5 | -600 Max Mana |
Magical Ability |
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School: Necromancy | |
Ability Type: | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Summon | |
You raise a Zombie to aid you in combat. Although its offensive and defensive capabilities are lacking, this walking corpse can sustain a lot of damage thanks to its remarkable health and self regeneration ability. It can use the Bloodlust ability. |
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Control Slots: 1 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Damage Increase: 2.5 to 25% * (1 + %SpiritualPower) Health Regeneration Bonus: 10 to 30 * (1 + %SpiritualPower) Threat Level: 2 |
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5 | -600 Max Mana |
Magical Ability |
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School: Hunting | |
Ability Type: | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Summon | |
You summon a Grizzly Bear to aid you in combat. This summon is extremely resilient, and can stun its victims with powerful blows. It can use the Intimidate ability. |
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Control Slots: 2 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Damage Increase: 2.5 to 25% * (1 + %SpiritualPower) Fortitude Bonus: 100 to 300 * (1 + %SpiritualPower) Threat Level: 2 |
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10 | -600 Max Mana |
Magical Ability |
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School: Hunting | |
Ability Type: | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Summon | |
You summon a Wolf to aid you in combat. Although not very resilient, this summon can inflict considerable damage with its quick attacks, often resulting in critical hits. It can use the Bleeding Strike ability. |
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Threat Level: 0 Control Slots: 1 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Damage Increase: 2.5 to 25% * (1 + %SpiritualPower) Critical Chance Bonus: 5 to 15% * (1 + %SpiritualPower) |
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5 | -400 Max Mana |
Magical Ability |
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School: Druidcraft | |
Ability Type: | |
Pre-Cast Time: 2 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light / Medium | |
Weapon Restrictions: - | |
Tags: Summon | |
You summon a Sproutling to aid you in combat. This summon has average defensive and offensive capabilities, but can withstand prolonged battles thanks to its remarkable health regeneration. It can use the Barbed Skin ability. |
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Control Slots: 2 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Damage Increase: 2.5 to 25% * (1 + %SpiritualPower) Health Regeneration Bonus: 5 to 15 * (1 + %SpiritualPower) Threat Level: 1 |
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10 | -900 Max Mana |
Magical Ability |
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School: Venomancy | |
Ability Type: | |
Pre-Cast Time: 1 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light | |
Weapon Restrictions: Spell Channeling | |
Tags: Summon | |
You summon a Totem of Deacy, which slows down, damages, and casts the Poison spell to any nearby opponent. The totem inherits the caster's Intelligence and Accuracy values. |
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Threat Level: 0 Control Slots: 1 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Area Radius: 10 Damage Poison Per Second: 80 * (1 + %SpiritualPower) Duration Slow: 2 |
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16 | -600 Max Mana |
Magical Ability |
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School: Aeromancy | |
Ability Type: | |
Pre-Cast Time: 1 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light | |
Weapon Restrictions: Spell Channeling | |
Tags: Summon | |
You summon a Totem of Tunders, which shocks nearby opponents and casts the Shocking Lash spell at them. The totem inherits the caster's Intelligence and Accuracy values. |
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Control Slots: 1 Threat Level: 0 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Area Radius: 10 Stacks Shocked Per Second: 5 to 7.5 * (1 + %SpiritualPower) (reduced by: Willpower) |
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16 | -600 Max Mana |
Magical Ability |
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School: Pyromancy | |
Ability Type: | |
Pre-Cast Time: 1 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light | |
Weapon Restrictions: Spell Channeling | |
Tags: Summon | |
You summon a Wildfire Totem, which heats up neaby opponents and casts the Firebolt spell at them. The totem inherits the caster's Intelligence and Accuracy values. |
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Threat Level: 0 Control Slots: 1 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Area Radius: 10 Stacks Warm Per Second: 5 to 7.5 * (1 + %SpiritualPower) (reduced by: Willpower) |
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16 | -600 Max Mana |
Magical Ability |
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School: Cryomancy | |
Ability Type: | |
Pre-Cast Time: 1 | |
Can be Critical: Irrelevant | |
Friendly Fire: Irrelevant | |
Armor Restrictions: Light | |
Weapon Restrictions: Spell Channeling | |
Tags: Summon | |
You summon a Winter Totem, which chills down neaby opponents and casts the Frost Blast spell at them. The totem inherits the caster's Intelligence and Accuracy values. |
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Threat Level: 0 Control Slots: 1 Bonus Health: 5 to 50% * (1 + %SpiritualPower) Area Radius: 10 Stacks Chilled Per Second: 5 to 7.5 * (1 + %SpiritualPower) (reduced by: Willpower) |
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16 | -600 Max Mana |
Pages in category "Summoning Spells"
The following 14 pages are in this category, out of 14 total.