Magic
Spirit Speak
Spirit Speak is the summoner's skill. On its own it does nothing; with a Summoner's Tome in your pack it decides which of the book's pages will answer you and how long whatever answers will stay. Calling one takes the page's cast time and its words of power; once it arrives, a summon fights beside you on its own clock, on top of your own swings and spells, until its time runs out.
The Summoner's Tome
- Bound with
- 50 Inscription
- Costs
- 500 Leather and 250 Arcane Dust
- Blessed
- Never dropped on death. It cannot be sold at the market.
- A summon stays, at 100 Spirit Speak
- 5 minutes
- A summon stays, at 50
- 3 minutes
- A summon stays, untrained
- 1 minute
The pages
One summon at a time: calling another sends the first back. The dead come first, then the four elementals.
| Summon | Spirit Speak needed | Mana to call | Also takes | Words of power | Cast time |
|---|---|---|---|---|---|
| Skeleton | No requirement | 10 | 1 Bone | Kal Corp Ylem | 2s |
| Zombie | 20.0 | 15 | 2 Bones | Kal Uus Corp | 2.5s |
| Ghoul | 40.0 | 20 | 3 Bones | Kal Xen Corp | 3s |
| Wraith | 55.0 | 25 | 4 Bones | Kal Quas Corp | 3.5s |
| Spectre | 70.0 | 30 | 5 Bones | Kal Vas Quas Corp | 4s |
| Lich | 85.0 | 40 | 7 Bones | Kal Ort Corp | 4.5s |
| Lich Lord | 100.0 | 50 | 10 Bones | Kal Vas Ort Corp | 5s |
| Earth Elemental | 30.0 | 20 | 1 Blood Moss, 1 Mandrake Root and 1 Spider Silk | Kal Vas Xen Ylem | 3s |
| Air Elemental | 45.0 | 25 | 1 Blood Moss, 1 Mandrake Root and 1 Spider Silk | Kal Vas Xen Hur | 3.5s |
| Water Elemental | 60.0 | 30 | 1 Blood Moss, 1 Mandrake Root and 1 Spider Silk | Kal Vas Xen An Flam | 4s |
| Fire Elemental | 75.0 | 35 | 1 Blood Moss, 1 Mandrake Root, 1 Spider Silk and 1 Sulfurous Ash | Kal Vas Xen Flam | 4.5s |
What each one does, full-grown (level 10)
These are a page's figures at level 10; a page you have just opened is level 1 and brings a fifth of them (see Levels, below). A summon's damage is small, ignores armour and leaves the killing blow to you. What it brings is in the fourth column. Its Weaken and Curse show as the same icons over the monster as the spells', but are weaker: a summon's Weaken takes 2 off the monster's blows where the Weaken spell takes 3, and its Curse lowers armour by 8 where the Curse spell lowers it by 15. So your own cast is always worth making: it replaces a summon's, a summon never replaces yours, and Auto Magery's Debuff Missing rule still casts over a summon's. A stun wastes the monster's wind-up as well as holding it. The last column is how much of a fight the effect is up, which is more than the chance beside it suggests, because the chance is rolled on every blow.
| Summon | Attack | Damage | What it brings | Up for about |
|---|---|---|---|---|
| Skeleton | Strikes every 3s | 1–2 | 15% on hit: Weaken for 10s (it hits for 2 less) | 42% of a fight |
| Zombie | Strikes every 4s | 2–3 | 15% on hit: Stun for 2s (it cannot act, and must wind its swing up afresh after) | 8% of a fight |
| Ghoul | Strikes every 3s | 2–3 | 20% on hit: Curse for 10s (its armour is 8 lower, so every blow on it lands harder) | 52% of a fight |
| Wraith | Casts Fireball every 5s | 4–6 | 30% on hit: Weaken for 15s (it hits for 2 less) | 66% of a fight |
| Spectre | Casts Lightning every 5s | 5–7 | 25% on hit: Stun for 3s (it cannot act, and must wind its swing up afresh after) | 15% of a fight |
| Lich | Casts Energy Bolt every 5s | 6–8 | 30% on hit: Curse for 15s (its armour is 8 lower, so every blow on it lands harder) | 66% of a fight |
| Lich Lord | Casts Flame Strike every 5s | 7–10 | 35% on hit: Curse and Weaken for 20s (its armour is 8 lower, so every blow on it lands harder and it hits for 2 less) | 82% of a fight |
| Earth Elemental | Strikes every 4s | 2–3 | Stone Ward: +5 armour while it is out, on top of any other | As long as it is out |
| Air Elemental | Strikes nothing | — | Clear Air: restores 4-6 mana every 5s while you fight | 1.0 mana a second, while you fight |
| Water Elemental | Strikes nothing | — | Healing Wave: restores 3-5 health every 5s while you fight | 0.8 health a second, while you fight |
| Fire Elemental | Strikes every 4s | 2–4 | Burning Aura: your weapon and your spells hit 10% harder while it is out | As long as it is out |
Levels
Every page has 10 levels, and you raise each page on its own. A summon learns the way a companion does: one point of experience for every coin your kills pay while it is out, and only the one that is out learns. The climb is a mid-tier companion's, 500,000 experience in all, with the early levels quick and the last one long. As it rises it is drawn bigger, and what it DOES grows: its damage, the strength of the debuff it leaves, how long its stun holds, its aura, its wave. How often its effect lands, how long a debuff lasts, what it costs to call and how long it stays do not change.
| Level | Experience needed | Share of its full figures | Size |
|---|---|---|---|
| 1 | 0 | 20% | 70% |
| 2 | 6,173 | 29% | 73% |
| 3 | 24,691 | 38% | 77% |
| 4 | 55,556 | 47% | 80% |
| 5 | 98,765 | 56% | 83% |
| 6 | 154,321 | 64% | 87% |
| 7 | 222,222 | 73% | 90% |
| 8 | 302,469 | 82% | 93% |
| 9 | 395,062 | 91% | 97% |
| 10 | 500,000 | 100% | 100% |