All of the information you need to start your journey in Tenebris Realm!
These are not standard spells or methods, and it is recommended that more advanced players utilize these options. Standard Adventurers (not Veteran rank or higher), are not allowed to use these spell techniques unless approved by a staff member.
Granted through religious or organization means. Ritual spells are provided to those on an as-needed basis.
Below is an example of a Ritual spell that Lunar Apostles have access to:
The purpose of spell break is to allow mages to create spells above their current spell level, this comes at the detriment of the combat ability and resilience. If using Spell Break, you may apply as many spell points to a single spell as you like (until it reaches max spell level). Currently Spell Break may be applied to 1 spell.
The player must sacrifice 20% of their CA and 20% of their Resilience to access magic above their ability. Additionally you must have Arcane (1) as a skill. The example of how this would be implemented is shown below.
The -20% modifier only applied to applied attribute points. If you have equipment, items, boons, or detriments, they would apply after the modifier has been calculated. See below for example.
Summon spells require the Arcane Skill to be lvl 5 (Arcane 5) and have at least 125 MA. Summoning is a high level use of magic that only the most knowledgeable of mages can safely perform.
NOTE: Summoning illusions does NOT fall under this spell mechanic. This is to summon a PHYSICAL creature from one location in the Realm to your character.
Summon spells cost 5 spell points to learn, as they do not level up like standard spells.
Once you have invested in a summoning spell, the number of summons you can have out at once increases based on your magic ability (see chart below). You can either summon the same creature multiple times, or have different summoning spells with different effects.
You cannot summon a creature that is contrary to your character’s alignment or magic type. I.E. a water elemental cannot summon fire fiends.
Summoned creatures may possess 3 thematic spells OR 2 thematic spells and 1 skill type buff with a maximum of +2 to skill checks.
Name your summon appropriately and provide a brief description or picture of what they look like. We encourage you to use the bestiary and monster encyclopedia (aka the Monstrarium) for reference.
Summoned creatures have access to 3 spell slots and 12 spell points.
You may sacrifice 1 spell slot and 3 spell points to add a +2 skill modifier to your summoned creature. This skill modifier would apply to your character for the duration that your summon is alive.
Your summoned creature’s stats cannot be modified unless you receive an item that increases your summon’s effectiveness (these items can also be crafted or awarded in game). Note: These items are only craftable by Master rank crafters or up.
The player must first attempt to cast a summon spell, using a standard DC check.
If successful, the player then rolls a D20 to find the stats of their summon (shown below).
Note: The stat roll is standard across all summons, regardless of mage ability or who is rolling. Currently mages can only modify these stats through crafted or received items.