Major Summon Spells

Discussion in 'Treasure Creation' started by Devil-Steel, Nov 5, 2022.

  1. Devil-Steel

    Devil-Steel Your friendly neighborhood devil reg

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    These Major Summon spells would operate similar to summons in Final Fantasy Tactics for the summoner class. They would summon a Great Fair of (Insert Element here) to unleash a large AoE attack on your enemies. These would be limited to one use per quest, 2 with one level of magic power, 3 with two levels of magic power, and 1 more for each green potion consumed.

    Fire would be a large fiery explosion, wind would be a tornado/assault of razor sharp winds, etc.
  2. Doc Genz

    Doc Genz frozen again Moderator

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    This is pretty great. I know we have a lot of stuff like this but I can't get over the mental image of someone's Great Fairy PC summoning another Great Fairy and unleashing hell. There's a bit of a void for big AoE abilities too on the site, and I know some people will want to put the smackdown on large waves of enemies like you can in Hyrule Warriors.
    Devil-Steel likes this.
  3. Eevachu

    Eevachu Admin admin

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    I like the idea of having a big summon like that, though I don't know how I feel about it summoning Great Fairies since they're also a playable race. I think it would need to be more defined.

    Other summon ideas I am potentially on board with though, just like I said, it needs to be more defined in what they are and do.
  4. Devil-Steel

    Devil-Steel Your friendly neighborhood devil reg

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    Maybe could do something a little more vague like an elemental spirit instead of a great fairy.

    As for what they do...

    Fire: summons the elemental fire spirit to unleash a large firey explosion covering an area of 100m(300 ft) incinerating everyone other than the caster and the strongest of foes.

    Wind: summons the elemental spirit of wind that then summons a flurry of razor winds in a 100m area slicing all but the caster, and the strongest of foes, to ribbons.

    Ice: summons the elemental spirit of ice that blasts out freezing winds in all directions from the caster reaching out 100m. The winds are so cold that they freezedry and disintegrate all but the strongest of foes.

    Water:

    Light: summons the elemental of light to summon down blinding light that burns with holy power in 100m banishing all butnthe strongest foes.

    Electric: summons the elemental spirit of lightning to rain down bolts of pure lightning down on foes in 100m electrocuting all but the strongest foes.

    Shadow: summons the elemental spirit of darkness who bathes a 100m area in the deepest, darkest shadows that no light can pierce. When the shadows lift all enemies but the strongest have vanished with it.

    Size can be adjusted as needed.
  5. Devil-Steel

    Devil-Steel Your friendly neighborhood devil reg

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    Mkay, so I thought about it a little more and thought to change this up a to be more in line with other summon spells.

    {Major Defensive Spell} Fields: {Summon} Price = W {Highest Cost}
    Summon Elemental Sprite is a summoning spell, which can be cast by concentrating for about one second. Upon casting, the Elemental Sprite appears within arm's reach of the caster, who will fulfill all of the user's commands to the best of its ability. The sprites are made up of their respective element and are never larger than their summoner. The shape that the Elemental Sprite takes typically varies from one summoner to another. With this being the case the sprites may come with weapon shaped appendages depending on the summoner. All Elemental Sprites are treated as having two levels of magic power, and if multiple of the same element are summoned at once have their own individual cooldowns on their spells. A character who has never gained a Major treasure, or has already gained another Summon Elemental Sprite, may gain this treasure normally. Otherwise, the character must first acquire Major Gain specifically to gain this treasure.

    The Elemental Sprite will remain until it dies, or the caster dismisses it, at which point it will immediately vanish. Once the monster vanishes for any reason, the caster cannot summon another creature to that specific summon slot for at least double the time that the Elemental Sprite took it up. This does not prevent the caster from summoning more Elemental Sprites if he would otherwise be able, nor does it prevent him in any way from summoning other creatures. If the user knows multiple elemental variants of the Elemental Sprite, they are able to summon multiple elemental variants at once up to their maximum number of summon slots available to them.

    You always have at least one summon level. The number of summon levels you have represents how many summoned creatures you can simultaneously maintain. A summoned Elemental Sprite occupies one summon level, until it dies or is dismissed. In this way, the Elemental Sprite "fills" one of your summon levels. While your summon levels are completely filled in this way, you cannot summon any more creatures. You can gain more summon levels through the Summon Power treasure.

    Upon gaining this spell the user chooses one type of Elemental Sprite.

    • Fire Sprite - Summons a Sprite made out of fire that knows the Fire Spell, Flame Aura, and Inferno. Gains the Fire Field.
    • Ice Sprite - Summons a Sprite made out of ice that knows the Ice Spell, Ice Aura, and Ice Shot. Gains the Ice Field.
    • Lightning Sprite - Summons a Sprite made out of lightning that knows the Magic Bolt Spell, Electric Aura, and Guided Bolt. Gains the Electric Field.
    • Wind Sprite - Summons a Sprite made out of Wind that knows the Wind Spell, Gale Aura, and Razor Gale. Gains the Wind Field.
    • Earth Sprite - Summons a Sprite made out of Earth that knows the Stone Squall Spell, Sand Aura, and Spire. Gains the Earth Field.
    • Water Sprite - Summons a Sprite made out of Water that knows the Aqua Grenade Spell, Aqua Aura, and Geyser. Gains the Water Field.
    • Light Sprite - Summons a Sprite made out of Light that knows the Holy Bolt Spell, Golden Aura and Falling Star. Gains the Light Field.
    • Shadow Sprite - Summons a Sprite made out of Shadow that knows the Shadow Ball Spell, Vile Aura, and Hex. Gains the Shadow Field.
    Last edited: Jan 9, 2023
  6. Doc Genz

    Doc Genz frozen again Moderator

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    Good variance on the sprites. Their spell lists especially are very neatly defined. A big restriction I support is that you'd have to choose one of the Elements on taking the spell, leading a dedicated summoner to buy more elements or a specialist to stay in their lane and pick one that helps them the most. I approve this insofar as the other staff look it over for thoroughness. This one has one of the longer writeups and I don't want anything to slip through the cracks.
  7. Eevachu

    Eevachu Admin admin

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    I like what you have here. I agree with Geebo. it should work like the Controls, where you choose your element when you get it, and can re-obtain the treasure to get multiple elements(though it doesn't require major gain for additional elements). The addition I would make, given this, is that you can summon multiple elements at once if you've bought them, though they all use a separate summon level.

    Also, we need to specify what a "sprite" is. This isn't D&D and sprites don't exist in Zelda, so the terminology is very open to interpretation. What size are they generally, etc. The exact form and appearance they take doesn't need to be described, and can be left up to the user, but general parameters like size, weapons/weaponable appendages, and such should be defined.
  8. Devil-Steel

    Devil-Steel Your friendly neighborhood devil reg

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    I edited the write up to add in some more information on the sprites size and appearance. As well as added them having two levels of magic power and individual cooldowns if multiple of one element are summoned.
  9. Squishy

    Squishy tl;dr this is all, still, toko's fault admin

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    I like this idea! But right now it feels really overpowered, even for a major treasure, in that you could technically summon several sprites with virtually no time limit on them that all know up to three treasures each. That's basically summoning another player character under your control for as long as you can make it believable for them to not be dead yet.
  10. Doc Genz

    Doc Genz frozen again Moderator

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    I'd agree with that. Maybe to make it more like an offensive spell and less like you're summoning other PCs, you could add a restriction to their movement and behavior abilities. There are some treasures like Ghastly Doll and Transform Ego where the resulting entity is limited by the user's own concentration or demeanor, and can't just do as they please. I'd say choose to either have them take very basic commands like "attack" or be restrained to do something similar to what the user is already doing, disallowing them to run off and complete tasks independently. I know it may be hard to pick one that fits but this is potentially three magic spewing PCs otherwise.
  11. Eevachu

    Eevachu Admin admin

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    I am fine with adding a time limit or cooldown to each summon slot used, but I don't think it's that overpowered. If you consider the treasures: Generally a Low Cost treasure(Fire), Normal(Flame Aura), and Normal(Inferno), assuming PWC5. That's 110 rupees of treasure. Each element type may be slightly different, I didn't check each one's cost type, but it'll all be roughly around there. Considering it's a major treasure, it costs 90 rupees to obtain, at best(not counting any specialties), and takes up a major slot. Purchasing a separate element also costs this same cost. It is not that much cheaper, and requires an investment of a major slot, and potentially summon levels to summon multiple. This is also considering that the cost spent there does not actually empower the caster at all, because it is rupees purely spent on a powerful summon. It is certainly strong, as it should be.

    If you want to balance it further, I suggest the typical "powerful summon/buff effect duration" rule, in that we add this: it has a maximum time limit per summon, and a cooldown of double however long it was active for. Ex if the summon is active for 10 minutes, it is 20 minutes before that element can be summoned again.
  12. Devil-Steel

    Devil-Steel Your friendly neighborhood devil reg

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    So I went with what Eev suggested and altered the time limit and dismissal requirements. Now no matter why the summon leaves, that specific summon slot is unavailable for use for double the amount of time it was occupied by an elemental sprite. Even if manually dismissed by the caster they cannot resummon anything in that slot for the allotted time limit.