Difference between revisions of "Summonings"

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*They are worth no experience or piety, and leave nothing behind when slain. They cannot be targeted by [[Vampiric Draining]] or [[Inner Flame]].
 
*They are worth no experience or piety, and leave nothing behind when slain. They cannot be targeted by [[Vampiric Draining]] or [[Inner Flame]].
 
*They have difficulty attacking targets with [[warding]] in melee. Spells and ranged attacks are unaffected.
 
*They have difficulty attacking targets with [[warding]] in melee. Spells and ranged attacks are unaffected.
*They eventually "time out" regardless of their HP, poofing out out of existence in a cloud of smoke. The spells [[Abjuration]] and [[Aura of Abjuration]] greatly shorten the time they have remaining, often causing them to cease to exist immediately. Summoned monsters will be immediately unsummoned on the death of the summoner.
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*They eventually "time out" regardless of their [[HP]], vanishing in a cloud of smoke. [[Aura of Abjuration]] greatly shortens the time they have remaining. Summoned monsters immediately vanish upon the death of their summoner.
 
*They will not follow you up or down [[stairs]]. This allows you to flee hostile summoned units and return after sufficient time has passed. Your own summoned allies will disappear immediately when you change floors.
 
*They will not follow you up or down [[stairs]]. This allows you to flee hostile summoned units and return after sufficient time has passed. Your own summoned allies will disappear immediately when you change floors.
 
*They will not attack monsters outside of the player's [[line of sight]].
 
*They will not attack monsters outside of the player's [[line of sight]].

Revision as of 09:50, 16 December 2018

Version 0.17: This article may not be up to date for the latest stable release of Crawl.

Summonings is a magical skill that governs your ability at bringing forth monsters and other entities to fight for you (though they may arrive hostile when called into existence by unskilled practitioners). These summoned monsters function much like real monsters, with the following exceptions:

  • They are worth no experience or piety, and leave nothing behind when slain. They cannot be targeted by Vampiric Draining or Inner Flame.
  • They have difficulty attacking targets with warding in melee. Spells and ranged attacks are unaffected.
  • They eventually "time out" regardless of their HP, vanishing in a cloud of smoke. Aura of Abjuration greatly shortens the time they have remaining. Summoned monsters immediately vanish upon the death of their summoner.
  • They will not follow you up or down stairs. This allows you to flee hostile summoned units and return after sufficient time has passed. Your own summoned allies will disappear immediately when you change floors.
  • They will not attack monsters outside of the player's line of sight.

Note that there is one spell in this school of magic that does not create summoned monsters: eldritch tentacles, which can be created with the Malign Gateway spell, cannot be abjured and will fight outside of the player's line of sight.

Aptitudes

At Ba DE Dg Ds Dj Dr Fe Fo Gr Gh Gn HO Hu Ko Mf Mi Mu Na Op On Sp Te Tr Vp VS
-2 2 1 -1 0 11 0 0 0 -1 -1 6 0 0 0 0 -3 -2 0 0 -1 -2 2 -3 0 0

Spells

Icon Name Schools Level Power
cap
Range Noise Flags Books

Level 1

Summon small mammal.png Summon Small Mammal Summoning 1 25 1 Book of Callings
Book of Cantrips

Level 2

Call imp.png Call Imp Summoning 2 100 2 Selfench, Unholy Book of Blood
Book of Minor Magic

Level 3

Call canine familiar.png Call Canine Familiar Summoning 3 100 3 Book of Callings
Book of the Hunter
Summon ice beast.png Summon Ice Beast Ice/Summoning 3 100 3 Book of Beasts
Book of the Tundra

Level 4

Animate armour.png Animate Armour Earth/Summoning 4 50 4 Book of Armaments
Book of Iron
Martyr's knell.png Martyr's Knell Necromancy/Summoning 4 100 4 Book of Decay
Book of Necromancy
Summon blazeheart golem.png Summon Blazeheart Golem Fire/Summoning 4 100 4 Book of Callings
Book of Dangerous Friends
Summon lightning spire.png Summon Lightning Spire Air/Summoning 4 100 2 Book of Iron
Book of Storms

Level 5

Summon forest.png Summon Forest Summoning/Translocation 5 200 10 Fen Folio
Book of the Wilderness
Summon mana viper.png Summon Mana Viper Hexes/Summoning 5 100 4 Mons abjure Book of Beasts
Book of the Wilderness

Level 6

Summon cactus giant.png Summon Cactus Giant Summoning 6 200 4 Book of Scorching
Book of the Wilderness

Level 7

Haunt.png Haunt Necromancy/Summoning 7 200 LOS 6 Mons abjure, Not self, Target Book of Death
Necronomicon
Malign gateway.png Malign Gateway Summoning/Translocation 7 200 6 Chaotic, Unholy Grand Grimoire
Monstrous menagerie.png Monstrous Menagerie Summoning 7 200 5 Mons abjure Book of Beasts
Spellforged servitor.png Spellforged Servitor Conjuration/Summoning 7 200 6 Book of Dangerous Friends
Book of Power
Summon hydra.png Summon Hydra Summoning 7 200 6 Mons abjure Book of Blood
Fen Folio

Level 8

Summon horrible things.png Summon Horrible Things Summoning 8 200 6 Chaotic, Mons abjure, Unholy Grand Grimoire

Level 9

Dragon's call.png Dragon's Call Summoning 9 200 15 Book of the Dragon

Sources

Main Texts
Book of Beasts: Summon Ice Beast, Summon Mana Viper, Monstrous Menagerie
Book of Callings: Summon Small Mammal, Call Canine Familiar, Summon Blazeheart Golem
Script error
Grand Grimoire: Malign Gateway, Summon Horrible Things
Other Texts
Book of Armaments: Animate Armour
Book of Blood: Call Imp, Summon Hydra
Book of Cantrips: Summon Small Mammal
Book of Dangerous Friends: Summon Blazeheart Golem, Spellforged Servitor
Book of Death: Haunt
Book of Decay: Martyr's Knell
Book of the Dragon: Dragon's Call
Fen Folio: Summon Forest, Summon Hydra
Book of the Hunter: Call Canine Familiar
Book of Iron: Summon Lightning Spire, Animate Armour
Book of Minor Magic: Call Imp
Book of Necromancy: Martyr's Knell
Necronomicon: Haunt
Book of Power: Spellforged Servitor
Book of Scorching: Summon Cactus Giant
Book of Storms: Summon Lightning Spire
Book of the Tundra: Summon Ice Beast
Book of the Wilderness: Summon Forest, Summon Mana Viper, Summon Cactus Giant

Duration

Summoned monsters are generated with a duration between 1 and 6. This value roughly corresponds to the following amount in turns:

  1. 90 aut (arbitrary units of time; 10 aut = 1 "turn")
  2. 180 aut
  3. 270 aut
  4. 360 aut
  5. 810 aut
  6. 1710 aut

Some Summonings spells have a fixed duration. The other spells will increase monster duration with spell power.

Summoning Limits

Most Summonings spells also have a fixed cap on how many monsters of that type you can sustain at any one time. Exceeding that cap by casting the spell too often will cause the oldest monsters to time out almost immediately.

Spell Level Duration Type Duration Summoning Cap
Summon Butterflies 1 Fixed 3 8
Summon Small Mammal 1 Fixed 3 4
Call Imp 2 Spellpower Dependent 2-6 3
Sticks to Snakes* 2 Spellpower Dependent 3-5 No Limit
Call Canine Familiar 3 Spellpower Dependent 2-6 1
Summon Guardian Golem 3 Fixed 3 1
Summon Ice Beast 4 Spellpower Dependent 2-4 3
Summon Lightning Spire 4 Fixed 2 1
Shadow Creatures 5 Monster's HD Dependent 1-4 4**
Summon Demon 5 Spellpower Dependent 2-6 3
Summon Forest 5 Fixed 1 No Limit***
Summon Mana Viper 5 Fixed 2 2
Tukima's Dance* 5 Spellpower Dependent 2-6 No Limit
Death Channel* 6 Fixed 6 No Limit
Monstrous Menagerie 6 Fixed 4 3
Simulacrum* 6 Fixed 6 No Limit
Haunt 7 Fixed 3 Special
Malign Gateway 7 Random - 1****
Spellforged Servitor 7 Fixed 4 1
Summon Greater Demon 7 Fixed 4 3
Summon Hydra 7 Fixed 1 3
Summon Horrible Things 8 Fixed 3 8
Dragon's Call 9 Fixed 2 No Limit
* - Not a Summonings spell, but operates similarly.
** - Band members don't count towards the cap.
*** - Can't cast again until duration has expired.
**** - Only one Malign Gateway can exist in the dungeon at time, regardless of who created it.

Non-standard summoning

These non-standard methods for summoning allies have no cap on the number of units you can have out at once, but their costs are often prohibitive:

Source : Duration
Brothers in Arms : 2-6
Summon Divine Warrior : 2-6
Elemental Force: 1
Scroll of summoning : Monster's HD dependent, but better than the spell

History

Prior to 0.14, summoned creatures could exist even after their summoner was defeated, leading to much more cautious behavior around certain enemy summoners. Many enemy summoners were also much more fragile and were not subject to the same summoning caps as players. 0.14 also massively overhauled the Summonings spell list; Summon Lightning Spire, Summon Guardian Golem, Summon Forest, Summon Mana Viper, Monstrous Menagerie, Aura of Abjuration, Forceful Dismissal, and Spellforged Servitor were all added, replacing Summon Scorpions, Summon Ugly Thing, Mass Abjuration, Demonic Horde, and Summon Dragon.

Prior to 0.13, Summonings spells had no limit on how many monsters you could summon at a time, barring MP restrictions. This led to players summoning hordes of monsters at all times, rendering them nearly untouchable by most monsters and leading to extremely dull optimal gameplay.

Prior to 0.12 summoned monsters could attack monsters outside of the player's line of sight, and you could not recall flying monsters over lava or deep water.

See Also

Skills
Weapons Short BladesLong BladesRanged Weapons

AxesMaces & FlailsPolearmsStavesUnarmed CombatThrowing

Physical FightingArmourDodgingStealthShields
Magical SpellcastingInvocationsEvocationsShapeshifting
Spell Schools AirAlchemyConjurationsEarthFireHexesIceNecromancySummoningTranslocations