Summoning Magic
Golem Summon (Slots: 4 (2 for summoners))
To summon powerful forms of the elements to your aid is a power indeed. To call on their power is to call upon the very essense of the world. A Golem is very loyal to its cause for birth, and in many cases is the only safe form of summoning. However if threatened to be sentenced to death by its own master in ways other than its purpose, the Golem will act independently as if to protect its own existance. (For more information, see
Fantasma Summon: Golem)
Eidolon (Slots: 5 (3 for summoners))
Although it seems like a folly effort, summoning Demons is one way to grab their attention from the bowels of the netherworld. To do this could bring great risk upon oneself. Each Demon requires a special ceremony and collection of biological materials for which their essence can take shape in the mortal realm. These dark immortal spirits, called Eidolons, to fill these forms are one of the more powerful but less controllable summoning spells. They also require the gathering of materials. (see
Fantasma Demons for more information.)
Paraclete (Slots: 5 (3 for summoners))
Although it seems a trifling errand, summoning Angels is one way to harness their attention from the great realm of Haven. To do this could bring great risk upon oneself. Each Angel requires a special ceremony and collection of biological materials for which their essence can take shape in the mortal realm. These holy immortal spirits, called Paracletes, to fill these forms are one of the more powerful but less controllable summoning spells. They also require the gathering of materials which are more rare. (see
Fantasma Angels for more information.)
Deathraise (Slots: 4 (2 for summoners and necromancers))
A newly formed Summoning of the Plague. It calls upon the dead of the world to rise up and fight once more. A frightful ability given specifically to Necromancers under the power of the 9 Liches. While limited to what can be summoned, no other summoning spell can create such creatures en masse.
Elementals (Slots: 3 per elemental (2 per elemental and default for summoners))
Summoning of one of the 4 beings of the Elements. Salamander for Fire, Undine for Water, Gnome for Earth, and Sylph for Air. In order to summon one of these beasts, they must be defeated in combat. For the Summoner class, one of these elementals will be given as default depending on race.
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Fantasma Summon: Salamander
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Fantasma Summon: Undine
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Fantasma Summon: Gnome
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Fantasma Summon: Sylph
Invocation (Slots: 4 (2 for summoners and vitamancers))
The calling of spirits, ghosts, souls, and phantoms to regenerate the spellcaster completely. Requires great concentration but will replenish all Stamina and Faith as well. Some Ethereal monsters can be summoned with this spell to do tasks, although some of these creatures have a tendency to attempt to possess the nearest flesh, even that of their summoner.
*Deity Summon (Visit of Deity Required... or 2 for disciples once deity visited)
The summoning of a deity requires that a Disciple visit the deity and ask for protection. Deities are obligated to defend their followers, and so they will come to the Disciple in times of great need. However calling a Deity to do unfit deeds may remove all benefits of that deity from the Disciple all together. Summoners with this spell will be required to return to the deity after each summoning, and so it is very rarely the case used.
Return Link:
Fantasma Magic
Home Link:
Fantasma