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Norrathians: Trade Skill (Arcana)
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==Summoning Components== Summoning spells function by fetching an appropriate representative of the desired creature from its normal plane of existence. Creatures summoned through arcane magic are simply plucked out of their home existence and forced to abide in the material plane. The spell compels the creature in only three things: to exist, to obey, and to protect, using the material component as a focal point for the subject of these commands. The creature must exist in the space once occupied by the component, and the creature must obey and protect the being named on the material component. Creatures summoned without the benefit of a material component could come into being literally anywhere within miles of the caster, and are left with a burning need to obey and protect a master, but know not who this may be. This drives unmastered undead and elemental creatures quite insane, leaving them aimless and extremely violent. Unmastered animations quickly seek out battle, and once this is satisfied, they explode, dissipating the magical energy once imbued within. All material components for arcane summoning spells work essentially the same way. They work as a physical anchor for the summoned creature, and through the markings on the component, provide the creature with knowledge of whom to serve. Generic components that are sold in arcane circles include the necessary markings that allow the substance to function as an anchor, but these all lack the arcane signature of the intended master. As such, they are extremely dangerous to use without first marking the components. This is not as simple as signing a name, but any spellcaster knowledgeable enough to cast the summoning spells has long since mastered this trivial task. It is never possible to use multiple components to match the value of a greater component. However, components of a greater value may be used as substitutions for those of lesser-value. Summoning components have general terms that apply to all types of tiny daggers, bone chips, and magician stones. However, even though completely different components are used for different spells, there is not a set nomenclature for the specific items. Usually these are referred to in shops by the name of the spell to which they correspond. For example, one shop might market a gilded silver tiny dagger of a particular weight and style as a "''Sagar's Dagger''" because it corresponds to the spell ''Sagar's animation''. Another shop might instead refer to the same thing as a "''type 7 dagger''" because the spell summons an animation that is usually called a "type 7". Regardless, any caster is able to instantly recognize the type of summoning component needed for each spell he can cast. ===Enchanter=== Animations summoned by enchanters are pulled from Rallos Zek’s plane of War, where the copious surplus of enchanted weaponry sometimes results in strange clusters of weapons that draw themselves up out of the piles of debris and seek out combat. These are not constructs or creatures at all – these are simply weapons that have been imbued with so much raw magical energy that they spontaneously attempt to continue battle. Once in the common material plane, the magical energy is directed toward a goal to protect a master. Because of this, they continue to be animated and stable, simply returning to their home plane upon destruction rather than exploding. Tiny daggers are actually just effigies, or charms that appear like daggers. These are typically made of lead and silver. More ornate daggers are made of more precious metals. These daggers are always made of metal, no ink or other material. The arcane scribings that other components have is included in the style and design of the dagger, but tiny daggers always include the caster’s arcane mark, usually carved or molded into the dagger, or placed in a metal tab which is attached to the dagger. Of the raw materials cost in making tiny daggers, 75% is the metal. The rest of the cost represents the cost in toolkit maintenance. When hexblades cast animation summoning spells, they use the same material component as an enchanter would when casting the same spell, regardless of the spell level for the hexblade. ===Magician=== Magicians draw forth creatures from one of the four elemental planes of Air, Earth, Fire, and Water. In their home plane, these elementals are very tiny and barely exist at all. They have no conscious thought, no will, and barely any power. These can be observed in the planes as brief wisps of wind, tiny piles of slow-moving dust, small sparks of heat, and miniature clouds or pools of water. On the common material plane, the meager power granted to them in the elemental planes is enough to create large, powerful creatures. Magicians use precious stones as components. These stones are generally raw and uncut, as they need not conform to any particular shape or dimension apart from size. The stones must be roughly the size of a peanut, or larger. The stones must not, however, bear marks of any kind, and must remain clean of foreign substances. Once cleaned (usually with acid) the stones are etched (with stronger acid) or carved with elemental symbols and the caster’s own mark. A stone can be created for use as a material component in summoning multiple elements. Most malachite sold as summoning components is etched with symbols for all four elements, making them universally capable. This increases the value and crafting difficulty for the item. The gems used in making magician summoning components are raw and uncut. Therefore, they are only worth half of the normal market value for that type of stone. The raw materials cost reflects this value for each type of stone, with the additional costs in crafting coming from normal maintenance of the toolkit, especially the expensive acids required. Each stone is made with a specific element in mind (air, earth, fire, water). Adding inscriptions that would allow the stone to be used in summoning multiple types of elementals increases the value of the component by 10% for each additional element. ===Necromancer=== The undead creatures that necromancers summon come from the plane of Decay, ruled by Bertoxxulous. There the flesh formerly on their unrecognizable bodies remains, and continues to decay perpetually, constantly renewed by the power of the plane. On the material plane, all that remains are the dried and brittle bones underneath, continuing to move thanks only to the power imbued by the Plaguebringer. Necromancers don’t just pick up bones and turn them into servants. Bone chips must be crafted. Usually this is done by taking pieces of bones and inscribing arcane markings into them, using special inks. While the component is traditionally made of bone, it need only be a very dead and dry item that was once alive – the substance is just a symbolic link to the absence of life. An old carapace, a fossil, petrified wood, etc could be used as a substitute. It must be a substance that was once alive, but is now at the end of the decay cycle, and devoid of life; also it must be large and solid enough to allow for writings. This writing includes special bonds which tie the skeletal corpse to the caster. Larger bones are required for stronger servants, with the most powerful spells requiring bones as large and heavy as a human skull. During the summoning process, the creature takes a generally humanoid form, borrowing traits that were once inherent in the type of bone used as a material component. These are only superficial traits that change the appearance of the creature, but grant no special abilities or penalties. For example, a necromantic pet summoned on an iksar bone will look exactly like an iksar’s skeleton (because the iksar are humanoid), but will not otherwise carry over any traits that iksars have. A skeletal pet summoned on a hill giant’s bone will look just like a hill giant’s skeleton, but will otherwise be the same size as if it had been summoned on a human bone. A skeleton summoned on a sabertooth tiger’s bone will have the tusks, and perhaps a feline-like head and tail, but will not have any real ability to use either of these to its advantage, and will remain humanoid. Only 10% of the raw material cost in making bone chips comes from the actual bone. The other 90% is the very rare and costly inks and stains. When shadow knights cast animation summoning spells, they use the same material component as a necromancer would when casting the same spell, regardless of the spell level for the shadow knight. ===Arcane Summoning Spell Components=== {| | || || || '''''Market Prices''''' || '''''for:''''' || |- | '''Spell Level ''' || '''DC ''' || '''Enchanter ''' || '''Magician''' || '''Necromancer ''' || '''Stone (Magician)''' |- | ''' 1''' || 12 || 1 gp || 1 gp || 0.5 gp || malechite |- | ''' 2''' || 14 || 1 gp || 1 gp || 1 gp || malechite |- | ''' 3''' || 16 || 2 gp || 2 gp || 2 gp || malechite |- | ''' 4''' || 18 || 3 gp || 3 gp || 3 gp || malechite |- | ''' 5''' || 20 || 5 gp || 6 gp || 5 gp || turquoise |- | ''' 6''' || 22 || 7 gp || 8 gp || 7 gp || turquoise |- | ''' 7''' || 24 || 9 gp || 11 gp || 10 gp || turquoise |- | ''' 8''' || 26 || 11 gp || 17 gp || 13 gp || jasper |- | ''' 9''' || 28 || 14 gp || 21 gp || 17 gp || jasper |- | ''' 10''' || 30 || 17 gp || 26 gp || 22 gp || jasper |- | ''' 11''' || 32 || 21 gp || 33 gp || 29 gp || jasper |- | ''' 12''' || 34 || 27 gp || 56 gp || 38 gp || jade |- | ''' 13''' || 36 || 34 gp || 67 gp || 49 gp || jade |- | ''' 14''' || 38 || 42 gp || 82 gp || 64 gp || jade |- | ''' 15''' || 40 || 52 gp || 133 gp || 83 gp || peridot |- |} ---- Back to the [[Norrathians: Skills|Skills]] page [[EQrpg: Norrathians]]
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