Description: Creates an elemental construct(s) using your magic; its resistances are determined by clash rates and its stats are determined by your magic.
Note:
Resistances are a DR, if your magic would have a clash advantage, then your construct takes reduced damage; otherwise, your construct takes increased damage if it has unfavorable clash rates.
Furthermore, having summons out results in them draining mana over time, the spell can be canceled at any time by using again.
Spell Creation Options:
Type of Constructs → Balanced/Rusher/Tank
Balanced is a decent mix of tankiness, damage, and speed.
Rusher is lower in health, but higher in speed and higher in attack speed.
Tank is higher in health, deals increased damage, and is larger, but is slower in speed and attack speed. Grants nearby allied players partial damage absorption (meaning they absorb a % of the damage the player would’ve received).
Note: Tank receives a slight boost in health but also a flat increase to clash rates by +0.2x; this is to make them not entirely useless on some magics. For clash rates above 1.0x, this bonus is halved.
Summon Count → 3 to 5 (Tank is 1 to 3)
Higher counts = Higher mana cost and drain
Summons do not get weaker with higher counts.
Casting Style
Self Explanatory
Ultimate Art
Has two options: Combination and Fortification
Combination combines the constructs that would otherwise be created, making one larger and more powerful summon.
Fortification amplifies the constructs but keeps them separate.
Armor Stat interaction:
Power increases base damage by:
Balanced = 50% Efficiency
Rusher = 67% Efficiency
Tank = 33% Efficiency
Defense increases HP by:
Balanced = 50% Efficiency
Rusher = 33% Efficiency
Tank = 67% Efficiency
Attack Size/Speed/Agility
Universally 50% Efficiency for Summon Attacks/Movement.
Intensity
Balanced block is enhanced
Rusher gains lower attack cooldowns
Tank gains greater clash rates
I’ll refrain from saying what Regen/Resistance/AP does, these are enough anyways. A lost variant of this would have stronger options or options with more unique gimmicks. Maybe even leveraging these stats.
I’d really love this, just like “Do the work for me”
I can imagine just standing around a corner, summoning them, and then start just holding the charge as they fight it out, might be a bit strong unless the NPC’s get better ai
And i also feel like this would feel better as a higher tier scroll for just how much i’d love to just start spamming this with a build focused on regenerating my energy, i would 100% abuse this and love it, but internally i know it would be very hard to properly balance
Lost spells could be full of more gimmicky summons. So healers, defensive ones, damage boosting ones, etc. Or just straight up stronger summon variants.
For the sake of simplicity it’s just 3 types with their own base appearance. Maybe Ultimate Art can get new looks (Fortified looking bulkier, sharper, or enhanced in some way; Combined being an amalgamation of combined summons).
So here is probably one of the best suggestions for a new spell I’ve seen. Really well thought out, really unique, and you could feasibly make a build based on this. The only reason I rate it low reasonability is because this would HAVE to be higher magic req or a lost spell to balance out its potential (yes I know lost spell variant could have some more gimmicky variants, but you’d need to have both the normal variants and the lost variants in one spell if it was a lost spell).
Now something funny you could do: Ult art horde variant; theres double, but they’re smaller and have less damage.
Something else you could do to balance it would be a thing where the farther you are from it the more it takes to keep it up.