User:Lancy1214/Ritualist Skills/Spawning Power

Spawning Power
''Spawning Power is the spirit enhancer/energy management attribute for primary ritualists. Ritualist skills, especially those related to Spirits and summoned creatures in genra;, become more effective with higher Spawning Power.''
 * -=June Update=-
 * For each rank of Spawning Power you have, summoned creatures you create have 4% more Health, and weapon spells you cast last 4% longer. In addition, whenever you summon a creature or cast a weapon spell, you gain 1 energy at ranks 3 and above, 3 energy at ranks 8 and above, and 5 energy at 13 ranks above. This effect may only occur five times every 30 seconds.


 * Spirit Form (Underworld).jpg Spirit Form

Binding Rituals

 * - - (Spawning Power) - Elite Binding Ritual. "Create a level  Spirit.  The next time foes are struck by Wanderlust's attack, that foe is knockdown and Wanderlust dies. Wanderlust dies after 12 seconds. (50% failure chance with Spawning Power 4 or less.)" For every 3 ranks in Spawning Power, Wanderlust lasts 1 second longer.
 * - - (Spawning Power) - Elite Binding Ritual. Creates a level  spirit ( second lifespan).  Its attacks deal  damage. Knockdown stationary foes (including foes moving slower than normal).


 * Non-Elites:
 * - - (Spawning Power) - Binding Ritual. Create a level  Spirit. Effect party members within Empowerment's earshot that are holding a bundle item. Spells cost -3 less Energy, and Empowerment loses 3 Energy (or it dies). For every 3 ranks in Spawning Power, Empowerment lasts 1 second longer.
 * - - (Spawning Power) - Binding Ritual. Create a level  Spirit. Effect party members within Empowerment's earshot. Wielding a weapon grants + energy regeneration. Holding a bundle item grants +1 to that item's attribute. Empowerment dies after 8 seconds. For every 3 ranks in Spawning Power, Empowerment lasts 1 second longer.

Bundle Item Spells

 * - - (Spawning Power) - Item Spell. (45 seconds.) Your spells and binding rituals cost -% of the base Energy and last % longer. Drop Effect: Your spells and binding rituals are recharged.''


 * Non-Elites:
 * - - (Spawning Power) - Item Spell. ( seconds.) Your Ritualist hexes cost  less Energy and last 33% longer. Drop effect: all your Ritualist hexes are recharged.
 * - - (Spawning Power) - Item Spell. ( seconds.) You gain + Energy regeneration and cast spells 33% faster. Drop effect: you gain + Energy."

Weapon Spells

 * - - (Spawning Power) - Elite Weapon Spell. ( seconds.) Target ally attacks 33% faster and deal + damage. No effect unless spirits are within earshot.
 * - - (Spawning Power) - Elite Weapon Spell. (10 seconds.) Target ally gains  health regeneration and  energy regeneration. End effect: ally gains  Health and 1 Energy for each successful hit while using Wielder's Zeal.


 * Non-Elites:
 * - - (Spawning Power) - Weapon Spell. ( seconds.) Target ally's attack skills recharges instantly and gains  Energy the next time this ally hits with an attack skill.
 * -This attack recharges instantly if target ally strikes a foe thats not using a weapon spell.
 * See Flourish

Hex Spells

 * - - (Spawning Power) - Elite Hex Spell. Also hexes foes adjacent to your target ( seconds.) Allied attacks against these foes do + damage if they are using a weapon spell.
 * - - (Spawning Power) - Elite Hex Spell. Also hexes foes adjacent to your target ( seconds). Allies hitting these foes gain  health and  energy if they are using a weapon spell. If any of these foes dies while hexed, party members are healed for.


 * Non-Elites:

Summoned Creature Skills

 * - - (Spawning Power) - Elite Skill. ( seconds.) You have + to all Ritualist attributes for your next skill. If that skill is a Binding Ritual, it recharges % faster and Ritual Lord recharges instantly.
 * - - (Spawning Power) - Elite Skill. ( seconds.) Your Binding Rituals cost 15 less Energy (minimum 10) and recharge instantly. Ends after  Binding Rituals.
 * - - (Spawning Power) - Elite Skill. Recharges your Binding Rituals. You gain  Energy for each skill recharged.


 * Non-Elites:
 * - - (Spawning Power) - Enchantment Spell. ( seconds.) Whenever you create a summoned creature, that creature gains double Spawning Power Health bonus and + Health regeneration. These creatures die after 30 seconds.
 * - - (Spawning Power) - Enchantment Spell. ( seconds.) Whenever you create a summoned creature, you gain  Health and  Energy.
 * - - (Spawning Power) - Enchantment Spell. ( seconds.) Whenever you create a summoned creature, up to 5 foes near each individual creature you control are struck for  lightning damage.
 * - - (Spawning Power) - Enchantment Spell. ( seconds.) Whenever you create a summoned creature, party members are healed for  Health and lose 1 Condition.
 * - - (Spawning Power) - Enchantment Spell. ( seconds.) Your spells targeting corpses and summoned creatures cast % faster and skills that create summoned creatures activate 33% faster. Causes exhaustion if target creature or summoned creature was not a spirit.

Spirit Destroying Skills

 * - - (Spawning Power) - Elite Spell. Steal  Health. Spirits you control within earshot gain  health. If target foe was a summoned creature, you steal all of it's current health and energy.
 * - - (Spawning Power) - Elite Spell. Destroy target allied summoned creature. You gain  Energy. If target ally was a Spirit, you steal all of it's health and energy.


 * Non-Elites:
 * - - (Spawning Power) - Spell. Destroy all nearby allies' Spirits. For each Spirit destroyed in this way, all party members are healed for  Health and loose one condition.
 * - - (Spawning Power) - Spell. Destroy one earshot allied Spirit. Target and nearby foes are struck for  lightning damage and become blinded and dazed for  seconds.
 * Call to the Spirit Realm.jpg Shattered Spirit - - (Spawning Power) - Spell. Destroy one earshot allied Spirit. Removes 2 enchantments from target and nearby foes. Removal effect:  damage for each hex removed.
 * - - (Spawning Power) - Touch Spell. Destroy target touched allied Spirit. All allies within the area of destroyed Spirit are healed for  Health.
 * - - (Spawning Power) - Touch Spell. Destroy target touched allied Spirit. Resurrect one random earshot party member with Health and Energy amount equal to % of destroyed spirit. Party members resurrected in this manner are restored to life at the location of destroyed spirit.

Weapon & Item Support Skills

 * - - (Spawning Power) - Elite Enchantment Spell. ( seconds.) Whenever you cast a weapon spell or item spell, you gain  Energy and target ally is healed for % of the Energy cost.
 * - - (Spawning Power) - Elite Skill. ( seconds.) Recharges your weapon spells and item spells. You gain  Energy for each skill recharged.


 * Non-Elites:
 * - - (Spawning Power) - Enchantment Spell. ( seconds.) You are immune to Blindness. If you are holding a bundle item, your Ritualist skills cost 3 less Energy.
 * s - - (Spawning Power) - Enchantment Spell. ( seconds.) Heals for  whenever you cast a weapon spell on an ally. If you are holding a bundle item, you gain  Health.
 * - - (Spawning Power) - Enchantment Spell. ( seconds.) Your next spell cost % less Energy. If that spell was a weapon or item spell, it recharges % faster and Renewing Memories recharges instantly.
 * - - (Spawning Power) - Enchantment Spell. ( seconds.) Whenever you cast a weapon spell on an ally, that ally loses 1 Condition. If you are holding a bundle item, you lose 1 condition.

Spirit Interaction Skills

 * - - (Spawning Power) - Elite Enchantment Spell. (10 seconds.) You have + Energy regeneration. Initial effect: you gain  Energy if you are within earshot of a spirit. Renewal: Every time you cast a spell while earshot of a spirit. End effect: you are healed for 100 if you are within earshot of a spirit.


 * Non-Elites:
 * - - (Spawning Power) Spell. Heals you and target ally spirit for . Initial effect: Teleports target allied spirit to your location.
 * - - (Spawning Power) - Signet. Gain 4 Energy (maximum ) for each summoned creature you control within earshot.
 * - - (Spawning Power) - Enchantment Spell. ( seconds.) You steal  Health and  Energy from each earshot spirit whenever you use a skill.
 * - - (Spawning Power) - Enchantment Spell. ( seconds.) Your skills recharge 25% faster. No effect unless earshot of a spirit or holding a bundle item.
 * - - (Spawning Power) - Enchantment Spell. ( seconds.) You attack 33% faster. No effect unless earshot of a spirit or holding wielding a weapon spell.
 * - - (Spawning Power) - Enchantment Spell. (60 seconds.) Heals for  the next time target ally's Health drops below 25%. No effect unless earshot of a spirit or holding a bundle item.
 * See also ~ You are immune to Summoning Sickness.

Recycle Bin
For ideas yet to be decided. We need more non-elite skills ^_^
 * - - (Spawning Power) - Enchantment Spell. ( seconds.) You are immune to Blindness. If you are holding a bundle item, your next Ritual skill uses your Spawning Power attribute instead of its normal attribute.
 * - - (Spawning Power) - Skill. ( seconds.) All of your spirits within earshot deal  less damage and steal  Health when they attack.
 * - - (Spawning Power) - Signet. (30 seconds.) Your next  skills that summoned creatures cast instantly and gain + Health regeneration. These creatures die after 30 seconds.
 * - - (Spawning Power) - Enchantment Spell. ( seconds.)  You gain  Energy whenever you cast a weapon spell. If you are holding a bundle item, your next  weapon spell's activates and recharges instantly. This enchantment ends.

-
 * -PvE- - - (Spawning Power) - Elite Binding Ritual. "Create a level  Spirit. The next  times Wanderlust strikes a foe, that foe is knockdown and dealt  damage. Knockdown adjacent foes if target was hexed. Wanderlust dies after  knockdowns have been made. Wanderlust dies after 12 seconds." For every 3 ranks in Spawning Power, Wanderlust lasts 1 second longer.

PvE seems to be at least 50% better now then before... better to focus on tightening PvP-version of Binding Rituals. ^_^ -
 * - - (Spawning Power) - Elite Skill. All of your Binding Rituals are recharged. You gain  Energy. Your rituals activate 33% slower (10 seconds).

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 * -A- -  - (Spawning Power) - Elite Enchantment Spell. (10 seconds.) You gain + Energy regeneration. Initial effect: spirits you control shadowstep to your current location.  End effect: you are healed for 100 if you are within earshot of a spirit.
 * -B- -  - (Spawning Power) - Elite Skill. ( seconds.) You gain + to Binding Rituals. All of your spirits within earshot gain + Health regeneration, deal  less damage and steal  Health when they attack. Initial effect: spirits you control shadowstep to your current location.

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 * -B- -  - (Spawning Power) - Elite Weapon Spell. ( seconds.) Your next  weapon spell or item spell cost  less Energy and last 33% longer.