

A few games use a variation on this where summons act as a Guardian Entity, bonding with or hovering around their summoner and providing bonuses, protections, and special or automatic attacks without acting as a separate character in their own right. The Japanese form of such spirits are shikigami. Necromancers and Demon-summoners, both of whom usually use a form of Hermetic Magic, fit this subset of the trope. These tend to summon weaker allies as NPCs (at least for a few minutes) instead of delivering a one-shot proxy attack and vanishing.

In other games, especially ones modeled on Tabletop RPGs, summon spells are of the "instant ally" variety. Like the Limit Break, a summon will usually have some sort of restriction in order to compensate for its power. Typically summoning sequences will have lots of eye candy thrown in, one or more poweful creatures will make a flashy entrance, perform a powerful attack (causing as much destruction as possible), and then leave. In some Role-Playing Games, one of the most powerful attacks in the game, aside from the Limit Break, is to call upon the aid of some powerful mythological beast to lay the holy (or unholy) smackdown on your foes. Or even the 20% boost to them at all.Summon Magic is basically the ability to conjure forth a magical, often mythological entity without the hassle of actually having it follow you around. Such as the bleeding damage for axes carrying over to your summoned axe.

What I don't know is whether or not the one-handed perks effect your conjured weapons. He won't charge at you, consider how he's an archer, and, while in his range, you can THEN start spamming the spell for exp boost. He'll shoot at you, but it won't do too much damage if you run back and forth. A good way to exploit it in Skyrim, however, is to get in the range of a far-off archer. This was added to the game because too many people would just sit in a room and spam summons to get their conjuration to 100. The only time you actually get a conjuration boost is, as he said, when you first summon the sword/axe/bow, whichever conjured weapon it may be (given that there are hostiles nearby, whether you see them or not). What's cool about scenario C is that summoned weapons act as a poor man's hostile radar: if you get a skill up in conjuration out of nowhere, you know you ran into some hostiles, even if they don't show up on the compass yet.Īs you USE the swords in battle, it does increase your one handed skill. As soon as you do, you'll get a one-time skill up for the already-summoned weapon. While the summoned weapon is still active, you run into some hostiles. You summon your weapon when nobody's around. You summon your weapon when nobody's around, and it expires before encountering anything. You summon your weapon while hostiles are around. This is a little confusing and counterintuitive, but to illustrate a few scenarios: Scenario A While summoning during combat will work just fine, you can also summon your weapon long before seeing any hostiles and still get skill: it just won't happen until you hostiles are within range of you. You get a conjuration skill up if and when you enter the range of hostile mobs. You'll get one-handed skill when used in combat, just like any other one-handed weapon.
