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Am I missing something about Conjure Animal
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<blockquote data-quote="Ovinomancer" data-source="post: 7087406" data-attributes="member: 16814"><p>So...</p><p></p><p>Reading this thread gave me a sudden inspiration -- the problem with Conjure spells in general is that they add combatants to the game and this slows things down/frustrates players and/or DMs, yeah? So, maybe rewrite the CWA spell to not summon discrete animals, but instead provide more utility --</p><p></p><p>Let's say the spell creates an area, maybe 20x20, of various woodland creatures - a sudden congregation of many local animals, types don't matter. The area causes an effect, depending on caster commands. The caster can move the area and/or change the command every turn as a bonus action. The area counts a difficult terrain for enemies. Commands could be:</p><p></p><p>Distract: enemies in the area are buffeted by the creatures (birds flying in their faces, rats running up their pants, etc) and suffer disadvantage on all attack rolls and perception checks. Spells cast in the area may be disrupted unless a concentration check (DC spell) is passed first.</p><p></p><p>Attack: enemies in the area are attacked by the animals. They must make a DC Constitution save (STR, DEX, whatever, just spitballing) or take 4d6 damage, half on a save. Maybe reduce that damage and add a rider for special animals, like poison in swamps, or something?</p><p></p><p>Defend: allies in the area gain temporary hit points so long as they remain in the area. Maybe 10? Refreshes every round? Or maybe just gain resistance, but that seems strong.</p><p></p><p>Utility (for lack of a better term right now): the animals aid you by clearing natural terrain or doing some other task that fits with what a swarm of animals can do within the time frame. This would give the spell an out of combat use. </p><p></p><p>Sure, this is really rough, but I like it and think I'm going to work on it some more.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7087406, member: 16814"] So... Reading this thread gave me a sudden inspiration -- the problem with Conjure spells in general is that they add combatants to the game and this slows things down/frustrates players and/or DMs, yeah? So, maybe rewrite the CWA spell to not summon discrete animals, but instead provide more utility -- Let's say the spell creates an area, maybe 20x20, of various woodland creatures - a sudden congregation of many local animals, types don't matter. The area causes an effect, depending on caster commands. The caster can move the area and/or change the command every turn as a bonus action. The area counts a difficult terrain for enemies. Commands could be: Distract: enemies in the area are buffeted by the creatures (birds flying in their faces, rats running up their pants, etc) and suffer disadvantage on all attack rolls and perception checks. Spells cast in the area may be disrupted unless a concentration check (DC spell) is passed first. Attack: enemies in the area are attacked by the animals. They must make a DC Constitution save (STR, DEX, whatever, just spitballing) or take 4d6 damage, half on a save. Maybe reduce that damage and add a rider for special animals, like poison in swamps, or something? Defend: allies in the area gain temporary hit points so long as they remain in the area. Maybe 10? Refreshes every round? Or maybe just gain resistance, but that seems strong. Utility (for lack of a better term right now): the animals aid you by clearing natural terrain or doing some other task that fits with what a swarm of animals can do within the time frame. This would give the spell an out of combat use. Sure, this is really rough, but I like it and think I'm going to work on it some more. [/QUOTE]
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