You are right, no level 16 summoner would summon a celestial badger to attack a level 16 wizard. Even if the badger ignores the protections he nearly never hits the wizard, because the wizard or any level 16 character is also protected by other spells (e.g. mage armor, cat´s grace, etc.) or magical equipment.farscapesg1 said:Yes, you probably would never summon one of these creatures at that level, but if you did there is no way for it to overcome the protections of an opposing 16th level wizard (1d20 + caster level of 16 = 17 minimum). Even at the bonus I was thinking, the creature would have a 18 which could ignore the protections only on a 1 or 2.
A hellcast has SR 19. With your version the hellcast has 19 + 2 + 10 = SR 31farscapesg1 said:Taking a 8th level spell, lets look at the Celestial Dire Bear. The SR for this creature would be 24 (12 + 5 + 2 + 5)with your version (able to bypass protections on a roll of 7 or less) and 29 (12 + 5 + 2 + 10) with my version (able to bypass protections on a roll 12 or less).
with my version the hellcast has only 19+2+5 = 26
You call it failure of a high level summoning spell.farscapesg1 said:So, using your idea, even the highest level of summoning at that point (level 16) would only be able to bypass the protections about 1/3 of the time. Using my bonus it would be about 60% of the time. That still gives a significant chance of failure even for the high-level summoning spells.
Fighting a spellcaster of equal level is always a nasty and tough job.
Any bonus on SR for overcoming the protected areas is better than a normal spellcaster gets.
The ability is free for all summoned creatures. If the master summoner wants a 100% chance he can cast a targeted dispel.
If succesful the ability saves the master summoner either a dispel magic spell or another summon monster spell (if the target is protected by a protection vs good, the summoner now summons evil creatures)
Perhaps we can make a compromise: a bonus equal a chance of 50 % so a bonus of +3 at level 1 and +1 / 2 levels of master summoner. So the maximum is +8.
It was only an example, and I agree it was a worse example.farscapesg1 said:First, a horse isn't on any of the the Summon Monster (or even Summon Nature's Ally) lists.
To banish the summoned creatures of a master summoner is not easy because of stronger control.farscapesg1 said:3) It is still possible to dispell/dismiss/banish the summoned creatures, resulting in the loss of both spells
Do I understand you correctly: So using the ability on a Summon Monster VI combined with a mage armor spell summons 1d3 fiendish dire wolves or 1d4+1 celestial black bears. Each creature is affected by the mage armor spell.farscapesg1 said:It was just an idea. It doesn't remove the concern about getting a quickened, mass version of a spell, just limits what it can be used on. For example, a Summon Monster VI spell can summon 1 creature from the level 6 list, 1d3 from the level 5, or 1d4+1 from the level 4 list. Using the Spell Enhanced Summoning ability, the character would have to treat the Monster Summoning spell as if it was 1 spell level lower. So that Summon Monster VI spell would be treated in all ways as a Summon Monster V spell instead (1 creature from the 5th level list, 1d3 from the 4th, or 1d4+1 from the 3rd). Basically, it just lowers the power of the creatures that the spell is summoning in return for being able to enhance them with another spell.