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D&D Older Editions, OSR, & D&D Variants
[3.5] Summon Treasure IV and III
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<blockquote data-quote="Jack Simth" data-source="post: 5315199" data-attributes="member: 29252"><p>Am I blind, or did I just find a loophole that (if permitted) lets almost any Core Caster get cheap, risk-free, low-value (for the level) treasures?</p><p></p><p>We start with the <a href="http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#summoning" target="_blank">Summoning subschool of Conjouration</a><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /><u>Emphasis</u> added)</p><p></p><p>(You can probably see where this is going already)</p><p></p><p>So where's that useful? Well, we start with <a href="http://www.d20srd.org/srd/spells/summonMonsterIV.htm" target="_blank">Summon Monster IV</a>, and summon a very useless critter: a <a href="http://www.d20srd.org/srd/monsters/mephit.htm" target="_blank">Memphit</a>. Why a Memphit? Because it has "Treasure: Standard", and is CR 3. </p><p></p><p>Not to leave the Druid and Ranger out, we also look at <a href="http://www.d20srd.org/srd/spells/summonNaturesAllyIII.htm" target="_blank">Summon Nature's Ally III</a>, and the <a href="http://www.d20srd.org/srd/monsters/satyr.htm" target="_blank">Satyr (without pipes)</a>, for it's "Treasure: Standard" at CR 2.</p><p></p><p>Now, to be "fair", under <a href="http://www.d20srd.org/srd/treasure.htm#monstersWithTreasure" target="_blank">Monsters with Treasure</a>, the books say<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /><u>Emphasis</u> added)</p><p></p><p>So if you've summoned a critter, it's away from it's lair, so it has some treasure with it (if it can use treasure, which a Memphit or a Satyr usually can). You summon it, order it to give you everything it has with it, and let the Summon expire. For the cost of a 4th (or 3rd) level spell, you now have a CR 3 (or 2) treasure drop. </p><p></p><p>So a Cleric or Wizard-7, Sorcerer-8, Druid-5, Ranger-11/12 (depending on Wis), or a Bard-10/11 (depending on Cha) can have potentially uncapped wealth, for no risk, during down-time.</p><p></p><p><u>Outside of <strong>perfectly reasonable</strong> DM fiat, house-rules, and thrown books to the contrary</u>, are there any particular holes in this method (oh yes, and do note that the Druid can spontaneously do this with any remaining spell slots of 3rd level or above at the end of an adventuring day)?</p><p></p><p>Side note: Any Summon Monster or Summon Nature's Ally spell above that level also includes critters that have treasure. You basically just need to be able to talk to them to have them do "other actions".</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 5315199, member: 29252"] Am I blind, or did I just find a loophole that (if permitted) lets almost any Core Caster get cheap, risk-free, low-value (for the level) treasures? We start with the [URL="http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#summoning"]Summoning subschool of Conjouration[/URL]:([u]Emphasis[/u] added) (You can probably see where this is going already) So where's that useful? Well, we start with [URL="http://www.d20srd.org/srd/spells/summonMonsterIV.htm"]Summon Monster IV[/URL], and summon a very useless critter: a [url=http://www.d20srd.org/srd/monsters/mephit.htm]Memphit[/url]. Why a Memphit? Because it has "Treasure: Standard", and is CR 3. Not to leave the Druid and Ranger out, we also look at [url=http://www.d20srd.org/srd/spells/summonNaturesAllyIII.htm]Summon Nature's Ally III[/url], and the [url=http://www.d20srd.org/srd/monsters/satyr.htm]Satyr (without pipes)[/url], for it's "Treasure: Standard" at CR 2. Now, to be "fair", under [url=http://www.d20srd.org/srd/treasure.htm#monstersWithTreasure]Monsters with Treasure[/url], the books say:([u]Emphasis[/u] added) So if you've summoned a critter, it's away from it's lair, so it has some treasure with it (if it can use treasure, which a Memphit or a Satyr usually can). You summon it, order it to give you everything it has with it, and let the Summon expire. For the cost of a 4th (or 3rd) level spell, you now have a CR 3 (or 2) treasure drop. So a Cleric or Wizard-7, Sorcerer-8, Druid-5, Ranger-11/12 (depending on Wis), or a Bard-10/11 (depending on Cha) can have potentially uncapped wealth, for no risk, during down-time. [u]Outside of [B]perfectly reasonable[/B] DM fiat, house-rules, and thrown books to the contrary[/U], are there any particular holes in this method (oh yes, and do note that the Druid can spontaneously do this with any remaining spell slots of 3rd level or above at the end of an adventuring day)? Side note: Any Summon Monster or Summon Nature's Ally spell above that level also includes critters that have treasure. You basically just need to be able to talk to them to have them do "other actions". [/QUOTE]
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