Any good summons vs ghosts?

Voadam

Legend
I'm playing a eldritch knight with summon VII and summon V going against a pair of ghosts.

I'm thinking I'll use the VII for an avoral because It's just me, my wounded giant otter familiar and a wounded dying NPC maiden (both of whom I got into a magnificent mansion after the ghost attacked them) and he can save the girl with his lay on hands then help out with at will magic missiles. Anything I'm missing though that I could get with summon V? I don't see much that can directly hit incorps besides celestial things counting as magic for attacks.
 

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The avoral does sound like the best bet for SM VII.

For SM V, I'd get 1d3 lantern archons. Just have them hover next to you, the familiar the NPC, using aid on whoever needs it and blasting away at the ghosts with their light rays (should be able to hit some of the time). The Magic Circle vs. Evil effect from the archon(s) will protect all of you from the ghosts' malevolence ability.
 

And if you banish the ghost before the spell duration runs out, they can make you a couple nice torches. ;)

Bye
Thanee
 

Thanee said:
And if you banish the ghost before the spell duration runs out, they can make you a couple nice torches. ;)

Bye
Thanee
:D

Unfortunately, that wouldn't work. When a summon spell "ends and the creature disappears, all the spells it has cast expires" (PHB pg.173). Since continual flame has a duration (permanent), it would expire too.
 

I think he meant that they would be the torches. You know, like "this roast beef can make you a couple nice sandwiches"
 

Actually, I would advise saving most of the Lay on Hands for the ghosts. Positive energy ignores the incorporeal miss chance as well, and you can deal more damage with Lay on Hands than 4d4+4 per round with magic missile cast at 8th level.
 

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