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Anyone else annoyed at Wizards lack of Minion summoners?
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<blockquote data-quote="jgsugden" data-source="post: 7299496" data-attributes="member: 2629"><p>The best Summons I have seen that do not bog the game down are ones that don't use creature mechanics for the summons. Instead, they approximate the creatures in a simplified form or entirely bypass monsters as a whole. Examples in plain English:</p><p></p><p>Conjure Lava: 2nd level spell that conjures lava and dropsit on an enemy for a little damage and leaves a field that deals damage to anyone in it as long as the caster concentrated.</p><p></p><p>Ride of the Valkyries: 6th level spell that summons a Horde of Valkyries on Pegasi that sweep across the battlefield and make two melee attack against every foe in the area. The attacks use the Spell Attack of the Caster -5 and deal d12+20+5d8 radiant (simulating great weapon master and smiting). They disappear at the end of the turn, so attacking them is irrelevant.</p><p></p><p>Launch: A 2nd level spell that teleports a target 60 feet straight up (which presumably causes a fall). If there is a barrier in the way, they appear beneath the barrier instead. Creatures beneath the target may take damage from the falling target (poor mount).</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7299496, member: 2629"] The best Summons I have seen that do not bog the game down are ones that don't use creature mechanics for the summons. Instead, they approximate the creatures in a simplified form or entirely bypass monsters as a whole. Examples in plain English: Conjure Lava: 2nd level spell that conjures lava and dropsit on an enemy for a little damage and leaves a field that deals damage to anyone in it as long as the caster concentrated. Ride of the Valkyries: 6th level spell that summons a Horde of Valkyries on Pegasi that sweep across the battlefield and make two melee attack against every foe in the area. The attacks use the Spell Attack of the Caster -5 and deal d12+20+5d8 radiant (simulating great weapon master and smiting). They disappear at the end of the turn, so attacking them is irrelevant. Launch: A 2nd level spell that teleports a target 60 feet straight up (which presumably causes a fall). If there is a barrier in the way, they appear beneath the barrier instead. Creatures beneath the target may take damage from the falling target (poor mount). [/QUOTE]
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Anyone else annoyed at Wizards lack of Minion summoners?
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