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Attempt at more interesting summoning...
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<blockquote data-quote="mroberon1972" data-source="post: 369907" data-attributes="member: 5148"><p><strong>Effects duration...</strong></p><p></p><p>Actually, the way we play it:</p><p></p><p> - No effect, either perm or instant, is allowed to continue past the moment the creature is gone. This can either be from the spell ending, or the creature 'dying' during its summons. This means that a character turned to stone by a creature with a gaze attack turns back at the end of the summons. This also means that healing spells cast by the summoned creature are reversed at the end of the spell duration. Even Insta-Kill attacks, such as a Bodak's gaze attacks are reversed at the end of the spell. That does not been dead during that time, it just means he came back at the end of the spell, without any further effects. The only thing not reversed at the end of the duration is HP damage. Why? Because a otherwise a character could summon a Celestial Cockatrice and turn about a dozen people to stone with a single spell of fourth level (as opposed to flesh to stone on 6th level). Keep in mind the does not stop characters from shattering the statues or cutting the neck of stoned/dead opponents, since the effect would be messy when the character 'came back'...</p><p></p><p>- The effect allowing a character to summon a creature and keep a single kind of effect from the creature involved costs 3 CR higher because of the ease of abuse... Keep in mind, It allows only ONE (1) kind of effect to continue past the duration. Healing, Sleep, Paralysis, Death... Each type should be considered one type for this rule...</p><p></p><p>As to how it works, Use the following process:</p><p></p><p>1. Pick the spell level the character wishes to use. (How about a 6th level spell...) This gives the spell a summoning power of CR 8.</p><p></p><p>2. The caster is 13th level, so can control up to a CR 8 creature. No problems here...</p><p></p><p>3. He wants the spell to last about one hour per level, so this reduces the total CR he can summon by four. He can now summon a CR 4 creature.</p><p></p><p>4. He decides to tie it to another person, so that the range limit centers on a poor defenseless elven prince for about 13 hours. This costs another two CR points. This leaves him with a CR of 2 for the summoning.</p><p></p><p>5. Now he has several Truenames and Racename recorded in his spellbooks. If he picks a Truename, he can only summon one of that creature, since of course, there is only one creature with that Truename. If he picks a Racename, he gets any number of creatures of that type. (This means a monster entry from the MM, such as Celestial Elf, Celestial Young Silver Dragon, or Fiendish Wolf. Note the increased cost of learning a Racename... In this case, he chooses a Celestial Elf Racename. Since this has a CR of 1/2, he can summon (looking at the chart and choosing the best listing...) four of them to guard the Prince. They will remain loyal to the commands of the character, and remain close to the Prince, for the 13 hour duration of the spell.</p><p></p><p>Does that explain it better?</p><p></p><p>The chart I made explains it better, but I could not find a way to post it...</p><p></p><p>As to the CR not equating to the ability of the creature, another good way to do this is to add a penalty of +1 or more to the CR of a creature that has a difficult ability to handle. A Celestial with Cure light wounds at will might normally have a CR of 5, but might be changed for summoning effects to have a CR much higher. This way you can ignore the rule about "effects not lasting past summons duration" as long as you keep the CR of the creatures balanced for play... This may even be the better way of doing it than my way. May be changing this soon...</p><p></p><p>Mr. Oberon...</p><p>"Hey, I just had another good idea!"</p></blockquote><p></p>
[QUOTE="mroberon1972, post: 369907, member: 5148"] [b]Effects duration...[/b] Actually, the way we play it: - No effect, either perm or instant, is allowed to continue past the moment the creature is gone. This can either be from the spell ending, or the creature 'dying' during its summons. This means that a character turned to stone by a creature with a gaze attack turns back at the end of the summons. This also means that healing spells cast by the summoned creature are reversed at the end of the spell duration. Even Insta-Kill attacks, such as a Bodak's gaze attacks are reversed at the end of the spell. That does not been dead during that time, it just means he came back at the end of the spell, without any further effects. The only thing not reversed at the end of the duration is HP damage. Why? Because a otherwise a character could summon a Celestial Cockatrice and turn about a dozen people to stone with a single spell of fourth level (as opposed to flesh to stone on 6th level). Keep in mind the does not stop characters from shattering the statues or cutting the neck of stoned/dead opponents, since the effect would be messy when the character 'came back'... - The effect allowing a character to summon a creature and keep a single kind of effect from the creature involved costs 3 CR higher because of the ease of abuse... Keep in mind, It allows only ONE (1) kind of effect to continue past the duration. Healing, Sleep, Paralysis, Death... Each type should be considered one type for this rule... As to how it works, Use the following process: 1. Pick the spell level the character wishes to use. (How about a 6th level spell...) This gives the spell a summoning power of CR 8. 2. The caster is 13th level, so can control up to a CR 8 creature. No problems here... 3. He wants the spell to last about one hour per level, so this reduces the total CR he can summon by four. He can now summon a CR 4 creature. 4. He decides to tie it to another person, so that the range limit centers on a poor defenseless elven prince for about 13 hours. This costs another two CR points. This leaves him with a CR of 2 for the summoning. 5. Now he has several Truenames and Racename recorded in his spellbooks. If he picks a Truename, he can only summon one of that creature, since of course, there is only one creature with that Truename. If he picks a Racename, he gets any number of creatures of that type. (This means a monster entry from the MM, such as Celestial Elf, Celestial Young Silver Dragon, or Fiendish Wolf. Note the increased cost of learning a Racename... In this case, he chooses a Celestial Elf Racename. Since this has a CR of 1/2, he can summon (looking at the chart and choosing the best listing...) four of them to guard the Prince. They will remain loyal to the commands of the character, and remain close to the Prince, for the 13 hour duration of the spell. Does that explain it better? The chart I made explains it better, but I could not find a way to post it... As to the CR not equating to the ability of the creature, another good way to do this is to add a penalty of +1 or more to the CR of a creature that has a difficult ability to handle. A Celestial with Cure light wounds at will might normally have a CR of 5, but might be changed for summoning effects to have a CR much higher. This way you can ignore the rule about "effects not lasting past summons duration" as long as you keep the CR of the creatures balanced for play... This may even be the better way of doing it than my way. May be changing this soon... Mr. Oberon... "Hey, I just had another good idea!" [/QUOTE]
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