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<blockquote data-quote="Sepulchrave II" data-source="post: 3085084" data-attributes="member: 4303"><p>More <em>oomph</em> for [summon]. Multiple creatures omitted at present.</p><p></p><p><strong>Seed: Summon</strong> </p><p>Conjuration (Summoning) </p><p></p><p><strong>Root Spell:</strong> <em>Summon monster</em> suite </p><p><strong>Preferred Mitigation:</strong> Power Component, XP Burn </p><p><strong>Components:</strong> V, S </p><p><strong>Casting Time:</strong> 1 standard action </p><p><strong>Range:</strong> 75 ft. </p><p><strong>Effect:</strong> One summoned creature </p><p><strong>Duration:</strong> 20 rounds (D) </p><p><strong>Saving Throw:</strong> None </p><p><strong>Spell Resistance:</strong> No </p><p></p><p>This seed can summon a single outsider or elemental of CR 14 or less. It appears where the caster designates and acts immediately, on his or her turn. It attacks the caster’s opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. The exact type of creature is determined in the spell development process, or the appropriate flexibility factor included.</p><p></p><p>When the spell that summoned a creature ends, and the creature disappears, all the spells it has cast which remain in effect expire. A summoned creature may not use any innate summoning abilities it may have or otherwise conjure another creature, nor can it use any innate planar travel or teleportation abilities that it might possess. It refuses to cast any spells that would cost it XP, or to use any spell-like abilites which would cost it XP if they were spells. When a caster develops a spell with the summon seed that summons an air, chaotic, earth, evil, fire, good, lawful, or water creature, the completed spell is also of that type.</p><p></p><p><em>Factor:</em> For each +1 CR of the summoned outsider or elemental, increase the Spellcraft Prerequisite by +2. To summon a creature from another monster type (such as dragons or aberrations) increase the Spellcraft Prerequisite by +4.</p><p><em>Flexibility:</em> To create a spell which allows the caster to choose from a pool of up to any 12 predetermined creatures who otherwise fit the spell's criteria, increase the Spellcraft Prerequisite by +4. </p><p><em>Flexibility:</em> To create a spell which allows the caster to summon any creature of up to CR 14 at the moment the spell is cast, increase the Spellcraft Prerequisite by +10.</p><p><em>Special:</em> A character with <em>summon nature's ally</em> on his or her class spell list may summon animals, plant creatures, feys and magical beasts without incurring the normal surcharge for summoning a monster from a type other than outsider or elemental.</p><p></p><p></p><p>I've changed the factor for summoning a specific non-outsider to +4; it seems more reasonable. It also allows the +10 flexibility factor to apply to <em>any</em> creature summoned up to CR 14. This might be a little too much, though.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3085084, member: 4303"] More [I]oomph[/I] for [summon]. Multiple creatures omitted at present. [B]Seed: Summon[/B] Conjuration (Summoning) [B]Root Spell:[/B] [I]Summon monster[/I] suite [B]Preferred Mitigation:[/B] Power Component, XP Burn [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 75 ft. [B]Effect:[/B] One summoned creature [B]Duration:[/B] 20 rounds (D) [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No This seed can summon a single outsider or elemental of CR 14 or less. It appears where the caster designates and acts immediately, on his or her turn. It attacks the caster’s opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. The exact type of creature is determined in the spell development process, or the appropriate flexibility factor included. When the spell that summoned a creature ends, and the creature disappears, all the spells it has cast which remain in effect expire. A summoned creature may not use any innate summoning abilities it may have or otherwise conjure another creature, nor can it use any innate planar travel or teleportation abilities that it might possess. It refuses to cast any spells that would cost it XP, or to use any spell-like abilites which would cost it XP if they were spells. When a caster develops a spell with the summon seed that summons an air, chaotic, earth, evil, fire, good, lawful, or water creature, the completed spell is also of that type. [I]Factor:[/I] For each +1 CR of the summoned outsider or elemental, increase the Spellcraft Prerequisite by +2. To summon a creature from another monster type (such as dragons or aberrations) increase the Spellcraft Prerequisite by +4. [I]Flexibility:[/I] To create a spell which allows the caster to choose from a pool of up to any 12 predetermined creatures who otherwise fit the spell's criteria, increase the Spellcraft Prerequisite by +4. [I]Flexibility:[/I] To create a spell which allows the caster to summon any creature of up to CR 14 at the moment the spell is cast, increase the Spellcraft Prerequisite by +10. [I]Special:[/I] A character with [I]summon nature's ally[/I] on his or her class spell list may summon animals, plant creatures, feys and magical beasts without incurring the normal surcharge for summoning a monster from a type other than outsider or elemental. I've changed the factor for summoning a specific non-outsider to +4; it seems more reasonable. It also allows the +10 flexibility factor to apply to [I]any[/I] creature summoned up to CR 14. This might be a little too much, though. [/QUOTE]
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