Epic spell to summon a monster, and then ramp up his junk?

domino

First Post
I figure, given the way the epic spell system rules work, with seeds and the like, it applies here, more than house rules. If it's for House Rules, please move it.

That said, I had an idea, taken from the summon a higher HD Solar thread.

The idea is a standard summoning, but as part of the summoning, it also adds some HD, and gives the critter some bonuses.

So far, the obvious seeds would be Summon, to get the monster there. But what else?

I'm thinking maybe Fortify, to give bonuses to, well, everything, if it's an epic spell, let's not mince words.

Or would you use Transform? I don't think so, because it specifically says that if the new creature has HD related abilities, the creature uses the original HD.

Or would you just use Summon, and up the Spellcraft DC to summon a monster with the CR you ultimately want to give it?
 

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The last option (increased CR critter) would be simplest, but reading the spell seed, I find it could be very, very abuseable, especially with the Mitigation rules.

Base DC: 14, CR 2; +2 DC for every +1 CR; +10 for other types.

Summon a Coutul (just as an example; the idea is to find something summonable that can cast spells as a caster of some level (prefferably an Outsider - it's worth a difference of 5 CR in the Spellcraft DC); Coutul qualifies), (CR 10; 8 over 2, so +16) at a base DC 30.
Make it Permanent (x5, pre-mitigation DC 150)
Then put in some stuff to bring it down to a manageable level - perhaps it's a long running casting; taking 65 days and 11 minutes (+10 minutes for -20 DC, +65 days for an extra -130 DC; final DC 0)

Then you have a caster that is totally loyal and obidient. Perfect for keeping around to add it's weight to ritual spellcasting to bring later DC's down. A 4th level spell slot (which a Coutul will have, as it casts as a 9th level Sorceror) is worth a -7 mitigation. That's three and a half days off the next ritual for another Summoned Coutul; the second such would take 62 days, 11 minutes; the third, 58 days, 11 minutes; the fourth, 55 days, 11 mintues. After 19 such summonings (taking roughly 598 days, all told, rounding the 11 minutes up for each casting, as the participants must rest to replenish their highest-level slot between summonings), you get a Ritual DC mitigation of -133; enough that you only need to add 9 minutes to the spell, and can manage a new, permanent coutul in 10 minutes with a spellcraft DC of 0.

A Ghaele would be better; CR 13, casts as a 14th cleric (7th level spells, -13 DC); if time & ritual with the summon is your only mitigation, the first would take 80 days, 11 minutes. The second, 74 days, 11 minutes; the third, 67 days, 11 minutes; et cetera. Total to drop out of days casting time to minutes casting time would be roughly ... 549 days (again, rounding the 11 minutes up for each casting, as the participants must rest to replenish their highest-level slot between summonings).

And when you are done, you have an army of spellcasters that will stick around until something Dismisses them, or they are "killed".

Then again, there might not be that many to summon....
 

That hadn't even occured to me. I was thinking more about standard summoning tactics, for short term allies.

Summon, say, a Solar. And then triple his HD. If there was a way to do so permanently, when he was returned, he's going to be MUCH more powerful, and probably well disposed towards you.
 

If boost him permanently in some manner, then you can't summon him twice with the same spell (his CR has changed). Also, most buffs don't stack, so you wouldn't be able to do so twice.
 

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