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How powerful can Summons be?
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<blockquote data-quote="MonkeezOnFire" data-source="post: 6897927" data-attributes="member: 6784845"><p>I play a wizard and the group is now 8th level. At 8th level I learned the spell Conjure Minor Elementals (for story reasons it fit, we are in Blingdenstone and a couple of side quests involved helping the deep gnomes re-establish their practice of summoning earth elementals so my wizard took interest). The way we handle the spell is the way that was given in Sage Advice. I pick the level and number mode from the spell and then he picks the specific elementals that show up based on what makes sense. Being in the underdark I've so far gotten only earth related beings. It rocks (sorry, couldn't help myself). So far I've only used the spell for combat purposes only once (although it should be noted that the creatures do have some out of combat uses such as scouting and I've even used them as a liason to parley with wild elementals). </p><p></p><p>In the one combat I was quite pleased with the performance. I chose to summon 4 creatures of CR 1/2 and the DM gave me a pack of dust mephits. The encounter was against some basilisks and I commanded my companions to go forth and attack the vile creatures. After the first round of actions by my sandy hit squad 3 basilisks were rendered blind. After that the little guys attacked with their tiny punches which didn't do a lot, but hey it's something. They also took a couple bite attack for us and handled it quite well being immune to the poison damage component of the basilisk's bite. </p><p></p><p>I realize that this is kinda the ideal scenario. Mephits have more utility than most available creatures with their breath and their spellcasting. But I will continue to use summons because they really do seem to add a lot of battlefield control just by being bodies that take up space.</p></blockquote><p></p>
[QUOTE="MonkeezOnFire, post: 6897927, member: 6784845"] I play a wizard and the group is now 8th level. At 8th level I learned the spell Conjure Minor Elementals (for story reasons it fit, we are in Blingdenstone and a couple of side quests involved helping the deep gnomes re-establish their practice of summoning earth elementals so my wizard took interest). The way we handle the spell is the way that was given in Sage Advice. I pick the level and number mode from the spell and then he picks the specific elementals that show up based on what makes sense. Being in the underdark I've so far gotten only earth related beings. It rocks (sorry, couldn't help myself). So far I've only used the spell for combat purposes only once (although it should be noted that the creatures do have some out of combat uses such as scouting and I've even used them as a liason to parley with wild elementals). In the one combat I was quite pleased with the performance. I chose to summon 4 creatures of CR 1/2 and the DM gave me a pack of dust mephits. The encounter was against some basilisks and I commanded my companions to go forth and attack the vile creatures. After the first round of actions by my sandy hit squad 3 basilisks were rendered blind. After that the little guys attacked with their tiny punches which didn't do a lot, but hey it's something. They also took a couple bite attack for us and handled it quite well being immune to the poison damage component of the basilisk's bite. I realize that this is kinda the ideal scenario. Mephits have more utility than most available creatures with their breath and their spellcasting. But I will continue to use summons because they really do seem to add a lot of battlefield control just by being bodies that take up space. [/QUOTE]
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