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Reworking Summon spells
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<blockquote data-quote="Empirate" data-source="post: 5511917" data-attributes="member: 78958"><p>Concerning your first point, I think every player worth their salt should be able to pick up one of the very generic classes (Fighter, Rogue, Wizard...) and flavor them up to become something very specific, very thematic.</p><p></p><p>For example, I'm going to be playing a Wizard shortly. His back story includes a friendly Genie helping out his family for generations, and every so often, a magic-talented child is born to the women in this family ("honi soit qui mal y pense!"). My character will have the Talent, which manifests as an ability to whip up desert storms, with the themes of wind, lightning, and the desert associated.</p><p>So I'm choosing my spells, taking such favorites as Shield (a small twister deflecting projectiles and even swordswings), Color Spray (not that colorful in my case, just regular desert sand blown at the enemies, blinding and choking them), Mount (a friendly white camel with a riding saddle, with the stats of a light horse), Silent Image (fata morgana!), Glitterdust (a great puff of glittering desert sand getting everywhere, especially into the eyes), Web (a hot wind carries up a huge mess of tangled steppe grasses and scrub), Gust of Wind (obviously), Invisibility (that's every genie's favorite anyway - shimmer as if seen through hot air, then disappear entirely), Electricity substituted Scorching Ray (sheet lightning!), Sleet Storm (dust storm), Clairvoyance (fata morgana makes the far seem near), Wind Wall (duh!), Ray of Exhaustion (heatstroke), etc.</p><p></p><p>You get the idea. Just spell selection and description of (mechanically unaltered) effects can make all the difference. Add in a gecko, vulture, or sidewinder familiar, and I'm set with my desert-themed Genie-Blooded Wind Wizard. Didn't even need a PrC to do that.</p><p></p><p></p><p></p><p></p><p>Summoning a creature with a subtype gives the spell the corresponding descriptor. For example, if you use Summon Monster V to summon a Bearded Devil, that spell has the Evil and Lawful descriptors. If you use Summon Monster VII to summon an Invisible Stalker, then the spell has the Air descriptor, and so on.</p><p></p><p>If casting an [Evil] spell is an evil act in your game, then using Summon Monster V to get yourself a Barbazu should be done with care.</p></blockquote><p></p>
[QUOTE="Empirate, post: 5511917, member: 78958"] Concerning your first point, I think every player worth their salt should be able to pick up one of the very generic classes (Fighter, Rogue, Wizard...) and flavor them up to become something very specific, very thematic. For example, I'm going to be playing a Wizard shortly. His back story includes a friendly Genie helping out his family for generations, and every so often, a magic-talented child is born to the women in this family ("honi soit qui mal y pense!"). My character will have the Talent, which manifests as an ability to whip up desert storms, with the themes of wind, lightning, and the desert associated. So I'm choosing my spells, taking such favorites as Shield (a small twister deflecting projectiles and even swordswings), Color Spray (not that colorful in my case, just regular desert sand blown at the enemies, blinding and choking them), Mount (a friendly white camel with a riding saddle, with the stats of a light horse), Silent Image (fata morgana!), Glitterdust (a great puff of glittering desert sand getting everywhere, especially into the eyes), Web (a hot wind carries up a huge mess of tangled steppe grasses and scrub), Gust of Wind (obviously), Invisibility (that's every genie's favorite anyway - shimmer as if seen through hot air, then disappear entirely), Electricity substituted Scorching Ray (sheet lightning!), Sleet Storm (dust storm), Clairvoyance (fata morgana makes the far seem near), Wind Wall (duh!), Ray of Exhaustion (heatstroke), etc. You get the idea. Just spell selection and description of (mechanically unaltered) effects can make all the difference. Add in a gecko, vulture, or sidewinder familiar, and I'm set with my desert-themed Genie-Blooded Wind Wizard. Didn't even need a PrC to do that. Summoning a creature with a subtype gives the spell the corresponding descriptor. For example, if you use Summon Monster V to summon a Bearded Devil, that spell has the Evil and Lawful descriptors. If you use Summon Monster VII to summon an Invisible Stalker, then the spell has the Air descriptor, and so on. If casting an [Evil] spell is an evil act in your game, then using Summon Monster V to get yourself a Barbazu should be done with care. [/QUOTE]
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