[Ritual] Summon Monster

Wolfwood2

Explorer
For campaign continuity reasons, I'd like to bring back 'Summon Monster' as a ritual. Obviously there are issues with the action economy to be considered. I'm not going to bother writing it up in ritual format at the moment. I'd rather just get some comments on my initial ideas.

1. Basic idea is that the ritual caster calls up a creature (or a creature's spirit) ahead of time and bargains with it for its service in one battle. However, sealing the binding bargain places a strain upon the soul of the caster. The contract replaces one daily power belonging to the caster. At any extended rest, the caster has the option to willingly sever the contract (if he has not already used it) and regain his daily power.

2. Summon the creature as a standard action. Creature requires a minor action to sustain. Caster must maintain line-of-sight.

3. Creature can use only use at-will abilities.

4. Creature must be of a level equal or lesser than the Daily Power being sacrificed (which obviously means it can never be of a level greater than the caster.) May also tie the creature's level to a required skill check (skill type being based on creature type).

5. I'm unsure if the creature should actually have a hitpoint total, or if it should basically be untouchable (like current conjurations) and you need to stop the wizard from sustaining it if you want it to go away.

6. If called for some out of combat use, creature lasts five minutes.

Okay, let me lay it out. I know this violates some of the basic design principles of not letting rituals be combat effects or buffs. I know that, but if you can't break the rules with house rules, when can you? I hope making the ritual be a trade for a daily power helps keep some sort of balance.

Also, I'd put in some language that all bargains will be subject to DM approval. If the DM feels a creature's at-will powers would be abusive, the DM is free to disallow. PCs should be encouraged to bargain with specific creatures on a regular basis rather than flip through the monster manual every time.

Any thoughts on what the component cost should be? Obviously tie it to creature level, but by how much?

Any obvious pitfalls ahead?

What level should this ritual be?
 

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I like it.

I would consider making the summoning ritual last 24 hours, have a prohibitive cost which depends on the ritual's level, and be able to summon a monster of a level equal to the ritual, or the caster, whichever is lower. I would do it this way just because it's easier to keep track of it, it doesn't penalize the caster except where it hurts the most (in his coin purse) and it lets people summon creatures to guard them while they are sleeping or to give them an order and then leave, which in my opinion is cooler.

When designing the rituals I would make different creatures depend on different skills. I wouldn't allow the summoning of natural humanoids at all. Natural beasts would be ok though. Immortal, fey and shadow creatures would all be fair game. Yes, elves and eladrin would be summonable. Funny...

This has inspired me. I will have to consider writing up my own version properly.
 

I like it.

I would consider making the summoning ritual last 24 hours, have a prohibitive cost which depends on the ritual's level, and be able to summon a monster of a level equal to the ritual, or the caster, whichever is lower. I would do it this way just because it's easier to keep track of it, it doesn't penalize the caster except where it hurts the most (in his coin purse) and it lets people summon creatures to guard them while they are sleeping or to give them an order and then leave, which in my opinion is cooler.

I have plans for something like that, but it's going to be a separate 'Calling' ritual that's much more in line with the old Planar Binding. Under that ritual (probably paragon tier), you'd have to task the creature with something specific and send it off, not have it pop up in battle to help you.
 

Why would you want to add that to your game?

It was removed for good reasons, do you have good reasons justifying it's return.


It's not that you can not break the rules, it's that 99% of the time you should not break the rules.
 

interesting idea,
I am working on an actual conjurer class that uses the summon monster type power for many of its combat/utillity abilities. I might make this a "planar ally" ritual and have the monster stay for 24 hours though.

Why put it back in? Because summoning is cool! Come on, how hard can it be? (In addition I beleive WOTC held it back more because they want to include it in another book, not because they could not come up with a playable monster summoning power).
 

WotC has dropped hints at some form of a conjurer type class, but my bets will be that it will be a "pet" type of class based somewhat on the Mounted Combat rules, in that your "pet" takes up your action slots. IE to make your pet moves "burns" Your move action, for it to attack burns Your standard action etc.

I too however am looking at a Summoning ritual, but more along the classic lines of summoning outer planar beasts into a set summoning circle and rules for gathering information etc. If you can't control it it breaks free, etc. ...
 

WotC has dropped hints at some form of a conjurer type class, but my bets will be that it will be a "pet" type of class based somewhat on the Mounted Combat rules, in that your "pet" takes up your action slots. IE to make your pet moves "burns" Your move action, for it to attack burns Your standard action etc.

I don't really want a class in this case, though. We are converting one of our 3.5 games over to 4e as of next session. The DM says she can't bear to design another 3e encounter. Ever. So, okay.

I've cludged together a conversion for my character I'm happy enough with. (A wizard with a 7 wisdom and pushing charisma right behind intelligence in importance misses out on some opportunities, but I'll make it work.) However, another player is really bummed because he feels like Summoning is an important part of his Oriental Adventures shaman. (Who otherwise converts pretty well as a cleric.)

It would be pretty cool if I could show up as the hero and hand over a reasonable version of Summon Monster that would let him get his Celestial Unicorn summons.
 

What about the summon monster power below? That might work for your unicorn.

conjurer class
I have been thinking about a summoner/conjurer class for 4e, what do you guys think of this concept:

Conjurer:

Summon Monster:
Power Source: Arcane. You have studied creatures of all shapes and sizes and learned how to call them forth with arcane power, but it drains you physically to do so.
Role: Controller/striker? It depends on whether you call forth a monster or do an area affect.
Key Abilities: Constitution, Intelligence
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger/staff
Bonus to Defense: +2 fort, + 1 will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: 4
Class Skills: Arcana (Int), Knowledge [nature, planes, dungeoneering] (Int), Insight (Wis)
Build Options: ?
Class Features: Summoning, Vitality
in addition the conjurer gets an extra daily spell (starts with two then progresses normally) and an extra at will spell (three to start), normal encounter spells and no utility spells.


CONJURER CLASS FEATURES

Summon Monster
In a cloud of smoke (or a dazzling light or whatever) a monster appears to do your bidding.
Daily ◊ Arcane
Standard, Minor and Move Action (yes all three) Range: 5 when cast, and then the monster can move up to 20 away after it appears. If the monster moves over 20 away it is dismissed.
Effect: You summon a standard monster (no minions, elites or solos) that appears up to 5 away from you. You also have a telepathic link to the monster. In addition you must spend at least one healing surge (and have one available) to summon a monster. The monster has your healing surge in HP. You can spend up to your con mod in healing surges on a summoned monster. The monster can act in the round summoned and has a minor/standard and move action available. The monster acts on the conjurers initiative.
Duration: five minutes
Sustain standard Dismiss: minor

Vitality: Class feature
A conjurer gains extra healing surges equal to his con mod for conjuration purposes only. So a conjurer with an 18 con gets 10 normal healing surges (6+4) and 4 HS towards conjuration only. At level 21 this bonus is doubled.

CONJURER SPELLS
Your powers are known as spells.

LEVEL 1 AT-WILL SPELLS

Summon Effigy Conjurer Attack 1
A monster swirls into being for an instant in front of you, clawing, biting or stabbing at your opponent and blocking your opponents attacks, then disappears.
At-Will ◊ Arcane
Standard Action
Target: One creature
Attack: Fortitude vs. AC
Hit: 1d8 + Constitution damage and the caster gets a +2 to AC until the end of his next turn.
Increase damage to 2d8 + Constitution at 21st level.

Energy Ball Conjurer Attack 1
With a minor gesture a ball of energy appears in your hand and you throw it at your opponent.
At-Will ◊ Arcane + appropriate energy type
Standard Action
Target: One creature + adjacent
Attack: Fortitude vs. Reflex
Hit: 1d6 + Constitution damage to the main target and con damage to all adjacent targets. You can pick from the following energy types when you use the power: cold/fire/electricity/acid/force/thunder.
Increase damage to 2d6 + Constitution to the main target at 21st level and con+2 to all adjacent creatures.
Special: This power counts as a basic melee attack

Arcane Shield: Conjurer Defense 1
A shimmering field appears around your protecting you from both physical and energy attacks.
At-Will ◊ Arcane + appropriate energy type
Immediate interrupt
Target: yourself or one ally
You gain a +2 to AC and resistance 5 to one energy type: cold/fire/electricty/acid/force/thunder
this becomes a +4 to AC and resistance 10 at 21st level.

thsi is just an idea, what does everyone think?
 

kodyboy: It's not bad, but I don't think it's quite what he's going for.

That said, I think the idea that your monster gets hp equal to your healing surge is really cool. I'm hardly the best balancer in the world for those at-wills, though, so I'll reserve my appraisal, except to say that they seem really cool.
 

Verdande, I have been working on some summoing-esque rituals myself, which, while a bit more along the higher powered Planar Binding line, might work for what you are looking for. Posted these earlier, but rather than try to relink to the old thread, this is what I came up with so far.

Definitely still a work in progress, and not as short term as the summon monster spells in 3.X, though I am not too worried to see those go (I prefer the flavor of the summoner with a small 'stable' of critters). Thinking of reworking the summoner a bit at some point, but it is lower on my conversion list. :)
 

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