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[Summon], [Call] and [Binding]
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<blockquote data-quote="Cheiromancer" data-source="post: 3168878" data-attributes="member: 141"><p>This is a rather stronger than <a href="http://www.enworld.org/showpost.php?p=3133215&postcount=353" target="_blank">the one in the long thread</a>. But I think the <em>summon monster</em> spells are a little stronger than we thought. This seed also compares well with <em>shambler</em>.</p><p></p><p><strong>[Summon]</strong> </p><p>Conjuration (Summoning) </p><p></p><p><strong>Root Spell:</strong> <em>Summon monster</em> suite, <em>shambler</em></p><p><strong>Preferred Mitigation:</strong> Extended casting time </p><p><strong>Components:</strong> V, S </p><p><strong>Casting Time:</strong> 1 standard action </p><p><strong>Range:</strong> 1200 ft. </p><p><strong>Effect:</strong> Summoned creature or creatures no two of which can be more than 30 ft. apart, whose combined CR does not exceed 18</p><p><strong>Duration:</strong> 200 minutes (D) </p><p><strong>Saving Throw:</strong> None </p><p><strong>Spell Resistance:</strong> No </p><p></p><p>You summon one or more outsiders or elementals whose combined CR is 18 or less. Summoned creatures appear where you designate and act immediately on your turn. They attack your opponents to the best of their ability. If you can communicate with the creatures, you can direct them not to attack, to attack particular enemies, or to perform other actions. The exact type of creatures are determined in the spell development process, or the appropriate flexibility factor included (see below).</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 cannot cast any spells that would cost it XP, or use any spell-like abilities which would cost it XP if they were spells. When you develop 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><strong>Factor:</strong> For each +1 CR of the summoned outsiders or elementals, 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><strong>Major Flexibility:</strong> To create a spell which allows you to choose from a pool of up to any 12 predetermined individual creatures who otherwise fit the spell's criteria; or alternatively to choose from any number of closely-related creatures (such as demons or angels) within the CR limit, increase the Spellcraft Prerequisite by +6. </p><p><strong>Sweeping Flexibility:</strong> To create a spell which allows you to summon any creature who otherwise fits the spell's criteria at the moment the spell is cast, increase the Spellcraft Prerequisite by +10.</p><p><strong>Special:</strong> A character with any <em>summon nature's ally</em> spell 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></p><p>This has a kernel of 10 + (CR x 2), and duration and range factors totaling +14.</p><p></p><p>Note that the <em>summon monster</em> suite will have a flexibility factor of about +8; there are the dozen or so monsters on the one list, but taking 1d3 of a monster from the next lower list is quite viable; and 1d4+1 monsters from the list two levels down is probably a better choice yet. Using a <em>summon monster IX</em> to summon 3 bone devils (CR 9 each) yields the equivalent of a CR 16 encounter, better than any single monster from the <em>summon monster IX</em> list. CR 16 has a kernel value of 42; add in casting time (-2) and range (+6) and flexibility (+8) and you have 54SP; just enough for a 9th level spell.</p><p></p><p><em>Shambler</em> yields a CR 13 encounter, with a kernel value of 36; add in range (+8) and +10 duration (+4 for two steps; 20 rounds to 20 minutes to 200 minutes; then +4 to go one step beyond the normal maximum, to 20 hours, and +2 for half a step to 7 days). Exactly 54; a little more expensive, since there is the added functionality of guard duty for up to 7 months. Allowing extra duration steps at +4 per step is pretty generous of the DM.</p><p></p><p>This beefy version of [summon] allows a beginning epic wizard to summon a balor without much difficulty. I wonder if that is too much; it fits the power curve I'm extrapolating from the <em>summon monster</em> suite and from <em>shambler</em>, but still...</p><p></p><p>[edit] Preferred Mitigation changed from "Backlash, XP Burn" to "None". I'm worried about a caster summoning a creature much stronger than himself.</p><p></p><p>[edit2]Preferred Mitigation changed to Extended Casting Time. 'Cause the base spells use it. Must remember that reduced range and reduced duration are always preferred.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3168878, member: 141"] This is a rather stronger than [url=http://www.enworld.org/showpost.php?p=3133215&postcount=353]the one in the long thread[/url]. But I think the [i]summon monster[/i] spells are a little stronger than we thought. This seed also compares well with [i]shambler[/i]. [B][Summon][/B] Conjuration (Summoning) [B]Root Spell:[/B] [I]Summon monster[/I] suite, [i]shambler[/i] [B]Preferred Mitigation:[/B] Extended casting time [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 1200 ft. [B]Effect:[/B] Summoned creature or creatures no two of which can be more than 30 ft. apart, whose combined CR does not exceed 18 [B]Duration:[/B] 200 minutes (D) [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No You summon one or more outsiders or elementals whose combined CR is 18 or less. Summoned creatures appear where you designate and act immediately on your turn. They attack your opponents to the best of their ability. If you can communicate with the creatures, you can direct them not to attack, to attack particular enemies, or to perform other actions. The exact type of creatures are determined in the spell development process, or the appropriate flexibility factor included (see below). 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 cannot cast any spells that would cost it XP, or use any spell-like abilities which would cost it XP if they were spells. When you develop 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. [B]Factor:[/B] For each +1 CR of the summoned outsiders or elementals, 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. [B]Major Flexibility:[/B] To create a spell which allows you to choose from a pool of up to any 12 predetermined individual creatures who otherwise fit the spell's criteria; or alternatively to choose from any number of closely-related creatures (such as demons or angels) within the CR limit, increase the Spellcraft Prerequisite by +6. [B]Sweeping Flexibility:[/B] To create a spell which allows you to summon any creature who otherwise fits the spell's criteria at the moment the spell is cast, increase the Spellcraft Prerequisite by +10. [B]Special:[/B] A character with any [I]summon nature's ally[/I] spell 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. *** This has a kernel of 10 + (CR x 2), and duration and range factors totaling +14. Note that the [i]summon monster[/i] suite will have a flexibility factor of about +8; there are the dozen or so monsters on the one list, but taking 1d3 of a monster from the next lower list is quite viable; and 1d4+1 monsters from the list two levels down is probably a better choice yet. Using a [i]summon monster IX[/i] to summon 3 bone devils (CR 9 each) yields the equivalent of a CR 16 encounter, better than any single monster from the [i]summon monster IX[/i] list. CR 16 has a kernel value of 42; add in casting time (-2) and range (+6) and flexibility (+8) and you have 54SP; just enough for a 9th level spell. [i]Shambler[/i] yields a CR 13 encounter, with a kernel value of 36; add in range (+8) and +10 duration (+4 for two steps; 20 rounds to 20 minutes to 200 minutes; then +4 to go one step beyond the normal maximum, to 20 hours, and +2 for half a step to 7 days). Exactly 54; a little more expensive, since there is the added functionality of guard duty for up to 7 months. Allowing extra duration steps at +4 per step is pretty generous of the DM. This beefy version of [summon] allows a beginning epic wizard to summon a balor without much difficulty. I wonder if that is too much; it fits the power curve I'm extrapolating from the [i]summon monster[/i] suite and from [i]shambler[/i], but still... [edit] Preferred Mitigation changed from "Backlash, XP Burn" to "None". I'm worried about a caster summoning a creature much stronger than himself. [edit2]Preferred Mitigation changed to Extended Casting Time. 'Cause the base spells use it. Must remember that reduced range and reduced duration are always preferred. [/QUOTE]
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