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Summon Nature's Ally vs. Summon Monster
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<blockquote data-quote="Thikket" data-source="post: 1031556" data-attributes="member: 13333"><p><strong>Some neat uses for SM spells, & other observations</strong></p><p></p><p>Alright, I finished going through the SM lists for utility-spell yielding summons. Summon Monster is of less utility overall than SNA, since one can't spontaneously cast Summon Monster (unless one's a sorcerer or bard, but then it uses a known spell slot, etc, etc). But there's still some minor neat stuff.</p><p></p><p>Oh, and I didn't bother writing about any rockin-combat summons. But I did notice a few things (see below). Also, I left out a few summons that were obviously inferior to summons of equal or lesser level.</p><p></p><p>SMIV: Archon, lantern. The freak with 4 HP. At will aid, continual flame, and detect evil. My question is: do spells with Duration<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />ermanent expire when the summoned creature leaves, too? I'm really not sure, but they may well poof, just from what Hypersmurf posted about summoning in general. Anyway, if not, you can use this to bypass the 50 gp cost of continual light, albeit a 4th level spell. The good part is that it's at-will, so you could have the fellow make you tons of continual light torches: at least 7 per cast. That's not bad, since you could sell 'em or use 'em. But only if Duration<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />ermanent isn't dispelled.</p><p></p><p>SMVI: There are a few monsters here that have some interesting utility spells.</p><p>-Bralani: 2/day cure serious wounds (CL 5). Total healing 6d8+10. Not too impressive, especially for a 6th level spell, but it lets an arcane caster have access to some healing in a pinch (besides the old polymorph trick). And you can always summon it to smack down your enemies and heal your friends afterwards, if it survives.</p><p>-Janni: See my above post. The interesting thing is, you can use Summon Nature's Ally to get a Janni a spell-level earlier.</p><p></p><p>SMVII</p><p>-Avoral: At will detect magic, dispel magic, light, see invisibility (CL 8), at will true seeing (CL 14), Lay on Hands 66 HP. This provides even better healing than the Bralani, but it's still nothing spectacular. A short duration true seeing makes this somewhat worthwhile, though, I'd say.</p><p>-Djinni: See my above post.</p><p>-Devil, Bone: At will dimensional anchor, fly, major image, wall of ice (CL 12). Even with the short durations, these spells could come in handy. Maybe.</p><p></p><p>SMVIII</p><p>-Lillend: 4/day cure light wounds (CL 6), 3/day darkness, 3/day knock, 1/day speak with animals, 1/day speak with plants (CL 10). Total healing 4d8+20. I guess the knocks could be useful to a cleric summoner.</p><p></p><p>SMIX: Although a 9th level spell, I really like the summon Leonal. It has at will polymorph and wall of force, 3/day each of cure critical wounds, neutralize poison, and remove disease, 1/day heal (CL 10), and Lay on Hands for 114 HP total. Total healing is 12d8+244, which I'd consider worth it for an arcane spellcaster any day. Heal is good stuff.</p><p></p><p></p><p>One last thing before I split: I noticed that some of the Summon Monster 6 spells had CR 9 creatures, while some of the Summon Monster X<u>></u>6 spells had CR 6 creatures. Some careful study could well result in certain creatures being the best combat ones for that spell level. And when a Thaumaturgist summons once per combat as a free action (Contingent Conjuration), I think it's pretty good to invest some careful study.</p><p></p><p>I'd love to stick around and crack some more corny jokes, but I've got to run... And I see you all have your tomatoes ready anyway.</p><p></p><p>Rushing through the reeds,</p><p>Thikket</p></blockquote><p></p>
[QUOTE="Thikket, post: 1031556, member: 13333"] [b]Some neat uses for SM spells, & other observations[/b] Alright, I finished going through the SM lists for utility-spell yielding summons. Summon Monster is of less utility overall than SNA, since one can't spontaneously cast Summon Monster (unless one's a sorcerer or bard, but then it uses a known spell slot, etc, etc). But there's still some minor neat stuff. Oh, and I didn't bother writing about any rockin-combat summons. But I did notice a few things (see below). Also, I left out a few summons that were obviously inferior to summons of equal or lesser level. SMIV: Archon, lantern. The freak with 4 HP. At will aid, continual flame, and detect evil. My question is: do spells with Duration:Permanent expire when the summoned creature leaves, too? I'm really not sure, but they may well poof, just from what Hypersmurf posted about summoning in general. Anyway, if not, you can use this to bypass the 50 gp cost of continual light, albeit a 4th level spell. The good part is that it's at-will, so you could have the fellow make you tons of continual light torches: at least 7 per cast. That's not bad, since you could sell 'em or use 'em. But only if Duration:Permanent isn't dispelled. SMVI: There are a few monsters here that have some interesting utility spells. -Bralani: 2/day cure serious wounds (CL 5). Total healing 6d8+10. Not too impressive, especially for a 6th level spell, but it lets an arcane caster have access to some healing in a pinch (besides the old polymorph trick). And you can always summon it to smack down your enemies and heal your friends afterwards, if it survives. -Janni: See my above post. The interesting thing is, you can use Summon Nature's Ally to get a Janni a spell-level earlier. SMVII -Avoral: At will detect magic, dispel magic, light, see invisibility (CL 8), at will true seeing (CL 14), Lay on Hands 66 HP. This provides even better healing than the Bralani, but it's still nothing spectacular. A short duration true seeing makes this somewhat worthwhile, though, I'd say. -Djinni: See my above post. -Devil, Bone: At will dimensional anchor, fly, major image, wall of ice (CL 12). Even with the short durations, these spells could come in handy. Maybe. SMVIII -Lillend: 4/day cure light wounds (CL 6), 3/day darkness, 3/day knock, 1/day speak with animals, 1/day speak with plants (CL 10). Total healing 4d8+20. I guess the knocks could be useful to a cleric summoner. SMIX: Although a 9th level spell, I really like the summon Leonal. It has at will polymorph and wall of force, 3/day each of cure critical wounds, neutralize poison, and remove disease, 1/day heal (CL 10), and Lay on Hands for 114 HP total. Total healing is 12d8+244, which I'd consider worth it for an arcane spellcaster any day. Heal is good stuff. One last thing before I split: I noticed that some of the Summon Monster 6 spells had CR 9 creatures, while some of the Summon Monster X[u]>[/u]6 spells had CR 6 creatures. Some careful study could well result in certain creatures being the best combat ones for that spell level. And when a Thaumaturgist summons once per combat as a free action (Contingent Conjuration), I think it's pretty good to invest some careful study. I'd love to stick around and crack some more corny jokes, but I've got to run... And I see you all have your tomatoes ready anyway. Rushing through the reeds, Thikket [/QUOTE]
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