Summon spells

Ahrimon

Bourbon and Dice
I've been trying to come up with a good summoner based character for some time. I've tossed around ideas using Druids, Clerics, Wizards, Sorceres and Psions (I like the astral construct powers due to the customization of the creature you get, but not the rest of the Psi class.) So far no concept has really cought on with me. I want to play it, I just haven't found a character that I like yet.

So I was looking through the summon spells and something cought my eye. All of the summon spells have a casting time of one full round. I never noticed that before. I double checked and it's like that for every summon spell as well as the astral construct powers. Are the summoning spells so good that they need a full round to cast? I know it just means that you have to avoid attacks for the next round, but one round is a long time to hope that you don't get smacked.

For those with a little more experience with the spells, do they outshine others of the same level? I imagine it would be more beneficial to have a fireball than a SMIII for damage output.

I don't know, maybee it's just me, but I don't know if I'll ever be able to come up with a viable (to me) character concept especially now that I feel that the spells have been reduced in potency(I know it's always been there, but it's new to me).

What do the rest of you think?

Ahrimon
 

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What would be a viable summoner for you? What displeased you when you looked at the summoning possibilities? The choice of monsters? You could surely ask your DM for a custom Summon Monster list, using monsters of the same CR as those you find on the various Summon Monster lists...

If you want to play a summoner, you'll need to invest in some protection (IE bodyguard to protect you) and some summon-enhancing feats (Augment Summoning (stronger and sturdier summons), Extend Summoning (double duration)).

A parallel question: Would a feat that reduces the Casting time of a summon spell from a full round to a full-round action be overpowered? Unbelievably broken?

AR
 

Mabee it's the MMORPG's that I've played, but I would like my creature to be around a little longer than a few rounds so that they could do tasks other than fighting. Other than that, it would be nice to have access to them more often. That's another reason that I was looking at the Psion, because with the Psi points I can summon more often. I guess it comes down to the length of time I can have a "Pet" around during the day. I was planning on the extend summoning feat, but even that doesn't begin to cover most of the day.

For me the ideal summoner would have at least 75% of his spells be summoning. Which leaves very little room for creatures that only stick around for a minute or two. (I know the number of spells per day pretty much comes up as an issue for any spell caster)

99% of the campaigns I've played in are low to mid levels (2nd through 15th level). So I have to leave the number of spells per day and the power of the high level spells out of the "fun factor" equation.

Personally, a feat like that would be just fine with me. As a part time DM and the one our current DM bounces ideas off; I have the most level head among the group; I have some leeway in proposing new ideas to the DM.

Ahrimon
 



From the NBoF...
FAST SPELL [Metamagic]
Cuts the casting time of your spells.
Benefit: Fast Spell reduces the casting time of a spell which takes 1 full round to a standard action, and halves the casting time for spells that take longer than a full round to cast. Fast spell has no effect on spells with a casting time shorter than a full round. A Fast Spell uses up a spell slot one level higher than the spell's actual level.
Notes: For a spontaneous spellcaster such as a sorcerer or bard, the metamagic rule still cuts in and changes the standard action into a full-round action.
FAST SPELL Copyright 2001, Carl Cramér
Balance: 4.24 (Purp 4.00, Pow 4.50, Port 4.20, Comp 4.00, Rule 4.50)

Also, check out the Art of Summoning...
http://www.arches.uga.edu/~caveneyd/art_of_summoning.html
 

Everquest rpg PH has a summoner class whose summoned critters last longer.

Core summoning is nice support, you can provide instant flanking, it provides a source of attacks without breaking invisibility, but it also crowds the fields a bit, so it makes combats a little more complex.

a specialist conjurer gets a lot of spells, however, if you want pets in D&D you want to be a necromancer who can animate dead to activate traps, carry your sacks of loot, etc. Or a kicking enchanter who gets a good servant. Unfortunately conjurers don't really get ongoing lackeys until much higher levels when they can call outsiders and bargain with them.

Third party summoning supplements might have some options as well for longer summonings.
 

The Miniatures Handbook has a PrC called the Bonded Summoner who gets an elemental companion that follows him around and grows stronger as he gains levels.
 

Green Ronin's AVATAR'S HANDBOOK presents a divine-based summoner that might fit your bill. IIRC, it also has a feat that allows you to add caster level, or CHA bonus, or both, to the duration of your summoning.

(BTW, the avatar is a 20-level class.)
 
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