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Summoning in 4e - New Idea
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<blockquote data-quote="Rhenny" data-source="post: 4384006" data-attributes="member: 18333"><p>Hi all. I stayed up late tonight to write a system for incorporating creature summoning into 4e. It is all theoretical and untested, but I think it may be an interesting way to include summoned creatures in our games. Let me know what you all think. Constructive criticism and encouragement both welcomed. I can post a word file attachment later if you all like.</p><p></p><p>Summoning Creatures in D&D 4e by Neechen</p><p></p><p>When I devised this system, I did not think that a summoner had to be a specific class, so I came up with this Ritual and Power method to give all spellcasters the ability to summon monsters. As an overview, to summon creatures a spellcaster must:</p><p></p><p>1) Speak Celestial or Fiendish.</p><p>2) Learn and perform a specific Summon Creature Ritual to bargain with a type of creature.</p><p>3) Swap out one of his or her daily powers for the Summon Creature Power.</p><p></p><p>Summoning requires that any spellcaster (wizard, warlock, cleric) learn and perform a specific Summon Creature Ritual to first bargain with the specific creatures from the Celestial (good and neutral) or Fiendish (evil) plane. To strike a bargain with the creature, the spellcaster must speak the language of the creature, either Celestial or Fiendish, and the caster must sacrifice a magic item that is equal or greater than ½ the ritual level. Once the item has been accepted (and consumed), the spellcaster can swap one of his or her daily powers for the Summon Creature Power. (At 11th level, the spellcaster can swap up to 2 daily powers to take 2 Summon Creature Powers. At this point, the spellcaster can officially be called a Summoner if he or she likes. At 21st level, the spellcaster can swap up to 3 daily powers to take 3 Summon Creature Powers. To be a true Summoner, the caster will stack these spells so he or she can summon more than once per day.)</p><p></p><p>When the caster invokes the Summon Creature Power, he or she will summon one creature type that he or she has already bargained with. (See Summon Creature Power). Celestial or Fiendish creatures have exactly the same stats as the original creatures in the Monster Manual, they just come from another plane.</p><p></p><p>Example Ritual: At 2nd level, there is a Summon Celestial or Fiendish Stirge ritual. If the spellcaster learns this ritual and performs the ritual, he or she can make a bargain with the creatures of that type and they will heed his or her summoning spells. The caster performs the ritual, speaks with a representative of the creature type and offers it a 1st level magic item. The creature accepts the offering and the bargain is concluded. This event can be roleplayed, and the GM can even decide to make the spellcaster use diplomacy or other skill to try to make the bargain a success. But I would suggest giving a large positive modifier for the magic item sacrifice. If the bargain is not accepted, the spellcaster does not lose the magic item, but he or she must wait one more day and try again; this time he or she must offer the magic item and something else, or a greater magic item.</p><p></p><p></p><p>Summon Creature Ritual (each is a specific ritual) – Takes 1 hour to perform</p><p></p><p>Level 2: Celestial or Fiendish Stirge</p><p>Level 4: Celestial or Fiendish Gray Wolf</p><p>Level 6: Celestial or Fiendish Warhorse</p><p>Level 8: Celestial or Fiendish Fey Panther</p><p>Level 10: Celestial or Fiendish Dire Wolf</p><p>Level 12: Celestial or Fiendish Dire Boar</p><p>Level 14: Celestial or Fiendish Dire Stirge</p><p>Level 20: Celestial or Fiendish Charger</p><p></p><p></p><p>Summon Creature Power (Daily Power) – Arcane, Divine, Implement</p><p>Standard Action</p><p>Duration is 20 min, 1 combat encounter, or until creature is bloodied.</p><p></p><p>When this power is used, the spellcaster calls forth a creature type that has already made a bargain with the spellcaster. The creature can be placed within 4 squares of the caster when it materializes and the spellcaster can communicate with the creature using specific commands in either Celestial or Fiendish tongue. The creature will obey reasonable commands to the best of its ability for the duration of the power. (Attack, fetch, protect, etc.) When the power has ended, the creature returns to its home plane of existence. </p><p></p><p>While the creature is in existence, the spellcaster cannot perform any other standard action unless he or she uses an action point. The spellcaster can perform one move and one minor action only. In essence, the summoned creature’s turn is the spellcaster’s standard action each round.</p><p></p><p>If a caster is twice the level of the specific Summon Creature Ritual previously perfomed, he or she can summon 2 of that type of creature when invoking the power. If the caster is three times the level of he specific Summon Creature Ritual, he or she can summon 3 of that type of creature, etc. Summoning multiple creatures is very taxing though. If the caster does it, he or she can only move at ½ speed and can do nothing else but concentrate on the creatures for the duration of the power.</p><p></p><p>This power can be counteracted by another caster who knows the Summon Creature Power, or by another caster who casts Dispel Magic. In both cases, the opposing caster must make an INT vs. WILL attack against the original summoner, a hit dispels the creature.</p><p></p><p></p><p>Notes on this system: (Other Rituals may exist. This may be a good way to Summon Undead too if a character is evil and wants to be a Necromancer type. To limit the power of summoned creatures, notice how the creature summoned is ½ the level of the ritual and the creature will be dispelled if it is bloodied. In addition, if this system is made available to a paladin, the paladin will be able to call forth a special warhorse – I would probably make the Paladin use a specific Summon Warhorse Power available at 6th level (warhorse) and upgraded at 20th level (celestial charger) – That power could last 1 day, 1 combat encounter, or until the warhorse is bloodied.)</p></blockquote><p></p>
[QUOTE="Rhenny, post: 4384006, member: 18333"] Hi all. I stayed up late tonight to write a system for incorporating creature summoning into 4e. It is all theoretical and untested, but I think it may be an interesting way to include summoned creatures in our games. Let me know what you all think. Constructive criticism and encouragement both welcomed. I can post a word file attachment later if you all like. Summoning Creatures in D&D 4e by Neechen When I devised this system, I did not think that a summoner had to be a specific class, so I came up with this Ritual and Power method to give all spellcasters the ability to summon monsters. As an overview, to summon creatures a spellcaster must: 1) Speak Celestial or Fiendish. 2) Learn and perform a specific Summon Creature Ritual to bargain with a type of creature. 3) Swap out one of his or her daily powers for the Summon Creature Power. Summoning requires that any spellcaster (wizard, warlock, cleric) learn and perform a specific Summon Creature Ritual to first bargain with the specific creatures from the Celestial (good and neutral) or Fiendish (evil) plane. To strike a bargain with the creature, the spellcaster must speak the language of the creature, either Celestial or Fiendish, and the caster must sacrifice a magic item that is equal or greater than ½ the ritual level. Once the item has been accepted (and consumed), the spellcaster can swap one of his or her daily powers for the Summon Creature Power. (At 11th level, the spellcaster can swap up to 2 daily powers to take 2 Summon Creature Powers. At this point, the spellcaster can officially be called a Summoner if he or she likes. At 21st level, the spellcaster can swap up to 3 daily powers to take 3 Summon Creature Powers. To be a true Summoner, the caster will stack these spells so he or she can summon more than once per day.) When the caster invokes the Summon Creature Power, he or she will summon one creature type that he or she has already bargained with. (See Summon Creature Power). Celestial or Fiendish creatures have exactly the same stats as the original creatures in the Monster Manual, they just come from another plane. Example Ritual: At 2nd level, there is a Summon Celestial or Fiendish Stirge ritual. If the spellcaster learns this ritual and performs the ritual, he or she can make a bargain with the creatures of that type and they will heed his or her summoning spells. The caster performs the ritual, speaks with a representative of the creature type and offers it a 1st level magic item. The creature accepts the offering and the bargain is concluded. This event can be roleplayed, and the GM can even decide to make the spellcaster use diplomacy or other skill to try to make the bargain a success. But I would suggest giving a large positive modifier for the magic item sacrifice. If the bargain is not accepted, the spellcaster does not lose the magic item, but he or she must wait one more day and try again; this time he or she must offer the magic item and something else, or a greater magic item. Summon Creature Ritual (each is a specific ritual) – Takes 1 hour to perform Level 2: Celestial or Fiendish Stirge Level 4: Celestial or Fiendish Gray Wolf Level 6: Celestial or Fiendish Warhorse Level 8: Celestial or Fiendish Fey Panther Level 10: Celestial or Fiendish Dire Wolf Level 12: Celestial or Fiendish Dire Boar Level 14: Celestial or Fiendish Dire Stirge Level 20: Celestial or Fiendish Charger Summon Creature Power (Daily Power) – Arcane, Divine, Implement Standard Action Duration is 20 min, 1 combat encounter, or until creature is bloodied. When this power is used, the spellcaster calls forth a creature type that has already made a bargain with the spellcaster. The creature can be placed within 4 squares of the caster when it materializes and the spellcaster can communicate with the creature using specific commands in either Celestial or Fiendish tongue. The creature will obey reasonable commands to the best of its ability for the duration of the power. (Attack, fetch, protect, etc.) When the power has ended, the creature returns to its home plane of existence. While the creature is in existence, the spellcaster cannot perform any other standard action unless he or she uses an action point. The spellcaster can perform one move and one minor action only. In essence, the summoned creature’s turn is the spellcaster’s standard action each round. If a caster is twice the level of the specific Summon Creature Ritual previously perfomed, he or she can summon 2 of that type of creature when invoking the power. If the caster is three times the level of he specific Summon Creature Ritual, he or she can summon 3 of that type of creature, etc. Summoning multiple creatures is very taxing though. If the caster does it, he or she can only move at ½ speed and can do nothing else but concentrate on the creatures for the duration of the power. This power can be counteracted by another caster who knows the Summon Creature Power, or by another caster who casts Dispel Magic. In both cases, the opposing caster must make an INT vs. WILL attack against the original summoner, a hit dispels the creature. Notes on this system: (Other Rituals may exist. This may be a good way to Summon Undead too if a character is evil and wants to be a Necromancer type. To limit the power of summoned creatures, notice how the creature summoned is ½ the level of the ritual and the creature will be dispelled if it is bloodied. In addition, if this system is made available to a paladin, the paladin will be able to call forth a special warhorse – I would probably make the Paladin use a specific Summon Warhorse Power available at 6th level (warhorse) and upgraded at 20th level (celestial charger) – That power could last 1 day, 1 combat encounter, or until the warhorse is bloodied.) [/QUOTE]
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