Shard O'Glase
First Post
Frostmarrow said:
I've got good news for you Shard. I play a conjurer so I have studied the erratas for SM I-IX very carefully. There are to things one must remember when summoning monsters:
1) Use Haste. For some strange reason the extra partial action granted by haste can be used to finish a sm-spell and make the monster appear in the same round you begin casting it. The Sage says so, anyway. Makes sense in a wierd way; haste is a good spell for all, not just everybody but conjurers.
2) The Sage says that casting a full round spell is like loading and firing a shotgun. In the first round you decide what ammo to use, i.e. which monster to summon. In the second round you target and fire, i.e. you place your newly summoned monster on the mat wherever you like (whithin 30', of course.)
If you don't believe me then... well, that's your problem isn't it?
The number 2 one I was unaware of. The rules say must make targeting decisions when casting the spell, which really weakens any one round or longet casting time spell. With the sages modification it helps the summon spells a lot. The haste thing I knew and think is cool.
The big problem is they lose their combat punch really quickly, the mid to higher level ones stay useful though. The main use for me is still utility you can get a whole passel of abilities out of these things. I guess my complaint isn't that they suck, but that they don't do what I want them to do. I want to summon things to destroy my enemies, and these just don't do that. I wish there was a summon combat monster spell or something.