Summon X variants

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JonSetanta
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Summon X variants

Post by JonSetanta »

SUMMON MONSTER
Conjuration (Calling)
Level: Pal/Clr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: No

A single species and unique being of monster is selected when this spell is learned or prepared, and for each time the spell is prepared again (either preparing the same species or a different one, but a different individual each time). Types possible include Outsider, Elemental, Construct, or Aberration. Clerics can not summon Aberrations, and can only summon Outsiders that match at least half of their alignment.
The monster may have no higher CR than the summoner’s level -2. If this would reduce the CR below 1 (for a level 1 summoner) use fractional CR such as ¼ (for 2 levels lower than 1) and ½ (for 1 level lower than 1).
For each 2-level reduction in maximum CR, another monster may be added to those summoned by this spell.
The monster or monsters may be commanded to make Move actions if the controller uses a single Swift action each round, and may be commanded to make a Move and a Standard action if the controller uses a Move action in the same round. Only one action is required to command multiple monsters; use the larger action if there are differences.
The monster remains summoned unless ordered to travel beyond the spell’s range, is banished, drops to 0 HP, or the spell is ended. If the monster is banished or killed it can not be summoned again for 24 hours. If the monster drops to 0 HP and vanishes, it must rest for 8 hours after which time it is alive again. If the monster is unsummoned willingly, it recovers all HP and removes all status effects after 1 hour of rest.
The monster may not cast their own Summon spell or use any similar ability that calls for the support of other monsters while they are summoned. No more than one summon may be active at any time, unless exempt by special ability.

SUMMON NATURE
Level: Rng/Drd 1
As Summon Monster, but the monster types possible are Fey, Animal, Magical Beast, Ooze, or Plant.

SUMMON BRUTE
Level: Barb 1, Fight 1, Rng 1
As Summon Monster, but the monster types possible are Humanoid, Monstrous Humanoid, or Giant. The summons count as Outsiders and share alignment with the summoner.

SUMMON UNDEAD
Level: Pal/Clr 1 (non-Good), Sorc/Wiz 1
As Summon Monster, but the only type available is Undead. The summons count as Outsiders.


This is my attempt to make the Summon series not only less versatile but more durable as the length of summons is greatly increased. As you can only have one type of summon for each time the spell is prepared or readied, this should create more of a Pokemon setup for summoners.

If you're confused as to why Summon Brute has those class entries (Barbarian, etc), the spell was originally designed for my classless D&D system where warriors can be more like warrior/casters very easily.
Just ignore that part and say it's for Wiz/Sorc/Cleric instead if you don't like it.
Last edited by JonSetanta on Wed Mar 21, 2012 1:55 am, edited 1 time in total.
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Post by ...You Lost Me »

Seems like a heavy nerf for sorcerers.
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Post by Hicks »

Are you aware that Summoning has nothing to do with spacific creatures that need "rest" after being dismissed or who can be banished? What you described is some kind of half Calling effect that has nothing to do with how summons are utilized by the rest of the game. I would suggest that you read up on the Summoning and Calling subschools of conjuration and post your alterations to the summon (whatever) line of spells that follow either the old definitions or some new definition you devise.

Overall, i like how you based the spells off of scalimg CR, but the permenant duration has to go; make it an hour per level or a flat one day duration. Likewise, let spontanious casters decide what they summon at the time of casting, they calready cast as a full round action, no meed to kick them in the balls when they're down.
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JonSetanta
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Post by JonSetanta »

Hicks wrote: Overall, i like how you based the spells off of scalimg CR, but the permenant duration has to go; make it an hour per level or a flat one day duration. Likewise, let spontanious casters decide what they summon at the time of casting, they calready cast as a full round action, no meed to kick them in the balls when they're down.
Hour per level is the kind of thing that screws over low level characters.
I'm thinking more like Pokemon where a single monster follows you around all day, which would either be 24 hour duration or Permanent. So I went with the one that gives less hassle.

Sorry about the Sorc screw over. It's an inadvertant side effect. But.... they do get more spells each day.


EDIT: Also, what you're saying is make it a "Calling" spell? The idea is to summon unique monsters that need rest, not generics spontaneously brought to life.
Last edited by JonSetanta on Mon Mar 19, 2012 6:42 pm, edited 1 time in total.
...You Lost Me
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Post by ...You Lost Me »

Why not just pick the monster when you cast the spell? Why separate it out into so many categories in the first place?
DSMatticus wrote:Again, look at this fucking map you moron. Take your finger and trace each country's coast, then trace its claim line. Even you - and I say that as someone who could not think less of your intelligence - should be able to tell that one of these things is not like the other.
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Post by JonSetanta »

...You Lost Me wrote:Why not just pick the monster when you cast the spell? Why separate it out into so many categories in the first place?
Because it's thematic. Besides, in my opinion old men with pointy hats and staves should not be dealing with fairies (although maybe they could deal with oozes), and druids shouldn't summon Constructs.
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