Summon Monster I (Spell)

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Level: Bard 1Cleric 1Druid 1Paladin 1Ranger 1Sorcerer/Wizard 1
School: Universal

Casting

Casting Time: Standard Action
Components: V, S, F/DF (a tiny bag and a small candle)

Effect

Range: Close (25 ft. + 5 ft./two lvls)
Target or Area: One summoned creature
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: Harmless (Will negates)
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

Upon completion of the urgent, commanding phrases of this spell, you summon a single creature from a nearby Lateral Material Plane that is obedient and loyal to you and you alone.
The Summon Monster I spell conjures a creature with a CR based on your character level (not caster level). This CR can be further modified through the use of Summon Feats and/or some character abilities, but the total modified Challenge Rating (CR) of a summoned monster may never exceed your character level. If the resulting creature's CR would be greater than your character level, it is reduced to a CR equal to your character level. Refer to the table below to determine the summoned creature's CR:
Character Lvl Monster CR Character Lvl Monster CR Character Lvl Monster CR Character Lvl Monster CR Character Lvl Monster CR
1 1 8 5 15 9 22 12 29 16
2 2 9 6 16 9 23 13 30 16
3 3 10 6 17 10 24 13 31 17
4 3 11 7 18 10 25 14 32 17
5 4 12 7 19 11 26 14 33 18
6 4 13 8 20 11 27 15 34 18
7 5 14 8 21 12 28 15 35 19
Once you have determined the CR of the summoned monster, click on the link in the table above to bring up its Bestiary entry. Note that all summoned monsters have regular melee attacks, and also a special ability called "Summoned Strike". Any attacks of opportunity that the summoned monster makes use its regular melee attack, not its summoned strike.
You may decide what the summoned creature looks like (subject to referee approval), and this appearance can be the same, or different, each time you cast the spell. Note that, even if your summoned monsters always appear identical to one another (assuming you choose to make them so), they are not the same creature (probably), merely similar-seeming creatures from some reality other than your own. You can also describe the appearance and special effects of your summoned monster's attacks, but the damage types inflicted (e.g. bludgeoning (physical, common)) cannot be adjusted without a feat, power, or ability that specifically allows you to do so.
The Summoned Monster appears in a space you designate within the range of the spell, but this space must be unoccupied, unblocked, and sufficient for the creature's size (usually size medium, unless modified by an ability). You can give orders to your summoned monster as a free action, but it must spend its own actions (or actions gifted to it) in order to carry out your instructions. Summoned monsters share your turn in the initiative order, and may act in the same round in which they are summoned. By default, a summoned monster will attack the enemy creature (hostile to you) nearest to it to the best of its ability, unless directed otherwise. You can direct it not to attack, to attack specific enemies, or to perform other actions.
Summoned monsters have a single standard action with which to act, over and above your own actions each round. In addition, you may 'gift' some or all of your own actions (standard, move, or swift) to your summoned monster, to allow it to perform more complex activities in a given round (such as moving and then attacking, or making a full attack action). If more than one summoned monster is present, you must specify which summoned monster gains any 'gifted' actions you provide (i.e. your gifted move action doesn't give a move action to all summoned monsters present, just one).
In addition to the abilities listed on the monster's bestiary entry, summoned monsters gain a random ability from the table below. Roll 1d20 and look up your result (note that not all results are possible with Summon Monster I):

Movement Powers

d20 Result Ability d20 Result Ability d20 Result Ability d20 Result Ability d20 Result Ability
1 No bonus movement 7 Greater Swim 45 ft. 13 Greater Climb 60 ft. 19 Hover 40 ft. 25 Vaulting 90 ft.
2 Walk 40 ft. 8 Greater Climb 45 ft. 14 Vaulting 60 ft. 20 Walk 90 ft. 26 Greater Flight 60 ft.
3 Greater Swim 30 ft. 9 Vaulting 45 ft. 15 Greater Flight 30 ft. 21 Greater Flight 45 ft. 27 Hover 60 ft.
4 Greater Climb 30 ft. 10 Hover 20 ft. 16 Lesser Teleport 20 ft. 22 Lesser Teleport 40 ft. 28 Lesser Teleport 60 ft.
5 Vaulting 30 ft. 11 Walk 60 ft. 17 Greater Swim 90 ft. 23 Walk 120 ft. 29 Greater Flight 90 ft.
6 Walk 50 ft. 12 Greater Swim 60 ft. 18 Walk 75 ft. 24 Greater Climb 90 ft. 30 Lesser Teleport 90 ft.
This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.
NOTE: The charge laid by this spell is laid upon the caster, not upon the summoned monster(s).


Related Spells:   I   II   III   IV   V   VI   VII   ViII   IX