Summon Monster II (Sorcerer/Wizard Spell): Difference between revisions

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: 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).
: 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 one random ability from each of the two tables below.  Roll 1d20+1 once for each table, and look up your results (note that not all results are possible with ''Summon Monster II''):
: In addition to the abilities listed on the monster's bestiary entry, summoned monsters brought into this realm via ''Summoned Monster II'' gain one random movement ability, and one random bonus ability.  Roll 1d20+1 once for each table, and look up your results (note that not all results are possible with ''Summon Monster II''):
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Revision as of 18:23, 12 September 2018

Level: Bard 2Cleric 2Druid 2Paladin 1Sorcerer/Wizard 2
School: Universal

Casting

Casting Time: Standard Action, or as the first attack in a Full Attack 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 II 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 - 8 6 15 10 22 13 29 17
2 - 9 7 16 10 23 14 30 17
3 3 10 7 17 11 24 14 31 18
4 4 11 8 18 11 25 15 32 18
5 5 12 8 19 12 26 15 33 19
6 5 13 9 20 12 27 16 34 19
7 6 14 9 21 13 28 16 35 20
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 brought into this realm via Summoned Monster II gain one random movement ability, and one random bonus ability. Roll 1d20+1 once for each table, and look up your results (note that not all results are possible with Summon Monster II):
Movement Powers
d20+1 Result Ability d20+1 Result Ability d20+1 Result Ability d20+1 Result Ability d20+1 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.
Bonus Abilities
d20+1 Result Ability d20+1 Result Ability
1 No bonus ability 16 May use Summoned Strike as a ranged attack, max range 30 ft.
2 Darkvision 60 ft. 17 Once per round, can pass through a single enemy's space (must end in open space, provokes, auto-succeeds)
3 +4 Perception; can make an active perception check as a free action once per encounter 18 Tremorsense 60 ft.
4 May make a 5-foot step each round, even if it has moved (not a second 5-foot step, just a guaranteed first one) 19 Immune diseases (infected, diseased, blighted) and poisons (tainted, poisoned, blighted)
5 Size large, normal (5') reach 20 Size large, 10 ft. of reach
6 Combat Reflexes (Feat) 21 May use Summoned Strike as a ranged attack, max range 50 ft.
7 Ranged attack equal to standard attack, 50' increment, max range 250' 22 Ignore difficult terrain
8 Once per round, auto-swap positions with target of successful melee attack 23 Immune to Bruised, Bleed, Ruptured conditions
9 Immune to Dazzled, Blind, Fogged conditions 24 Cannot be flanked (as improved uncanny dodge)
10 Size huge, normal (5') reach 25 Size huge, 10 ft. of reach
11 Lifesense 60 ft. 26 Immune to Quelled, Prone, Splayed conditions
12 Ranged attack equal to standard attack, 50' increment, max 250'; may make 3 ranged attacks w/full attack action 27 Gains DR x/Common (Bludgeoning,  Crushing,  Piercing,  Slashing,  Slime), where x = CR of the monster; does not stack with other sources of DR
13 Once per round, auto Bull Rush 5 feet w/successful attack, and step into space 28 Blindsense 60 ft.
14 Immune to Sickened, Afflicted, Nauseated conditions 29 Immune to all fear-based conditions
15 Size medium, 10 ft. of reach 30 Gains ER x/Common (Acid,  Cold,  Fire,  Lightning,  Sonic), where x = CR of the monster; does not stack with other sources of ER
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).



Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30