Monster Summoning I
(Conjuration/Summoning)
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Effect: Within 1-4
rounds of casting this spell,
the M-U
will cause the appearance of from 2-8 first level monsters
(selected at random by the
referee, but whose number may be either randomly determined or selected
personally by the referee, according to the strength of the monster randomly
determined).
These monsters will appear
in the spot, within spell range, desired by the M-U,
and they will attack the
spell user’s opponents to the best of their ability until he or she commands
that attack cease,
or the spell duration expires,
or the monsters are slain.
Note that if no opponent
exists to fight, summoned monsters can, if communication is possible, and
if they are physically capable, perform other services for the summoning
magic-user.
MC: A
tiny bag and a small (not necessarily
lit) candle.
-
Monster Summoning I
Dice Score | Monster Summoned |
01-10 | Demon, manes |
11-25 | Goblin (Dwarf) |
26-40 | Hobgoblin (Elf) |
41-55 | Kobold (Hobbit) |
56-70 | Orc (Gnome) |
71-00 | Rat, giant |
Monster Summoning I, Fresh Water
Dice Score | Monster Summoned |
01-67 | Koalinth (hobgoblin) |
68-00 | Nixie |
Monster Summoning I, Salt Water
Dice Score | Monster Summoned |
01-50 | Koalinth (hobgoblin) |
51-00 | Merman |
SA:
Find Familiar, Monster Summoning — Note that these spells
do
not open an inter-planar gate, but simply attract creatures
residing
on or passing through the Astral Plane.
Variant:
All commonly
known spells are in the
"standard form" (as noted above), save for
monster summoning I, which
Daimos
(or another being) developed
so that the
caster can, by effort of
well, determine
the type of monsters summoned
(75%
chance of success at this).
Casting
time
is increased to a full round
(as the creatures
desired must be mentally
pictured
and this image concentrated
on),
and the number of creatures
that
appear is still 2-8, random.
- The
Spellbook of Daimos
Quote:
Originally Posted by fusangite
Here's one tough aspect
of this, though: in my current campaigns, people have Summon Monster spells;
because the planes system creates a multiverse, I don't know how much business
I have circumscribing what they can summon. Theoretically, I suppose, these
creatures might exist on some other plane of existence; what do you think
would be a reasonable way to regulate what can be summoned by way of this
spell? This becomes even more problematic with the Summon Nature's Ally
spells. A pivotal combat in a campaign I just ended was resolved by the
characters summoning a Dire Bear into an African environment. It was such
an innovative thing to do, I chose not to argue but I was left unsure of
whether I should have ruled it out.
What we always did was make
the summoning random, with some weak ones in the mixes possible.
Also, if the monster(s)
summoned survived and there were no other opponents around, it or they
would attack party members.
As the spell is a regular
part of the game, there's no logical way you can limit its sue, eh?
If your players are abusing
it, then have your NPCs do likewise, summon monsters at the drop of a hat,
so to speak.
Cheers,
Gary
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