Monster Summoning I
(Conjuration/Summoning)


L^: mu3
-
R#: 3"
-
D^: 2r + 1r*
C^: v.s.m
-
CT: 3
-
S^: None
A^: S
-
-
DMG: Monster Summoning

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
 
 








*template***template*