Alternative Uses for Summon Monster [Archive] - Wizards Community

Post/Author/DateTimePost
Ancient History

12-06-04, 11:30 AM
Frankly, when you get to higher levels, using low-level summon monster spells isn't going to be effective in combat. What's more, sorcerors who chose low-level summon monster spells are likely stuck with what some may construe as a wasted Spell Known! However, there are alternatives for the open-minded mage.

Consider the Bloodbag Imp (from the Fiend Folio). While a poor combatant, the Bloodbag Imp and it's transfusion ability can be an excellent short-term ally for low-hit point spellcasters.

By the same token, wise wizards and sorcerors could conceivably summon symbiotes or parasites (again, the Fiend Folio). Relatively weak and thus easy to summon, symbiotes can provide a critical short-term power boost to magicians or their allies without the potentially harmful long-term effects. Parasites are best used offensively, located in close proximity to an enemy in close proximity.

Naturally, all such choices are subject to DM approval.
JahellTheBard

12-06-04, 11:36 AM
As a DM i could leave the BooldBag Imp as an option ... but only if the player is a Devil ... no other chance ... devil blood in a human ot the like ... burning in his vein ... means a save against death or something like this every time ...

No, i will not leave a BloldBag Imp to any not devil player ... besides to summon a devil you must be a NE alligned player ...
Ancient History

12-06-04, 11:39 AM
Uh...no, no on all accounts. I mean, it's your game of course, but the bloodbag imp's ability should work with anyone. Even a celestial. Likewise, you don't have to be evil to cast a spell with the Evil descriptor.
Bane

12-06-04, 12:38 PM
Unless you're a cleric.
Kyy'Dakh

12-06-04, 01:11 PM
One use I've heard of: Rogue can't disable a trap? Send a few Summon monsters to set it off.

Summon Monster I is a prereq for bane weapons, right? If you've got Craft Magic Arms & Armor, bang out a few of those during downtime for some extra cash, or to prepare for your next specific monster theme campaign.
strenoth

12-06-04, 01:32 PM
fortunatly, sorcer's get to swap out which spells they know every couple fo levbels for exactly that reason.
Thelon Fairblade

12-06-04, 03:57 PM
Number 1 reason (sadly) for my Summon (insert type here) I spells: Flanking. Basically, you summon up a quick +2 to hit for your rogue, and "turn on" his Sneak Attack ability. Target it wherever you like within range without risk to yourself. At higher levels (read: anything above 1st), this handy flanking spell has an extended duration!

Number 2 reason: Aid Another! Not only can your flanking spell give +2 and Sneak Attack to the rogue, it can give the rogue an additional +2 to hit with the Aid Another action. Even better, it can give *everyone* a +2 to hit with the Distract action (i.e. -2 AC to target)... all on DC 10.

Number 3 reason: Grappling! Aid Another again, giving the main grappler multiple +2 bonuses to hit and grapple.

Number 4 reason: AoO Drain. Trigger AoOs from unintelligent foes simply by moving around or attempting grapple checks. Even intelligent foes will try to drop your 5 hp grappler because a lucky success will cripple him against all the other foes (and, incidentally, opens him up to the rogue's Sneak Attack again).


I hear some people actually summon things to do some fighting, too, but that seems like a waste.... ;-)