OSRGaming

 

Author Topic: Monster Summoning  (Read 96 times)

Offline ian54

  • Jr. Member
  • **
  • Posts: 26
  • XP: +0/-0
    • View Profile
Monster Summoning
« on: September 17, 2017, 08:22:23 AM »
I was compiling an adventure and intended it to be based on B/X or BECMI, when I realised that the Monster Summoning spell, which I had intended the nemesis to use, was conspicuously absent from the spell lists, I checked B/X, Basic (BECMI) and the Rules Cyclopedia, and it is not there, a wiki told me it was in OD&D Greyhawk Supplement, but can anyone confirm where this spell is to be found? TIA

Offline Maegnarval

  • Full Member
  • ***
  • Posts: 124
  • XP: +5/-0
    • View Profile
Re: Monster Summoning
« Reply #1 on: September 17, 2017, 10:19:39 PM »
Monster Summoning I (Conjuration/Summoning) (P. 74 & 75, Players Handbook (1st Edition)
Level: 3
Components: V, S, M
Range: 30ft (1E) / Special (2E)
Casting Time: 3 segments
Duration: 2 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special (1E) / 30 yards radius [Outdoors](2E)

Explanation/Description: Within 1-4 rounds of casting this spell, the magicuser
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 magic-user, 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.

========
2E Addendum:
In rare cases, adventurers have been known to disappear, summoned by powerful
spellcasters using this spell. Those summoned recall all the details of their trip.
========

The material components of this
spell are a tiny bag and a small (not necessarily lit) candle.


Monster Summoning II (Conjuration/Summoning) (P. 78, Players Handbook (1st Edition)
Level: 4
Components: V, S, M
Range: 40ft (1E) / Special (2E)
Casting Time: 4 segments
Duration: 3 rounds + 1 round/level
Saving Throw: None
Area of Effect: special (1E)/ 40 yard radius [Outdoors](2E)

Explanation/Description: This spell is similar to the third level monster
summoning I spell (q.v.). Its major difference is that 1-6 second level monsters
are conjured up. The material components are the same as those of the lesser
spell. There is also a 1-4 round delay.


Monster Summoning III (Conjuration/Summoning) (P. 81, Players Handbook 1st Edition)
Level: 5
Components: V, S, M
Range: 50ft (1E) / Special (2E)
Casting Time: 5 segments
Duration: 4 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special (1E) / 50 Yard Radius [Outdoors](2E)

Explanation/Description: When this spell is cast, 1-4 third level monsters are
summoned, coming within 1-4 rounds. See monster summoning I for other
details.


Monster Summoning IV (Conjuration/Summoning) (P. 85, Players Handbooks 1st Edition):
Level: 6
Components: V, S, M
Range: 60ft (1E) / Special (2E)
Casting Time: 6 segments
Duration: 5 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special (1E) / 60 yards [Outdoors] (2E)

Explanation/Description: This spell summons 1 to 3 fourth level monsters, and
they appear within 1 to 3 rounds. See monster summoning I for other details.


Monster Summoning V (Conjuration/Summoning) (P. 88, PH 1st Edition):
Level: 7
Components: V, S, M
Range: 70ft (1E) / Special (2E)
Casting Time: 6 segments
Duration: 6 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special (1E) / 70 Yards [Outdoors](2E)

Explanation/Description: This spell summons 1-2 fifth level monsters, and they
will appear in 1-3 rounds. See monster summoning I for other details.

Monster Summoning VI (Conjuration/Summoning) (P. 90, PH 1st Edition):
Level: 8
Components: V, S, M
Range: 80ft (1E) / Special (2E)
Casting Time: 8 segments
Duration: 7 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special (1E) / 80 yards [Outdoors](2E)

Explanation/Description: This spell summons 1 or 2 sixth level monsters, the
creature(s) appearing in 1 to 3 rounds. See monster summoning I for other
details.



Monster Summoning VII (Conjuration/Summoning) (P. 93, PH 1st Edition):
Level: 9
Components: V, S, M
Range: 90ft (1E) / Special (2E)
Casting Time: 9 segments
Duration: 8 rounds + 1 round/level
Saving Throw: None
Area of Effect: Special (1E) / 90 yards [Outdoors](2E)

Explanation/Description: This spell summons 1 or 2 seventh level monsters which
appear 1 round after the spell is cast, or 1 8th level monster which will appear 2
rounds after the spell is cast. See monster summoning I for other details.


Note: Range and Area of Effect are such that Indoors it is in feet so for Monster Summoning 1 it is 30ft radius indoors or 30 yard radius outdoors
« Last Edit: September 18, 2017, 01:54:58 PM by Maegnarval »

Offline ian54

  • Jr. Member
  • **
  • Posts: 26
  • XP: +0/-0
    • View Profile
Re: Monster Summoning
« Reply #2 on: September 18, 2017, 02:38:04 PM »
Sorry, that's Advanced, not Classic.

Offline Maegnarval

  • Full Member
  • ***
  • Posts: 124
  • XP: +5/-0
    • View Profile
Re: Monster Summoning
« Reply #3 on: September 18, 2017, 05:57:53 PM »
Maybe this then?

http://dungeonsdragons.wikia.com/wiki/Summon_Monster

Monster Summoning I
Debuted in Supplement 1: Greyhawk, for the magic-user.

Spell Level 3
Duration 6 turns
Range 1"
After a delay of 1 turn, 1d3 monsters appear and serve the magic-user faithfully until they depart when the duration ends, or they are killed. The kind of monster that arrives is a Level 1 Monster. If the creature is especially weak, the DM may rule that 1d6 appear instead.

Level 1 Monsters
Kobolds   Goblins   Orcs   Skeletons
Giant Rats   Centipedes   Bandits/Berserkers   Spiders
Stirges   Footpads   Dwarves/Elves   Gelatinous Cube

Monster Summoning II
Debuted in Supplement 1: Greyhawk, for the magic-user.

Spell Level 4
Duration 6 turns
Range 1"
After a delay of 1 turn, 1d2 monsters appear and serve the magic-user faithfully until they depart when the duration ends, or they are killed. The kind of monster that arrives is a Level 2 Monster.

Level 2 Monsters
Hobgoblins   Gnolls   Zombies   Ghouls
Wariors   Conjurers   Robbers   Theurgists
Burglars   Giant Toads/Ants   Bugbears   Carrion Crawler

Monster Summoning III
Debuted in Supplement 1: Greyhawk, for the magic-user.

Spell Level 5
Duration 6 turns
Range 1"
After a delay of 1 turn, 1d2 monsters appear and serve the magic-user faithfully until they depart when the duration ends, or they are killed. The kind of monster that arrives is a Level 3 Monster.

Level 3 Monsters
Wights   Heroes   Swashbucklers   Thaumaturgists
Magicians   Cutpurses   Sharpers   Harpies
Wererats   Giant Snakes/Spiders   Giant Weasels/Hogs   Ochre Jelly

Monster Summoning IV
Debuted in Supplement 1: Greyhawk, for the magic-user.

Spell Level 6
Duration 6 turns
Range 1"
After a delay of 1 turn, 1 monster appears and serves the magic-user faithfully until it departs when the duration ends, or it is killed. The kind of monster that arrives is a Level 4 Monster.

Level 4 Monsters
Doppelgangers   Wraiths   Gargoyles   Ogre
Evil Priests   Myrmidons   Enchanters   Pilferers
Shadows   Giant Beetles   Giant Scorpions   Lycanthropes
Carnivorous Apes   Owlbears   Displacer Beasts   Blink Dogs
Phase Spiders   Giant Ticks   Will O' Wisps   Rust Monsters

Monster Summoning V
Debuted in Supplement 1: Greyhawk, for the magic-user.

Spell Level 7
Duration 6 turns
Range 1"
After a delay of 1 turn, 1 monster appears and serves the magic-user faithfully until it departs when the duration ends, or it is killed. The kind of monster that arrives is a Level 5 Monster.

Level 5 Monsters
Trolls   Ogre Magi   Superheroes/Paladins   Wyverns
Spectres   Mummies   Druids   Hell Hounds
Invisible Stalkers   Minotaurs   Manticores   Lammasu
Cockatrices   Sorcerers/Necromancers   Theives   Salamanders
6-8 Headed Hydra   Umber Hulk   Rust Monster   Giant Slug

Monster Summoning VI
Debuted in Supplement 1: Greyhawk, for the magic-user.

Spell Level 8
Duration 6 turns
Range 1"
After a delay of 1 turn, 1 monster appears and serves the magic-user faithfully until it departs when the duration ends, or it is killed. The kind of monster that arrives is a Level 6 Monster.

Level 6 Monsters
Giants   Titans   9+ Headed Hydra   Dragons
Golems   Basilisks   Gorgons   Fire-Breathing Hydra
Chimerae   Vampires   Hell Hounds   Lords/Paladins
Balrogs   Beholders   Evil High Priests   Wizards
Master Thieves   Lich   Purple Worm   Rust Monsters

Monster Summoning VII
Debuted in Supplement 1: Greyhawk, for the magic-user.

Spell Level 9
Duration 6 turns
Range 1"
After a delay of 1 turn, 1 monster appears and serves the magic-user faithfully until it departs when the duration ends, or it is killed. The kind of monster that arrives is a Level 7 Monster.

Level 7 Monsters
Stone Golem   Iron Golem   
Lich (20th-level Magic-User)

Hell Hounds
Umber Hulk   15th-level Theif   Displacer Beast pack   10-Headed Fire-breathing Hydra

========

Looks, like the basic difference is that the maximum range is 10ft, instead of starting at 30ft and goes up to 90ft and they stay for six turns (1 hour), instead of going
from 2 rounds (minutes) +1 per level to 8 rounds + 1 per level, and you get fewer monsters per summoning.
Cool that it suggest some monsters to summon!

« Last Edit: September 20, 2017, 01:52:46 AM by Maegnarval »

Offline Maegnarval

  • Full Member
  • ***
  • Posts: 124
  • XP: +5/-0
    • View Profile
Re: Monster Summoning
« Reply #4 on: September 20, 2017, 02:01:03 AM »
Looking at this spell, in order to combine the spells different stats, from OE, 1E, & 2E, try this:

Simply add into the 1E/2E spell info I posted above with this as a player option:

As a player option for the Magic-User:
If the Magic-User wants to have a creature around for 1 hour (6 Turns) then he/she can do so but range is only 10ft during initial summons and only 1 creature may be summoned.

A DM Option for this would be such that you can have the above player option take 2 daily spell slots to cast.

Another DM option would be to use the number of creatures summoned in OE, if the DM wants more of a challenge, due to the lower number of creatures summoned.

Offline ian54

  • Jr. Member
  • **
  • Posts: 26
  • XP: +0/-0
    • View Profile
Re: Monster Summoning
« Reply #5 on: September 21, 2017, 02:14:29 PM »
What I am trying to establish is what happened to the Monster Summoning spells, I managed to find them in Greyhawk supplement but they seem to have gone, only re-emerging in Advanced. Someone pointed me at the B/X Companion, but using think that was official