Monster Summoning One Round casting time...


Rules Questions


I have a question on the "One round" casting time of the summon monster spells.

Does the "one round" casting time mean a summoner is casting, and vulnerable to interruption and a spell craft check, for an entire round or does it means the spell is cast on the summoner's action and the monsters do not arrive until the following round?

An important point I am unsure about.

As much as they have gimped summoning already by making it virtually impossible to communicate with your summons I would not be surprised if they further gimped the spells by making it VERY easy to interrupt.

Anyone?


They provoke once, when they start casting the spell. They finish casting the spell right before their next turn.

And just pump Handle Animal to communicate if you can't speak their language.

Liberty's Edge

As Cheap says, they provoke at the start. If they take damage otherwise during the casting, spellcraft checks are needed, but that damage isn't going to come from AoO.


Scrogz wrote:

I have a question on the "One round" casting time of the summon monster spells.

Does the "one round" casting time mean a summoner is casting, and vulnerable to interruption and a spell craft check, for an entire round or does it means the spell is cast on the summoner's action and the monsters do not arrive until the following round?

An important point I am unsure about.

As much as they have gimped summoning already by making it virtually impossible to communicate with your summons I would not be surprised if they further gimped the spells by making it VERY easy to interrupt.

Anyone?

You start casting and can be interrupted (by damage and concentration, or by counterspell) anytime until the start of your next turn when the spellcasting ends and the monsters appear. So, yes, absolutely everyone else in the initiative order (either after you in the round you start, or before you in the round you finish) can attempt to stop the spell or kill the caster before you're done.

However, you only provoke an AoO for casting (if you're not casting defensively) when you start casting the spell.


Anyone have a clue the reasoning for this? It seems a bit extreme? The one round casting time is just a bit much I think.

Are the summon spells considered superior or something to be punished like this?


They add damage.
They soak up hits.
They increase your spells due to SLAs.

Yea, they're pretty good.


If they are so good why not bump the spell level 1 rank or something. Could not dislike this more but a rule is a rule. It also violates teh cardinal "everyone gets one action a round" rule. Oh well....

So, when do you target where the monsters appear? When casting or when they arrive?


The person summoning does get an action a round: they choose to summon a creature!

I would assume they get to choose it when it's done. Otherwise things could change too much!

There are quite a few ways to get around the 1 round casting time of the spells though. One is to be a cleric, and take Sacred Summons. Druid animal shamans can do it as well, I think Master Summoners too.


Cheapy wrote:

The person summoning does get an action a round: they choose to summon a creature!

I would assume they get to choose it when it's done. Otherwise things could change too much!

There are quite a few ways to get around the 1 round casting time of the spells though. One is to be a cleric, and take Sacred Summons. Druid animal shamans can do it as well, I think Master Summoners too.

preservationist alchemist gets around it too


Sure, they choose to summon which actually takes more than the current round. It also allows, in effect, the summoner to take 2 actions the following round by having their summons attack AND casting a spell.

Combine this with the complete and total nerfing the ability to command/communicate with the summons. Why not just remove the spells or bump the level?

So many things wrong with this I don't know where to start.

Oh well, it is what it is. Nothing to do but deal with it I suppose.


1 person marked this as a favorite.
Scrogz wrote:

If they are so good why not bump the spell level 1 rank or something. Could not dislike this more but a rule is a rule. It also violates teh cardinal "everyone gets one action a round" rule. Oh well....

So, when do you target where the monsters appear? When casting or when they arrive?

It doesn't violate that rule at all. In fact, the 1 round casting time is specifically to enforce that rule. If it was a 1 standard action casting time then the summoner could summon with their standard action, and then summoned animals would pop up and get a turn, effectively giving the summoner 2 actions that round (1 to cast, 1 to attack--or do anything else--with animals/monsters).

Imagine if your DM dropped a line of summons between you and the squishy without any warning and then they also attacked immediately! Summon nature's ally/summon monster are incredibly powerful spells because of their versatility. No matter what you need, you can summon the right critter to do it. The spells don't need to be made stronger.

The location of the summon is determined by the summoner at the start of his next turn, when the animals/monsters appear.

And it is not impossible to communicate with the summons. Put some points in linguistics, or get tongues, or get handle animal. Besides, even if you can't communicate, the summons still act to the best of their ability to harm your enemies.


Also being unable to speak their language does not mean you cannot communicate. You could pantomime or just point at the dude you want them to hit. They have intelligence scores for a reason.

(Sorry for the double post. Forgot to add this to the last one.)


Pointless to argue really but consider this....

My initiative is 10. On to I cast burning hands on an orc and do damage.

My initiative is 10. I cast summon monster 1 (maybe) assuming nothing happens for an entire round that I take damage from. Then.... NOTHING HAPPENS. Next round, yes, NEXT ROUND my monster shows up.

If summon monster 1 is a standard action, as it clearly should be, I cast summon monster 1 and my summon may do damage, just like if I cast burning hands.

You know, cast a spell and do damage. One action per round. ZERO difference between summon and a damage spell, at least there should be ZERO difference.

Yes, the summon persists. So, bump the spell level. Do not destroy and entire series of spells.

Linguistics? Really? With 8+ options per level? Who exactly will teach me dolphin? or Eagle? The totally needless nerfing of the Celestial template and the Int boost with the templateis just inane. Elementals no longer have a language? Nice.

Tounges? A 4th level spell? Handle Animal? A non-bonus skill for a class that get 2 points/level and which I have to spend an action to try and use?

I understand you are trying to defend ths chance even though it it clearly indefensable.

In a game where a mage is a full round attack from being dead at any level why make an entire spell lines so much less effective? Not to mention the level of over-complication this adds to a combat.

Oh well, said my piece and am done now.


Scrogz wrote:

Pointless to argue really but consider this....

My initiative is 10. On to I cast burning hands on an orc and do damage.

My initiative is 10. I cast summon monster 1 (maybe) assuming nothing happens for an entire round that I take damage from. Then.... NOTHING HAPPENS. Next round, yes, NEXT ROUND my monster shows up.

If summon monster 1 is a standard action, as it clearly should be, I cast summon monster 1 and my summon may do damage, just like if I cast burning hands.

You know, cast a spell and do damage. One action per round. ZERO difference between summon and a damage spell, at least there should be ZERO difference.

Yes, the summon persists. So, bump the spell level. Do not destroy and entire series of spells.

Linguistics? Really? With 8+ options per level? Who exactly will teach me dolphin? or Eagle? The totally needless nerfing of the Celestial template and the Int boost with the templateis just inane. Elementals no longer have a language? Nice.

Tounges? A 4th level spell? Handle Animal? A non-bonus skill for a class that get 2 points/level and which I have to spend an action to try and use?

I understand you are trying to defend ths chance even though it it clearly indefensable.

In a game where a mage is a full round attack from being dead at any level why make an entire spell lines so much less effective? Not to mention the level of over-complication this adds to a combat.

Oh well, said my piece and am done now.

You don't need to communicate with your summoned monsters at all. Once summoned they automatically attack your enemies to the best of their ability without saying anything to them regardless of intelligence. Summon Monster is a combat spell it's meant to do damage not be a personal assistant.

The cost of gaining the combat ally is taking that extra time to cast the spell. That's all. Yes it takes a bit longer to impact the battle than say Magic Missile but it stays for several rounds and (potentially) keeps damaging your enemies and keeps hunting them automatically. Any other spell is either a one shot damage or you have to spend an action to redirect it to a new opponent. Summoned monsters just go from enemy to enemy attacking to the best of thier ability without the caster doing or saying anything.

Grand Lodge

Scrogz wrote:

Pointless to argue really but consider this....

My initiative is 10. On to I cast burning hands on an orc and do damage.

My initiative is 10. I cast summon monster 1 (maybe) assuming nothing happens for an entire round that I take damage from. Then.... NOTHING HAPPENS. Next round, yes, NEXT ROUND my monster shows up.

If summon monster 1 is a standard action, as it clearly should be, I cast summon monster 1 and my summon may do damage, just like if I cast burning hands.

You know, cast a spell and do damage. One action per round. ZERO difference between summon and a damage spell, at least there should be ZERO difference.

Yes, the summon persists. So, bump the spell level. Do not destroy and entire series of spells.

Linguistics? Really? With 8+ options per level? Who exactly will teach me dolphin? or Eagle? The totally needless nerfing of the Celestial template and the Int boost with the templateis just inane. Elementals no longer have a language? Nice.

Tounges? A 4th level spell? Handle Animal? A non-bonus skill for a class that get 2 points/level and which I have to spend an action to try and use?

I understand you are trying to defend ths chance even though it it clearly indefensable.

In a game where a mage is a full round attack from being dead at any level why make an entire spell lines so much less effective? Not to mention the level of over-complication this adds to a combat.

Oh well, said my piece and am done now.

Some points here.

1. The casting time of the Summon Monster family has been with us since 3.0, and it's been that way for a reason to balance the increase in action economy that summons give you. Summom Monster is not just cast and do damage, it's cast and gain another set of actions for each monster on the field. Generations of mages have lived and worked with this rule and you can as well.

2. Rules and Exceptions. the game is not only built on rules it's built on the exceptions to them. This is but one of a mountain full of exceptions the game is built on. Some spells after all, take HOURS to cast.

3. Languages... you don't need to speak to your summons, they'll attack your enemies or you can call them off. The more intelligent summons will either speak common, or you can invest in a few languages. Summoners get Linguistics as a class skill for a reason. But in many cases you're just tossing disposable cannon fodder onto the field, so who cares if you can talk to them or not. A lot of them like Fire Beetles, aren't great conversationalists either.


I would also like to point out that under some situations it can be much more powerful than any spell of its level as if you cast a SM of a lower level as a higher level it can even allow you MULTIPLE allies to assist, each one able to take a minimum of 1 attack each & also in some cases able to help flank multiple attackers for multiple people. The amount of extras this spell can give in a particular fight often far outweigh the minor effect of a delayed benefit. Good things come to those who wait(or evil I suppose, if you swing that way)


Pathfinder Adventure Path Subscriber
Scrogz wrote:
In a game where a mage is a full round attack from being dead at any level why make an entire spell lines so much less effective? Not to mention the level of over-complication this adds to a combat.

Thank heavens, that should stop anyone complaining about the power of magic-using classes now. ; )

More seriously, if a mage is in a position where he/she can be full-attacked by an enemy, there's something more seriously wrong than summon monster taking too long to cast. D&D/Pathfinder is conceptually a game about a group of heroes, not a single one. If the mage is fighting hand-to-hand with a combat class, something somewhere has gone horribly wrong. And if it happens a lot, the magic-using player and his/her companions should take steps to avoid it and/or find a new GM, depending on the cause of the predicament in the first place.

As for the actual debate, I don't think summon monster is underpowered. I reckon summon nature's ally could do with a few more useful additions at lower levels (not sure what...), but summon monster and I get along just fine.

Having said that, the complication factor of a handful of spells taking a full round to cast when almost every other common spell does not is a little newbie-unfriendly. It would be good to have the material on page 187 of the Core Rulebook reprinted--or at least referenced--on page 213. Not to mention the difference between a spontaneous metamagic '1 round' and a normal '1 round' casting time. That could probably do with some more clarity, probably most helpfully through designating a '1 round' spell something other than a 'full round action'.

Liberty's Edge

Scrogz wrote:
Yes, the summon persists. So, bump the spell level. Do not destroy and entire series of spells.

Imo bumping the level of the spell would do much more to "destroy" it than the 1 round casting time does. Heck, summon monster as it is currently is a very good spell. (If you don't believe me, look at some guides to wizards.) How often do you take damage? (Wizards, as a rule, try and avoid getting hit.)

As to your comparison to burning hands, with burning hands you have to get up close and personal. That's the last place I want to be with my wizard. Besides, burning hands can't soak up attacks. Summon Monsters can.

This thread seems to me to be a clear example of someone complaining that something isn't suited to their specific play style and thus it is a bad option.


Scrogz wrote:

Pointless to argue really but consider this....

My initiative is 10. On to I cast burning hands on an orc and do damage.

My initiative is 10. I cast summon monster 1 (maybe) assuming nothing happens for an entire round that I take damage from. Then.... NOTHING HAPPENS. Next round, yes, NEXT ROUND my monster shows up.

Alternate situation: Combat starts, your init is 10. You cast Summon Monster 3.

Next round, at 10 - your Lantern archon appears, blasts the orcs with Rays (unless you tell it to do something else because you speak Celestial, right?) - oh, and as *your* action in round 2 - you cast Burning Hands and fry the orcs.

So, in 2 rounds, you've had 2 actions, both of which did damage. Makes sense, no?

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Monster Summoning One Round casting time... All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions