Summon Eidolon I, II, III, IV, V, VI, VII, VIII, IX


Homebrew and House Rules


Slapped this together at 2am, looking for opinions.

Typically this spell is learned from the Unique creature summoned, typically as a reward for defeating it. Perhaps some summoners have crafted items that allow the casting of a specific version of one of these spells once per day. Its even rumored that some summoners can cast "summon ediolon" instead of their summon monster abilities.

SUMMON EIDOLON I
Conjuration (Summoning) [see text]
Level: Summoner 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a unique extra planar creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The spell conjures an Ediolon equivalent to that of a 1st level summoner, except that it has 8 hp(do not roll hit dice), and that when you learn this spell, You choose which kind of creature it summons, Choosing the Base form and the 3 evolution points worth of evolutions. You also choose the name and appearance of the Unique creature summoned. You may not change these choices once you have learned the spell, though you choose to learn this spell again as a seperate spell known, choosing a new Unique creature.

An Ediolon, like any summoned creature, cannot be summoned into an environment that cannot support them. Summoners may not use class abilities that refer to their personal Eidiolon with ediolons summoned with this spell.

SUMMON EIDOLON II
Conjuration (Summoning) [see text]
Level: Summoner 2, Sor/Wiz 2
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

As Summon Eidolon I, except the Eidolon has the statistics of a 3rd level Eidolon, 12hp and 5 evolution Points.

SUMMON EIDOLON III
Conjuration (Summoning) [see text]
Level: Summoner 3, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

As Summon Eidolon I, except the Eidolon has the statistics of a 5th level Eidolon, 16hp and 8 evolution Points.

SUMMON EIDOLON IV
Conjuration (Summoning) [see text]
Level: Summoner 4, Sor/Wiz 4
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

As Summon Eidolon I, except the Eidolon has the statistics of a 7th level Eidolon, 24hp and 10 evolution Points.

SUMMON EIDOLON V
Conjuration (Summoning) [see text]
Level: Summoner 5, Sor/Wiz 5
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

As Summon Eidolon I, except the Eidolon has the statistics of a 9th level Eidolon, 28hp and 13 evolution Points.

SUMMON EIDOLON VI
Conjuration (Summoning) [see text]
Level: Summoner 6, Sor/Wiz 6
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

As Summon Eidolon I, except the Eidolon has the statistics of a 11th level Eidolon, 36hp and 15 evolution Points.

SUMMON EIDOLON VII
Conjuration (Summoning) [see text]
Level: Summoner 7, Sor/Wiz 7
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

As Summon Eidolon I, except the Eidolon has the statistics of a 13th level Eidolon, 40hp and 17 evolution Points.

SUMMON EIDOLON VIII
Conjuration (Summoning) [see text]
Level: Summoner 7, Sor/Wiz 8
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

As Summon Eidolon I, except the Eidolon has the statistics of a 15th level Eidolon, 44hp and 20 evolution Points.

SUMMON EIDOLON IX
Conjuration (Summoning) [see text]
Level: Summoner 7, Sor/Wiz 9
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

As Summon Eidolon I, except the Eidolon has the statistics of a 17th level Eidolon, 52hp and 22 evolution Points.


Can I summon Bahamut with this?


Why would you give wizard/sorcerer the summoner's main class feature they have enough tricks of their own.


Wind Chime wrote:
Why would you give wizard/sorcerer the summoner's main class feature they have enough tricks of their own.

Because it isnt as good as the Summoner's version?

The wizard never improves the spell-eidolons, which are only around a few rounds and cost spells to get out to start with, and cant be saved by the Life link ability he doesnt have. It also lets conjuration specialists have some of the eidolon fun without having all the power of a bound eidolon.

Not to mention that since Summoners only get 6th level spells, if you dont let wizards learn it, there would be no class to learn the 7th,8th and 9th level versions.


Should each instance of the spell being a unique creature mean that if you cast the same spell again in a 24 hour period that when you summon it the second time that it has whatever HP it had when dismissed, and that if it died then the spell fails for the next 24 hours?

I am also trying to work on an archetype for the summoner that uses these, and lets the summoner learn one unique version of each spell when he would normally have learned summon monster as a spell like ability. The end result is that you have like a thunderbird spell like ability for you SE1 slot, and like a spider for your se2 slot... and that you could use your summon monster ability to summon them... but that youd still have your MAIN ediolon who was better. Id like for the summon-ediolon creatures to improve over time, but i also want these abilities to be balanced... and im not sure how to do that...

I think its important to offer the summoner something in exchange for his decreased flexibility in trading the summon monster spell like abilities for the summon Ediolon spell like ability.

Thoughts?


I like this concept a lot.

To kinda sorta answer/respond: when trying to create the archetype AND nut out the mechanics of the spell with regard to 24hrs and death of eidolon, it may be a good idea to get really clear on how the spell is obtained - I like the concept in the OP of defeating the eidolon to gain power over it, but I'm unsure this is the simplest or most elegant route when coming to flavor or mechanics.

I would love to see a Summoner archetype that replaces summon monster with your summon eidolons to have the ability to have either a regular eidolon or a host of summonable eidolons to choose from.

Short answer to question in your last post: seems like a good approach, and changes it from the vanilla summoners method slightly.

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