Game Altering (or Game Breaking?) Spells: Summon Monster / Summon Nature Ally


Pathfinder First Edition General Discussion


The intent of these line of threads is to generate GM and player discussion on how these spells are used in their games in order to generate some logical analytical discussion about how GMs can make in game rulings, provide fun challenges and encounters, and if required provide some house-rule mechanics options for their table as players gain access to these spells. In theory, a GM could type the spell name in the search and then review this thread to get some useful ideas for this spell in their game.

As with our other threads on this topic, please as much as possible use examples from your actual game. If you're interested in creating a "what if" scenario to get ideas about how to deal with them at your table, please start with the spell description in mind and what a reasonable player (I know - very subjective term :-) ) would do in a game world which has weather, terrain, high level NPCs/governments, and other beings have access to magic (and know about these spells).

So next up: Summon Monster / Natures Ally (or any of the other 1-off summons like Elder Worm)

Caster summons a creature from an increasingly larger and more powerful pool to do their bidding; duration is 1rd/lvl

So far in my games the only issue has been the time it takes for the player to take their turn during combat. They can have a hard time picking out which monster they actually want to summon, and then they have lots of dice to roll.

Tools I've implemented:

1. Discussing with the player out of game to research what each monster can do, and make themselves some notes about when they might want to use it vs another. Helps them not spend time after INI deciding between X or Z from the table. It also helps me as GM provide scenarios where the caster could actually use a particular summoned monster to the advantage of the group.

2. Roll attack and damage dice for PC and Summoned creature at same time if at all possible. Including rolling any followup dice that might be needed such as the free trip or grab. It does take a few sets of dice with different colors, but significantly speeds up combat for every player, not just the summoner. Same technique for companion classes.

We've not had an issue of why does caster/companion class guy get to kill more things, as we're not keeping score, and the encounters are designed to ensure if a player goes cowboy they're really at risk of death. My recommendation - work as a team, use everyone's abilities to the advantage of the group because I'll design the encounter with that factored in as much as possible.

I'm working on this with my son who's a 12yr old new GM and getting him to include the summon/companion (my druid with wolf is in his game) in the APL encounter CR calculations just as if they were a PC helps too.


I've asked my casters to create a reference for any monsters they might summon during play. It can be electronic on a handheld device or on a note card. I just want them to have the creatures stats up and ready ASAP (preferably before casting) when they use the spell. I want as little delays as possible, so I don't want them having to pull out the various bestiary books, or searching through online resources every time they're trying to decide what to summon and while running the summoned monster.


I concur that timing is the primary issue.

In our games, two things seem to help. The first is having a list of what you can summon (and what it does). Let me give a shout-out to the very helpful Monster Summoning Cards by Purple Duck Games. I have a copy on a tablet, but they also print out onto card stock very nicely and you have hard copies to lay out in front of you if you prefer.

The other is handing the tablet or card to other players, and saying "here, you drive the elemental." This both solves the issue of "how much control do I have over my summons" and also keeps other people involved in the game (and killing things). It doesn't feel like I'm doing the killing when Mike is the one moving the mini and rolling the dice.

The downside, in my experience, are the novel or templated monsters. Anyone who summons an Evolved Good Monster from an alternate summons list damn well better have the modified stats at their fingertips.... and never do.


One way I keep things going as a DM is to limit the time I allow my players to make decisions. If my player takes more than about 20 seconds to decide what to do then I will often put them in delay. It is also important to note that you do not decide what to bring in when you start casting. You make that choice when you finish casting.

CRB wrote:
You make all pertinent decisions about a spell (range, target, area, effect, version, and so forth) when the spell comes into effect.

Provided the character in question is casting a standard summon spell, this usually gives them plenty of time to grab the stats they need while the other players are taking their turns.


MichaelCullen wrote:
One way I keep things going as a DM is to limit the time I allow my players to make decisions. If my player takes more than about 20 seconds to decide what to do then I will often put them in delay. It is also important to note that you do not decide what to bring in when you start casting. You make that choice when you finish casting.
CRB wrote:
You make all pertinent decisions about a spell (range, target, area, effect, version, and so forth) when the spell comes into effect.
Provided the character in question is casting a standard summon spell, this usually gives them plenty of time to grab the stats they need while the other players are taking their turns.

Yeah, but everyone who didn't just fall off the turnip truck knows that standard-action summons are the gold standard and tries very hard to get them. And they're not hard, even if you're not playing a summoner (that gets them by default).

Lantern Lodge

Summon spells usually just takes up more time in a game.

That said, there are some newer feats that really make calculating the actual stats of summon monsters a real chore.

I'm looking at you Versatile Summon Monster/Summon Nature’s Ally!


In general we've found the Summon Monster series more effective due to useful SLA and abilities. Can also be used to make beat sticks and meat shields.

Summon Natures Ally has generally been effective for creating beat sticks and meat shields.

Despite the spells being superficially similar I think they have very different power levels.

Though SNA does have the "I summon some Cyclops and have them natural 20 their Great Axe"


I dont think they are OP , while they are quite good indeed , even more if you are a neutral caster.

With that said , the player must have the sheets of what he intends to summon ready , this spell is more of a pain because of the time it takes from the game sometimes ugh...


1 person marked this as a favorite.

I agree, the summoner's turns taking longer than the other players' turns is a potential issue, but that can be avoided if the summoning player takes steps to keep things moving.

As a player, I pre-select a short list of candidates from the longer list, and then limit myself to that short list during a session. This reduces the time spent deciding what to summon, and 2 or 3 candidates are enough to cover most situations. With a short list, it also makes it easier to have stats at the ready, whether you prefer cards, hero lab printouts, or shortcut links on your device. Having your minis or pawns ready to go ahead of time helps, too.

Limiting yourself to a handful also saves time on your subsequent turns, because it's easier to "know your monsters" when the list is short. One last thing that helps is simplifying your monster's tactics according to basic roles, like attack, flank, or interpose.

I like that tip above about letting other players drive the summoned monster(s) now and again.


Another tip I'd suggest is sorting your summoned monsters by spell. That way instead of checking each monster to find their spells, you're selecting a spell and the monster that goes with it.

Sovereign Court RPG Superstar 2011 Top 32

1 person marked this as a favorite.

One thing to remember is that unless you can talk to the summoned creature, all it can do is fight. That having been said, quite a few of the possible summons speak Common or have telepathy. In fact my group has used them to translate before when we had some written material in one of the planar languages and no comprehend languages spell handy.

Slowdown and analysis paralysis are really the biggest issues with summons from my POV. That and the fact that many of the summons are templated animals so there's a lot of flipping around the Bestiary trying to generate stats on the fly unless you have a premade list.

Dark Archive

Speaking as someone who plays a Summoner, I concur on the usefulness of prewritten stat cards. I've played sessions where I had to look up monster stats on the fly AND modify them with the +4 to strength and constitution. It was embarassing.

On the other hand, when I have the stats and a decent plan when my turn comes up? I can go all out and there are some petless, summonless characters who's turns take longer than mine.


ryric wrote:
One thing to remember is that unless you can talk to the summoned creature, all it can do is fight. That having been said, quite a few of the possible summons speak Common or have telepathy.

Good point. Many of the outsiders (such as archons) have truespeech (Su), which also works. Although, like common, not in a silenced area.


Slow turns is just a player being rude. If X summons age more than you can handle then summon x-1. I've only found the master summoner regularly crosses this limit.

Idk about summoning being OP but it does make any caster with it automatically decent. This statement is based on an in game experience where a heavily unoptimized sorcerer still made the martials feel silly because her summons did more destruction than they could. The reason was pretty simple. The GM designed encountes to challenge the static talents of the martials. My ever changing summons would bypass those challenges.

I think this speaks more to the problems of martials not the spell more so than any other of these threads. I know martials like the Aegis or soulkinfe wouldn't feel silly next to sorceress summons.


In my experience summons tend to die quite quickly if the enemies pay attention to them - this takes up the enemies time and takes some pressure of fighters etc or gives them flanking and makes them better at doing their job.

I generally have low intelligence enemies attack a random target unless a particular thing just did a lot of damage to it. That means summoned monsters act as a bit of protection for melee PCs.

I think the round long casting time is an opportunity to disrupt without risking a ready action. I don't think this should happen often but a few times in a summoners career seems reasonable.

Protection from Evil/L/C/Good is a very easily accessible spell and gives some protection against summons. Bad guy has it in potion form?

If a summoner was spamming summons I would ensure at least some of the foe were diverted to managing the summons population. I would never let a character bring in more than one or two summons spells worth of creatures at any one time.

Lastly, while the player can give commands to the summons if he speaks the language, they are still NPCs. As DM i move them st the players instruction but the player rolls all the dice. I also expect the player to give commands commensurate with the creatures intelligence.


My strategy was to summon one thing then hide. So when something did attack me, I just summoned more things

The GM rarely attacked me or my summons. For reasons like this. Now don't ask me how one level 5 summon at party level 12 made all the martials feel silly. I think it was something about tar creatures stealing weapons.


Rhedyn wrote:

My strategy was to summon one thing then hide. So when something did attack me, I just summoned more things

The GM rarely attacked me or my summons. For reasons like this. Now don't ask me how one level 5 summon at party level 12 made all the martials feel silly. I think it was something about tar creatures stealing weapons.

I wouldn't have an issue with summoning and hiding, its one of the ways a summoner would act and from a spotlight sharing aspect at the table, you're not running several characters/creatures.

Regarding the other players feeling silly, you make an interesting point about encounter design though, and those are the kind of things I'm interesting in drawing out in these threads. I, as much as possible, want to let the players use their characters skills and provide them challenges to overcome both individually and as a group. Coming from a AD&D background, the APL + for developing a CR budget is a nice mathematically start point to build from compared to OSR which was less objective.

For GMs, I advise counting any summoner (including a wizard/cleric who usually uses a slot for summon monster/ally) or companion class as "2 PCs" when looking at APL for encounter design CR budget. If you don't account for that additional action economy your party is not going to get nearly the challenge you expected to give them. Its also good as much as possible to use a combo of range, cast, melee. The party's variety of skills/abilities will be more likely to get engaged, and it'll create more challenge and tactics for the group as a whole. Even if all the creatures are the same, if they have range/spell like abilities some can stay at stand-off. Lastly, don't show them all in the first round for some encounters. That being said - if you use waves/piecemeal the creatures, you're probably going to want to add +1 CR to the encounter budget for each wave. The reason is you don't "mass" your creatures action economy and thus the output vs the party at any point of the encounter is less than the end total of the CR. A long way of saying, keep all your players engaged by ensuring there is enough in the encounter for everyone to take their shots, and even be a little worried from time to time that they're going to die (then pull punches/tweak monster HPs on the fly if you need/want to).

I personally don't feel silly if we as a group demolished an encounter regardless of who in the party did the wrecking - I just want more risk for my character so I feel like I need to be both smart and not unlucky. I have had these discussions with my son, as our party in his campaign is 2x Paladins, Rogue, Druid+wolf (me), and IMO, we don't get knocked down enough yet during combats so I'm helping him work through some of these types of encounter design steps.


Can I just say that Lantern Archons are amazing? 2d6 a round might not be that much damage, but if you got a pit and a monster with low touch AC the only thing stopping that damage is hardness or poor dice. The thing that makes summon monster so powerful is action economy. You're basically adding a turn (or multiple turns) to the PC's side, and you have several types of turns to add based on the monster(s) you bring into play.

Since there's zero penalty to having a summon die it can also be used for a lot of traps. Lords know how many celestial ponies had a bad day due to fireball traps and the like.


HyperMissingno wrote:

Can I just say that Lantern Archons are amazing? 2d6 a round might not be that much damage, but if you got a pit and a monster with low touch AC the only thing stopping that damage is hardness or poor dice. The thing that makes summon monster so powerful is action economy. You're basically adding a turn (or multiple turns) to the PC's side, and you have several types of turns to add based on the monster(s) you bring into play.

Since there's zero penalty to having a summon die it can also be used for a lot of traps. Lords know how many celestial ponies had a bad day due to fireball traps and the like.

I've been thinking about casters who summon frequently and their "extra-planer reputation". So like do they treat the summoned with any kind of respect or appreciation, or like a slave/death-shield, or indifferent, etc. Same with druids and their ACs, it hasn't happened to Iska Wootis my wolf AC yet...but I know he'll die at some point, and I see that being a serious emotional event for my druid, they're closer than he is with the Paladins or Rogue. (and my kids out of game - my 4yr old rolls his attacks/damage some nights and thinks he's like his imaginary pet)

Not thinking of punishing someone who summons a lot and isn't appreciative of that summoned creatures sacrifices/services, but perhaps a potential story hook in there. If they get a bad enough reputation, some more powerful outsiders decide to come after the group or caster, but it builds up over time with strange unexplained encounters with outsiders or mysteriously appearing "summoned" monsters attacking or otherwise harassing the party. Some kind of atonement quest perhaps to appease them.

And yes - just took a look at Lantern Archons...they're cool, I like the flavor text for them - inspiring ideas already.

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Game Altering (or Game Breaking?) Spells: Summon Monster / Summon Nature Ally All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion