Unchained Summoner is missing spells


Pathfinder First Edition General Discussion


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

I recently had a chance to play an old summoner character again, so I remade him as an Unchained Summoner. I managed to remake my old Eidolon concept, bumped some spells up a level on the new Unchained Summoner spell list, but then I noticed some spells aren't there at all.

For example, Haste is a 3rd level spell for everyone except Summoner (and Medium), which was kinda overpowered, so for the Unchained Summoner it is back to being a 3rd level spell. Thats fine, a bunch of summoning-themed spells got their levels lowered for the Summoner, but the Unchained Summoner brings it back in line with everyone else. You can see this aversion to different spell levels in the magic traditions of Pathfinder 2e, where everyone of that tradition has the same spell list.

However, a lot of spells just don't exist for the Unchained Summoner, including some which were very cool and thematic.

For example:

Master's Escape:
You create an extradimensional link between yourself and one summoned creature you control that allows you to switch places. After casting master’s escape, you can teleport to your summoned creature’s space as a swift action, causing your summoned creature to teleport to your former space. If your summoned creature is reduced to 0 or fewer hit points before you can use this spell’s effect, you can teleport to a space that you can see within 30 feet as an immediate action. After using either of these effects, the spell ends. A summoner can target his eidolon with this spell.

Final Sacrifice:
You disrupt the conjuring energies within a summoned creature, causing it to violently explode. If the target fails its Fortitude save, it is immediately slain and all creatures within 20 feet of the target take 1d4 points of damage per spell level of the summoning spell that conjured the target. This damage is fire damage unless the target creature has the cold or water subtype, in which case it’s cold damage. Creatures caught in this explosion take half damage if they succeed at their Reflex saves against this spell’s DC. Final sacrifice can detonate a summoner‘s eidolon, though an eidolon receives a +4 bonus on its Fortitude save unless the spell is cast by the eidolon‘s own summoner.

If this spell targets an eidolon, creatures within 20 feet of the eidolon take an amount of damage equal to 1d4 + 1/2 the caster level of the summoner who controlled the eidolon.

There are also baffling absences of basic spells that seem to exist on every spell list except the Unchained Summoner.

Detect Magic, Greater:
School divination; Level bard 2, cleric 2, druid 2, inquisitor 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, spiritualist 2, summoner 2, witch 2

Are these absences intentional or just an oversight?


Dunno about intent. In general when Paizo nerfs something they don't take half-measures though, maybe at some point somebody playing a summoner managed to get a lot of use out of the first two spells in PFS and they decided to ensure no one could get cute with them again.

Greater detect magic missing is probably a mistake.

Shadow Lodge

It looks like none of the spells from the Monster Summoner's Handbook made it to the 'unchained' spell list: Probably an oversight.


Taja the Barbarian wrote:
It looks like none of the spells from the Monster Summoner's Handbook made it to the 'unchained' spell list: Probably an oversight.

An oversight on the side of AoN - "These spells are appropriate for the versions of the summoner class from both Pathfinder RPG Advanced Player’s Guide and Pathfinder RPG Pathfinder Unchained." MSH pg. 22


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
Derklord wrote:
An oversight on the side of AoN - "These spells are appropriate for the versions of the summoner class from both Pathfinder RPG Advanced Player’s Guide and Pathfinder RPG Pathfinder Unchained." MSH pg. 22

Thank you very much for the replies. This answers my question.

So this should mean the spells from MSH work for the Unchained Summoner, even though it's not in the Unchained book spell list or on the PFSRD. That will make my current character more fun to play.

Still doesn't explain the absence of some of the staple spells or higher versions like Greater Detect Magic, but I can work with it.

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