Summoner Spells


Advice


Gonna quote from the SoM PDF given for the playtest, since it seems it remained the same

Spell Repertoire

Quote:

The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells and five cantrips of your choice. You choose these from the common spells from the tradition corresponding to your eidolon, or from other spells from that tradition to which you have access.

You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. Each time you gain a level, you can reselect the spells in your repertoire.

At 3rd level, your repertoire grows to four spells of your choice of any spell level you can cast, though you must always know at least one spell you can cast using your lower-level slots.

So, what spells would you take as a lvl 11 summoner?

A set for every tradition.

I was Thinking
Arcane

Quote:

Dragon Transformation ( Double Dragons!)

Collective Transposition ( Battlefield Control )
Shadow Siphon ( Strong Counterspell )
Vampiric Exhanguination ( aoe damage and temporary hp )

Divine

Quote:

Heal or vital beacon

Heroism ( to enhance the eidolon, especially during boss fights )
Summon Celestial/Fiend
Vampiric Exhanguination ( aoe damage and temporary hp )

Occult

Quote:

Calm Emotions

Heroism ( to enhance the eidolon, especially during boss fights )
Shadow Siphon ( Strong Counterspell )
Vampiric Exhanguination ( aoe damage and temporary hp )

Primal

Quote:

Heal or vital beacon

Cone of Cold ( Aoe Damage )
Stoneskin
Chain lightning ( probably I should take this one instead of cone of cold )


It would greatly depend on the Eidolon and how I was playing the summoner so it's pretty hard to say.

There are some good summoner specific spells like Summoner's Precaution that could be handy

Summoner's Visage lets your eidolon turn into your identical twin, and Fey Eidolons have the ability to cast spells, at lvl 11 they'd have 2 cantrips and lvl 1 and lvl 2 spells.

That could be pretty fun combo.

Too many good new options to pick from.


My picks, if walking in blind with no idea of party composition, would be:

Arcane:
Invisibility 4th
Shadow Siphon 6th
Stoneskin 6th
Wall of Stone 5th

Divine:
Air Walk 4th
Heal 6th
Summon X 6th
Wall of Flesh 5th

Occult:
Invisibility 4th
Soothe 6th
Synesthesia 5th
Wall of Flesh 5th

Primal:
Air Walk 4th
Heal 6th
Stoneskin 6th
Wall of Stone 5th


Well I'm going to split the difference between these 2 suggestions.

You only have a few spells so you might as well take the most flexible spells that will turn an entire encounter by themselves
1) Heal can definitely do that
2) Wall of Stone is a very strong control spell. It can divide and delay enemy forces - its almost compulsory
3) Dragon Form over AirWalk or Fly. Most definitely. Because Dragon Form flies, you don't really have the spell slots for ranged blaster to be your main game - cantrips don't cut it but dragon breath can cover that anyway. You get a melee option. The only downside is your size.
4) Maybe one good blast like Chain Lightning which still works fine even if you loose initiative.

A Summon is good I guess mostly for its versatility. Not sure its strong enough though.

Hard to argue against Synesthesia for its boss take down value.

Not so sure I want Soothe. I'd definitely take it on a full caster. But its just not as strong as Heal and I feel like a big healing potion could do the same. Out of combat healing is best done with skills or focus spells.


2 people marked this as a favorite.
Gortle wrote:
A Summon is good I guess mostly for its versatility. Not sure its strong enough though.

That's what I would use summons for. Squeeze them for the free spells they bring to your kit, because you haven't got many. The summoner's bounded slots kind of work in your favor there, because it incentivizes you to search out summons with more utility rather than stopping power, and summons can only use their spells if the level of the slot that spawned them is high enough.


I see there's much love for Airwalk, Wall of stone and Stoneskin.

To be honest, I probably won't take any wall, because they are too strong ( Tried a white room against mosters using walls, and turned out different times into a tpk ), but I guess I could go for Air walk.

I agree on summons ( using their spell kit too ).


HumbleGamer wrote:

I see there's much love for Airwalk, Wall of stone and Stoneskin.

To be honest, I probably won't take any wall, because they are too strong ( Tried a white room against mosters using walls, and turned out different times into a tpk ), but I guess I could go for Air walk.

I agree on summons ( using their spell kit too ).

There is some variation in the way GMs handle walls. Yes there are quite a few monsters and situations it just doesn't help against. But that is true of any tactic. The trick is to get it right. The botton line is if the enemy is going to be engaged piecemeal if you cast the spell then its worthwhile, otherwise its not.


Gortle wrote:
HumbleGamer wrote:

I see there's much love for Airwalk, Wall of stone and Stoneskin.

To be honest, I probably won't take any wall, because they are too strong ( Tried a white room against mosters using walls, and turned out different times into a tpk ), but I guess I could go for Air walk.

I agree on summons ( using their spell kit too ).

There is some variation in the way GMs handle walls. Yes there are quite a few monsters and situations it just doesn't help against. But that is true of any tactic. The trick is to get it right. The botton line is if the enemy is going to be engaged piecemeal if you cast the spell then its worthwhile, otherwise its not.

I meant the opposite.

I tried to give the enemies a similar approach towards players:

Backline isolated from frontline devastated in a couple of rounds ( bending the walls resulted in 2/3 walls, depends the map ), then TPK on the rest of em.

I'd rather not play with a similar approach ( either using it or allowing enemies to use it ).


HumbleGamer wrote:
Gortle wrote:
HumbleGamer wrote:

I see there's much love for Airwalk, Wall of stone and Stoneskin.

To be honest, I probably won't take any wall, because they are too strong ( Tried a white room against mosters using walls, and turned out different times into a tpk ), but I guess I could go for Air walk.

I agree on summons ( using their spell kit too ).

There is some variation in the way GMs handle walls. Yes there are quite a few monsters and situations it just doesn't help against. But that is true of any tactic. The trick is to get it right. The botton line is if the enemy is going to be engaged piecemeal if you cast the spell then its worthwhile, otherwise its not.

I meant the opposite.

I tried to give the enemies a similar approach towards players:

Backline isolated from frontline devastated in a couple of rounds ( bending the walls resulted in 2/3 walls, depends the map ), then TPK on the rest of em.

I'd rather not play with a similar approach ( either using it or allowing enemies to use it ).

Its pretty simple to play with - providing you aren't playing an extreme interpretation where you can lock down enemies in their own little prison huts. Not all enemies are vulnerable to it. Players have defenses against it. Enemies can just have more numbers....


Gortle wrote:
HumbleGamer wrote:
Gortle wrote:
HumbleGamer wrote:

I see there's much love for Airwalk, Wall of stone and Stoneskin.

To be honest, I probably won't take any wall, because they are too strong ( Tried a white room against mosters using walls, and turned out different times into a tpk ), but I guess I could go for Air walk.

I agree on summons ( using their spell kit too ).

There is some variation in the way GMs handle walls. Yes there are quite a few monsters and situations it just doesn't help against. But that is true of any tactic. The trick is to get it right. The botton line is if the enemy is going to be engaged piecemeal if you cast the spell then its worthwhile, otherwise its not.

I meant the opposite.

I tried to give the enemies a similar approach towards players:

Backline isolated from frontline devastated in a couple of rounds ( bending the walls resulted in 2/3 walls, depends the map ), then TPK on the rest of em.

I'd rather not play with a similar approach ( either using it or allowing enemies to use it ).

Its pretty simple to play with - providing you aren't playing an extreme interpretation where you can lock down enemies in their own little prison huts. Not all enemies are vulnerable to it. Players have defenses against it. Enemies can just have more numbers....

If by extreme you mean using it as players do ( minimum 2 layers per spell, or even extreme situations like spirals or tunnels ), as far as I happened to see until now, it's only a matter of initiative ( delay until you have the whole enemy team in sequence ) and positioning ( be ready to go on casters/melee, depends which side of the wall you are.

It's one of those spells, like synesthesia, I can't really find a reason not to use it on the majority of combats ( there will always be exceptions, of course ).

More interesting not using it, in my opinion.

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