Author Topic: Summon Army  (Read 6344 times)

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Offline DM B

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Summon Army
« on: April 25, 2010, 09:51:12 PM »
Summon Army I
Conjuration (Summoning) [see text]
Caster level:   Arcane 1
Components:  Standard
Regency:  4 RP/unit
Casting Time: One free action (1 day)
Range: Close (LoS)
Effect: 1 unit/3 caster levels
Duration: 1 domain turn (1 week/caster level)
Saving Throw: None
Spell Resistance: No
Description: This spell summons one or more units of outsiders (creatures from another plane) that join your army. The number of creatures summoned will vary depending on the unit type. While a unit of fiendish dire rats might have several hundred or more, a unit of elder elementals would have no more than ten.
Spell Effect: You summon a number of 1st level army units.
When you use a summoning spell to summon air, fire, water, earth, good, evil, chaotic, or lawful creature, it is a spell of that type. For example, summon army I is a lawful and evil spell when cast to summon units of fiendish dire rats.
The summoner can give orders the summoned creatures, provided he can make himself understood. If not given orders, the summoned units will tend to act according to race and alignment for the duration of the spell.
Unless a special monster type (as determined by the DM) is summoned the units created can be assumed to have the fighting characteristics presented in the table; the exact type of creatures in the unit does not matter.

Lvl;Speed;Defense;Morale;Cohesion;Melee;Charge;Missile;Special
1;3;10;+6;3;+2;-;-;Extraplanar
2;3;12;+6;4;+4;-;-;Extraplanar
3;3;14;+7;4;+6;-;-;Extraplanar
4;3;16;+7;5;+8;-;-;Extraplanar
5;3;18;+8;6;+10;-;-;Extraplanar
6;4;20;+8;7;+12;+12;-;Extraplanar
7;4;21;+9;8;+13;+13;-;Extraplanar
8;4;22;+9;9;+14;+14;-;Extraplanar
9;5;23;+10;10;+16;+16;-;Extraplanar

Summon Army II
Caster level:   Arcane 2
Regency:  6 RP/unit
Spell Effect: You summon a number of 2nd level army units.
Summon Army III
Caster level:   Arcane 3
Regency:  8 RP/unit
Spell Effect: You summon a number of 3rd level army units.
Summon Army IV
Caster level:   Arcane 4
Regency:  10 RP/unit
Spell Effect: You summon a number of 4th level army units.
Summon Army V
Caster level:   Arcane 5
Regency:  12 RP/unit
Spell Effect: You summon a number of 5th level army units.
Summon Army VI
Caster level:   Arcane 6
Regency:  14 RP/unit
Spell Effect: You summon a number of 6th level army units.
Summon Army VII
Caster level:   Arcane 7
Regency:  16 RP/unit
Spell Effect: You summon a number of 7th level army units.
Summon Army VIII
Caster level:   Arcane 8
Regency:  18 RP/unit
Spell Effect: You summon a number of 8th level army units.
Summon Army IX
Caster level:   Arcane 9
Regency:  20 RP/unit
Spell Effect: You summon a number of 9th level army units.
« Last Edit: April 25, 2010, 09:54:15 PM by DM Bjørn »
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Offline DM B

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Re: Summon Army
« Reply #1 on: April 25, 2010, 09:52:56 PM »
The higher-lvl version are probably too cheap RP-wise.
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Offline X-Elinie/RiD (Niels)

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Re: Summon Army
« Reply #2 on: April 26, 2010, 12:52:49 AM »
The higher-lvl version are probably too cheap RP-wise.

If it was possible to find them, what would the non-magical equivalent Mercenaries cost for a similar duration? - Isn't that sorta the comparative basis?
Formerly: His Grace, Patriarch Rashid ibn Daouta, Last Imperial Duke of the Eastern Marches, Duke of Elinie, Master of Sutren Hills, Holy Paladin of Avanalae, Light of Reason.

Offline DM B

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Re: Summon Army
« Reply #3 on: April 26, 2010, 08:26:51 AM »
Well...sort of...couple of differences though; summoned units can be banished if the enemy has a prepared spellcaster...mercs can't. Several other such considerations also.
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Offline X-Medoere & RCS/KE (Thorsten)

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Re: Summon Army
« Reply #4 on: April 26, 2010, 09:10:12 AM »
If I remember correctly, 5RP substitutes 1GB in a tight spot when paying unit upkeep in normal circumstances - this is really just an observation though.

One question: how does the supply-rule (if at all) affect summoned units? Assuming even celestial or fiendish creatures need some manner of substance (or the concept of substance, to go into abstract thinking), how are they affected, if the unit finds itself "out of supply"? Is this at all times covered by the basic cost of the spell? (I ask, because I have this rather horrid picture, of several hundred Fiendish Dire Rats deciding to raid the country-side in search of food and nipping away at everything with their diseased bites...)

I also note that the standard summon spell states, that the summoned monster appears instantly and attacks your foe to the best of it's capabilities, unless ordered otherwise. That does not seem to be the case here? Is that deliberate? Is the unit summoned with a "hold" or "wait" action implemented in it's head?
I imagine it does wonders to your war-plans when the summoned unit doesn't charge towards the foe as soon as it is summoned - but does this mean that should the caster be so foolhardy as to summon something he/she cannot communicate with, the summoned unit will immediately do what their kind does best (re: aforementioned Fiendish Rats).

(On a related note - how does one speak "fire"? I imagine there's a certain mage with swords who needs to figure that one out quick, before her summoned units does what they do best... in her back yard...  ;D)


Offline DM B

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Re: Summon Army
« Reply #5 on: April 26, 2010, 10:41:10 AM »
Summoned units need no supply because they have a 0Gb upkeep cost.
You summon UNITS; which behave as normal units.
5RP = 1GB (or 4RP = 1GB in magic actions); the real liming factor is the RP available to spellcasters. Saving up PC casters can have a reserve of 100-150RP...strictly limiting spellcasting beyond a few spells.
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Offline X-Tornilen/SM (Alexander)

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Re: Summon Army
« Reply #6 on: April 26, 2010, 02:18:06 PM »
The nerfbat, it hurts so bad :'(

Ah well, now we have concrete rules for it. Time to get started learning that Summon Army VI :)
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Offline X-MOC/Leman States (Even)

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Re: Summon Army
« Reply #7 on: January 08, 2011, 02:08:30 PM »
I only now noticed that the spell description gives the summoned monster the same value for melee and charge. Is this correct, as there is no benefit in charging unless you have an increased attack value? All units listed in the RG with a separate value for charge have a higher value than for melee.
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Offline DM B

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Re: Summon Army
« Reply #8 on: January 08, 2011, 06:32:02 PM »
I only now noticed that the spell description gives the summoned monster the same value for melee and charge. Is this correct, as there is no benefit in charging unless you have an increased attack value? All units listed in the RG with a separate value for charge have a higher value than for melee.

The listed values are correct. The 'only' added benefit they have is being able to strike first...
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