Summoning Unicorns

Hi folks,

Is there any reason why you can't have a summoned unicorn (Summon Nature's Ally IV) use its magic abilities to neutralize poison, cure moderate wounds, and cure light wounds three times (in addition to its other spell-like abilities)? None of those cost XP. It seems a bit crazy since for the price of a 4th level spell, you get two 3rd level spells (neutralize poison and cure moderate wounds are both 3rd level druid spells) and three 1st level spells. That seems awfully generous.

MC
 

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Nope, no reason. Summoned creatures are often useful for their spell-like abilities. Instantaneous ones, like the unicorn's cures, are best because their effects stick around. (Any effect with a positive duration ends when the creature goes away.)

If this seems overly generous, remember that it takes time pull off. The summoning spell requires a full round, and then the unicorn can only use one ability per round. That's a significant downside, because when you need healing, you usually need it immediately.
 

AuraSeer said:
If this seems overly generous, remember that it takes time pull off. The summoning spell requires a full round, and then the unicorn can only use one ability per round. That's a significant downside, because when you need healing, you usually need it immediately.

Granted, it takes time, but that's not always a downside. Certainly, there are still good reasons to memorize cure spells and neutralize poison, such as for use during combat when time is of the essence, as you describe.

On the other hand, a lot of healing and poison neutralization goes on after combat, at which point it seems that a level 7+ druid would engage in a lot of unicorn summoning so as to get a total of 5d8+20 hp of healing plus neutralize poison for the price of one 4th level spell. Even without the neutralize poison, that's better than the druid's 3d8+15 max hp healed for a 4th level Cure Serious Wounds, plus you can split it into 3 1d8+5's and one 3d8+5 for more flexible use in healing one badly damaged party member or a few light or moderately damages ones.

I guess almost every druid of level 7+ should memorize at least one Cure Serious Wounds, ready for use in combat, and convert it into Summon Monster IV for summoning a unicorn if the healing can wait for after combat.

If you have Summon Nature's Ally V and/or VI, you can summon multiple unicorns and potentially get crazy healing and poison remedies on the cheap.

Anyway, I'm not really arguing a point, just pointing out what seems almost like a no-brainer for druids.
 

Well, Summoned Monsters or Allies will fight enemies for you. IF you can communicate with your summoned creature, you can give it other tasks. Although this may not be that big of a deal, you may have to cast a spell to be able to speak with your summoned creature (Unicorn).

Just an FYI :p

Belbarrus
 



AuraSeer said:
Nope, no reason. Summoned creatures are often useful for their spell-like abilities. Instantaneous ones, like the unicorn's cures, are best because their effects stick around. (Any effect with a positive duration ends when the creature goes away.)

Any effect with a duration ends when the creature goes away? I have not seen this rule. Could you tell me where it is located?
 

jgsugden said:
Any effect with a duration ends when the creature goes away? I have not seen this rule. Could you tell me where it is located?
It's in the Magic chapter, where the different schools of magic are described. Find Conjuration, then look under the Summoning subheading.

"When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire."
 

Magus Coeruleus said:
Hi folks,

Is there any reason why you can't have a summoned unicorn (Summon Nature's Ally IV) use its magic abilities to neutralize poison, cure moderate wounds, and cure light wounds three times (in addition to its other spell-like abilities)? None of those cost XP. It seems a bit crazy since for the price of a 4th level spell, you get two 3rd level spells (neutralize poison and cure moderate wounds are both 3rd level druid spells) and three 1st level spells. That seems awfully generous.

MC
Summon lantern archon+bag of holding/portable hole = your level in teleport without errors as a single 4th level spell
Bralani - your level in cure serious wounds for a 6th level spell
Satyr with pipes - AoE scare, charm or sleep
and more...
 

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