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Author Topic: Summon Issues:  (Read 3438 times)

Fenris

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    RE: Summon Issues:
    « Reply #20 on: November 13, 2004, 02:44:00 AM »
    Ghost,

    The Planar Ally's duration is listed as 1 turn / level.  It was lasting essentially the correct duration.

    The Summon Creature VI spell has a listed duration of 24 hours (which I am sure was tweaked for Layonara purposes).

    This last update brought the Planar Ally's duration down to roughly 6 rounds for my 13th cleric.

    He now has just enough time to:  buff himself with stoneskin,  get stuck while casting ghostly visage for 2 rounds.  then cast hammer of the gods.  Finally he will melee for 2 rounds and then unsummon.  This is meant to be a caster summon, and should have a longer duration.  Shortening him below his stated spell duration thus drastically reduces his effectiveness to nil.

    The lesser planar binding may have been what you were thinking of when you mentioned the duration should be in rounds.  The lesser planar binding (with the dual purpose of either binding a planar or summoning one) has a listed duration of 1 round / 2 levels - thus providing a 6 round summon at level 13.  

    My lesser planar binding summon lasts for thirteen turns, when it probably should only last for 6 rounds.  Once this is changed (as I am sure it will be as a result of this post), my hope is that the old Planar Ally will be restored to the correct duration so that he can cast all of his spells before expiring.

    I would greatly like to assist you if possible with verifying duration and damage for the summons of Beryl.  If you feel this is still a non-issue, I will stop using them altogether and focus on healing.  *shrugs*  I prefer having the flexibility of bailing out a party from a bad situation with a good pet, but if you feel the pet as is, is balanced, so be it.

    As always I appreciate your willingness to take your time and assist with these issues.

    Thanks Ghost,

    Fenris
     

    GhostWhoWalks

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    RE: Summon Issues:
    « Reply #21 on: November 13, 2004, 03:00:00 AM »
    It should be 3 rounds per level now, if its not, I'll fix it next update.
     

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    RE: Summon Issues:
    « Reply #22 on: November 15, 2004, 08:34:00 PM »
    Class:  Wizard
    Level:  5
    Name:  Animate Dead
    Problem:  Says the component is Black Onyx....I bought 30 of them and haven't used one yet.  Just thought you should know.  Oh, and I don't have Eschew mat II yet cuz Kira is only 10th lvl.

     :)
     

    Fenris

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      RE: Summon Issues:
      « Reply #23 on: November 16, 2004, 06:10:00 PM »
      Hey Ghost,

      I tested the Astral Summon again late last night, and I still time it at 78 seconds (1 round / level).

      Thanks,

      Fenris
       

      Fenris

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        RE: Summon Issues:
        « Reply #24 on: November 16, 2004, 06:16:00 PM »
        I messed around with all available summons the other day in the wizard tower North of Hlint and came up with an interesting anomaly:

        Create Undead (level 11 summon spell) is requiring a material component, even with Eschew II, which, according to it's description, enables the user to cast all spells of level 1-6 without material components.

        Not that I'll be using this spell anytime soon, but I thought you might want to know of it ;)

        - Fenris
         

        Aryn Ravenlocke

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        RE: Summon Issues:
        « Reply #25 on: November 16, 2004, 06:23:00 PM »
        Create Undead is also an 8th level spell for sorcerers. Often times when the spell has 2 different requirements, it is the higher of the two that is looked at for the purposes of Eschew Materials. In this case, being a level 8 spell as well it would be in need of Eschew III.


        YT
         

        Fenris

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          RE: Summon Issues:
          « Reply #26 on: November 30, 2004, 10:48:00 AM »
          If that is the case, I feel for the few necro clerics out there who are struggling to hit 12th so that they can Eschew their summoning components.

          Eschew II is still not functioning as intended for these individuals and should probably be addressed when the time permits.  I continue to list this error as the board calls for Summon Issues, and the answer you list above, while an answer, does not detract from this being an issue.

          Thank you for sheding light, nonetheless Aryn.

          - Fenris
           

          Aryn Ravenlocke

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          RE: Summon Issues:
          « Reply #27 on: November 30, 2004, 11:00:00 AM »
          The Eschew Feats are working as designed and intended. Those wishing to caste Create Undead must have the material component to do so or take Eschew III. It is not a summon. It is completely seprate from summons. The only spells that actually qualify as summons in that particular regard are the Summon Monster series of spells.

          YT
           

          Juste

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            RE: Summon Issues:
            « Reply #28 on: November 30, 2004, 11:00:00 AM »
            Now, I'm not Ghost, but I'm going to try to explain this anyway.

            It can't be fixed that some spells should work with a certain eschew, but aren't, because they are higher level spells for other classes. The reason being there is only one version of each spell, so you can only set its level one place when considering eschew for example. As an example:There are no seperate spells that are Greater Magic Weapon - Mage, and Greater Magic Weapon - Cleric, there is just Greater Magic Weapon, as such you can only tell the game that Greater Magic Weapon is one set spell level, since the game has no idea which class is casting it. Therefore usually the higher one is chosen, as Aryn said (Not counting spells granted by Domains).
            It can't be fixed, (or maybe it can but it would take tons and tons of redundant coding) if I recall correctly this is the explanation Ghost gave me.

            It is only a few select spells this is a problem with, like Neutralize Poison, GMW and Create Undead as you said. But frankly, Create Undead is such a worthless spell anyway, not worth fussing over.
             

            Fenris

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              RE: Summon Issues:
              « Reply #29 on: December 04, 2004, 12:28:00 PM »
              If this can't be fixed it should probably be moved to the fixed bugs.

              Thanks Juste and Aryn.

              Fenris
               

              Sakura

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                RE: Summon Issues:
                « Reply #30 on: December 20, 2004, 08:03:00 PM »
                Cleric:
                Summon creature two (under animal domain)

                Water sprout

                Players were killed by drownding

                One thing is for sure, players that I group with will be protected by PFD, and PFE.
                 

                dark_n

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                  RE: Summon Issues:
                  « Reply #31 on: January 22, 2005, 08:39:00 AM »
                  my character is lvl 7, cleric of Rofireim.
                  The summons so far have improved pretty much only in ac and hp. The damage on the summon 4 (as in 4 th lvl spell, my highest) "high guardian" - is 1-3+3........ which no offense, for a tank with no special abilities is kinda pathetic :P Its attack bonus is so low, it can barely hit anything (it uses expertise all the time - which just makes it worse) - it has the feat "weapon focus : longsword" - too, yet none of them use longswords. ... I think something is wrong here... very wrong.

                  the lvl 1 spell is a fighter 2.
                  the lvl 2 spell is a fighter 4.
                  the lvl 3 spell is a fighter 4.
                  the lvl 4 spell is a fighter 4.

                  all have 1 attack... appart from the first two, they are useless offensively at the level they are gained, and defensively they arent much use other than to block a retreat either.  lvl 4 summons dies to an ogre berserker in about 3 rounds.....

                  weell actually the first 2 lasted so short at the time one gets them they were kinda useless too. Perhaps add 1 turn to the duration of all summon spells? That way, there would be a large diffference in duration at low lvl, but little at high lvl. It would make summons useable at lvl 1-4.
                   

                  GhostWhoWalks

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                  RE: Summon Issues:
                  « Reply #32 on: January 24, 2005, 05:52:00 AM »
                  The Rof spells aren't meant to attack anything really. They are shields. They do shieldy things. Which is take a bit of damage away from you while you do the work. Its a protective summon. And is the most powerful summon when it comes to that. At high levels they become almost totally immune to physical damage. They will always have low hitpoints but have progressivly stronger DR.
                    Magic will rip them apart though, which is the trade off.
                    You'll notice a small difference at lower levels unless you are fighting semimagic heavy things.
                    Your summon may go from a 10/+1 to a 10/+2 DR, but unless you're fighting something that has +2 weapons you're not going to notice how much stronger it is than the lower level counterpart.
                   

                  rusleBIFFEN

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                    Summon Issues:
                    « Reply #33 on: March 10, 2005, 12:36:00 PM »
                    Summon I, II, III, IV

                    Full Name: AngarĂ¡to Vardamir
                    Class : Cleric
                    Race: Human
                    Alignment: NG
                    Deity: Lucinda
                    Domains : Healing , Magic
                    Level : 7

                    When I do these summons, flying books appear....( Librams ? )
                    (should be , Dire Badger, Dire Boar, Dire Wolf, Dire Spider)

                    Now when I got to Level 7 and should get to summon a Dire Spider a book
                    comes up, which was suspected since it also did that on the other levels, but
                    this Libram goes total bananas and trow all kinds of spells around. Its totaly unpredictible....

                    Looks cool with all the spoellcasting though :-) but I gues it isnt supposed to work like that.

                    Regards
                    rusleBIFFEN
                     

                    Pankoki

                    RE: Summon Issues:
                    « Reply #34 on: March 10, 2005, 12:40:00 PM »
                    Thats the custom summon system we have in Layonara. Each deity has custom summons and so do mages. Lucindites get spellcasting books at lower levels and golems at higher.
                      Working as designed.
                     

                    Magnulas

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                      RE: Summon Issues:
                      « Reply #35 on: June 20, 2005, 07:46:00 AM »
                      Spell level: 1
                      Deity/Alignement: Baraeon Ca'Duz/TN
                      Summon name: Animated book!

                      I think I should get a giant spider when my deity is Baraeon Ca'Duz. Nothing wrong whit the book but I think it belongs in the library and not on the battelfield.
                       

                      orth

                      RE: Summon Issues:
                      « Reply #36 on: June 20, 2005, 08:45:00 AM »
                      Quote
                      Magnulas - 6/20/2005  10:46 AM

                      Spell level: 1
                      Deity/Alignement: Baraeon Ca'Duz/TN
                      Summon name: Animated book!

                      I think I should get a giant spider when my deity is Baraeon Ca'Duz. Nothing wrong whit the book but I think it belongs in the library and not on the battelfield.


                      Wizards summons are based on alignment not deity.
                       

                      Eight-Bit

                      RE: Summon Issues:
                      « Reply #37 on: September 19, 2005, 01:54:00 PM »
                      Aschenbach Snailpace
                      Upright Holyman of the Seventh Choir,
                      of The Good Lord Branderback.

                      The spell in question is Summon Creature Four. It calls up a Shadow Mastiff. The Shadow Mastiff really pales in comparison to the other summons I've seen thus far. He has no damage resistance, sneaking ability, nor does he have any concealment. His Howl, Fear ability is at a low DC 11, where even Goblins will make the save 55% of the time. His 19 AC, combined with 51 Hp and a love for Power Attack makes him a poor tank. From an objective standpoint an extended Summon Creature Three would be more useful. I suppose, to be simple, what I am proposing is a simple change. His Power Attack should be removed, and he should then recieve the ability to cast Improved Invisiblity. This would bring him up to par with the other level 4 Summons. I'm not looking for someone to tank for me. I see Branderback's summons as just a distraction. Yet this one is more of a loud annoyance to the enemies.
                       

                      Filatus

                      RE: Summon Issues:
                      « Reply #38 on: September 19, 2005, 06:30:00 PM »

                      Hmm, I don't want to make a fuss, but level 4 summons aren't that powerful anyway for most deities. But on the other hand, I'm not quite sure with what other summons you're comparing it with. From what I've seen thuss far concerning other level 4 summons they're all not up to par in melee against challenging opponents.

                      Then again, my experience with this isn't that big.
                       

                      lunchboxkilla

                      RE: Summon Issues:
                      « Reply #39 on: September 19, 2005, 10:18:00 PM »
                      Summon I, II, III, IV

                      Full Name: AngarĂ¡to Vardamir
                      Class : Cleric
                      Race: Human
                      Alignment: NG
                      Deity: Lucinda
                      Domains : Healing , Magic
                      Level : 7

                      When I do these summons, flying books appear....( Librams ? )
                      (should be , Dire Badger, Dire Boar, Dire Wolf, Dire Spider)

                      Now when I got to Level 7 and should get to summon a Dire Spider a book
                      comes up, which was suspected since it also did that on the other levels, but
                      this Libram goes total bananas and trow all kinds of spells around. Its totaly unpredictible....

                      Looks cool with all the spoellcasting though :-) but I gues it isnt supposed to work like that.


                      Have faith till your 5th level casting man You'll love what comes otu heheh


                       

                       

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