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Summon monster IV,[1] also known as monster summoning IV or summon creature IV,[3] was one of the series of summon monster spells available to spellcasters.[4]

Effects[]

This spell functioned similar to the other summon monster spells. It spell could conjure dire spiders,[3] and creatures from other planes of existence, such as lantern archons, mephits, yeth hounds, or howlers. It could also bring about celestial giant owls, giant eagles, or lions; it could also conjure fiendish dire wolves, giant wasps, giant praying mantises, large sharks, spiders the size of horses, or vipers the size of elephants. Sharks could only be summoned into water; the creatures could be substituted by those summoned by lesser spells in the series, but increasing their numbers in return.[1]

Prior to the Year of Wild Magic, 1372 DR, could summon between one and three monsters within a 60‑foot (18‑meter) radius of the caster.[4] Those monsters could be ankhegs, carnivorous apes, Banderlogs, Ettercaps, Gargoyles, Ghasts, Hell hounds, Huecuvas, hydras with 5 heads, werewolves, Ogres, gray oozes, owlbears, scorpions the size of a hut, giant constrictor snakes, poisonous toads, fire toads, giant wasps, worgs and yetis.[5] If cast into salt water, its summons could be answered by hippocampi, kapoacinths, giant crayfish, merrows, giant otters, sharks, tritons, or yellow urchins. In fresh water, it could bring instead giant water beetles, giant crayfish, kapoacinths, kelpies, merrows, giant otters, giant pikes, or giant water spiders.[6][7]

Components[]

This spell had the material component of a small bag and candle.[2]

Appendix[]

See Also[]

Appearances[]

Video Games
Icewind Dale IINeverwinter Nights series

References[]

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