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Summon monster VI, also known as monster summoning VI,[11][6] was a conjuration spell that called a creature to fight for the caster. The version that was more popular by the Year of Wild Magic summoned outsiders;[2] prior, the most popular version summoned natural monsters instead.[6]

Effects[]

Summon monster VI functioned similarly to the spell able to be cast by less experienced casters: summon monster I. However, this more powerful spell allowed the caster to summon monsters such as bralani eladrin, jann, chaos beasts, chain devils, or xill. It could also summon elementals the size of horses, celestial polar bears or dire lions, or fiendish monstrous centipedes the size of huts, rhinoceroses, giant spiders the size of elephants, and giant constrictor snakes. In the water, it could summon celestial orcas or fiendish elasmosauruses. It yielded one of those creatures; alternatively, it could be used to summon a greater number of monsters from a lower level spell.[2]

The version most popular prior to 1372 DR summoned instead a number of monsters native to the Prime instead. The number varied between one and three in all cases, and there was a delay of up to three minutes:[6] the summons could be answered by basilisks, giant stag beetles, carrion crawlers, dracolisks, driders, griffons, hydras with eight heads, minotaur lizards, weretigers, manticores, ogre mages, otyughs, pyrolisks, salamanders, phase spiders, trolls, wolfweres, wraiths, wyverns, or Yuan-ti halfbreeds. Saltwater altered the spell, yielding instead marine eels, narwhals, octopi, greater seawolves, sharks, or giant sea snakes. In freshwater, the spell summoned giant gars instead of seawolves and vodyanoi instead of sharks, but the list was otherwise similar to that in saltwater.[12][10]

Descriptor note[]

When this was used to summon creatures of a certain type, the spell itself would be considered a spell of the creature's type.[2]

History[]

The spell was attributed to Netherese arcanist Lucke in −1812 DR and was originally called Lucke's 6th monster summons.[1]

As of the mid-to-late 14th century DR, any aarakocra cleric supported by at least four other aarakocra was able to conduct a ritual involving an aerial dance to cast this spell and summon a large air elemental.[13]

Appendix[]

References[]

  1. 1.0 1.1 1.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 23, 27. ISBN 0-7869-0437-2.
  2. 2.0 2.1 2.2 2.3 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), pp. 286–287. ISBN 0-7869-2886-7.
  3. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 65. ISBN 0-7869-1836-5.
  4. James Wyatt (October 2001). Oriental Adventures (3rd edition). (Wizards of the Coast), p. 95. ISBN 0-7869-2015-7.
  5. Richard Baker, Matt Forbeck, Sean K. Reynolds (May 2003). Unapproachable East. (Wizards of the Coast), p. 27. ISBN 0-7869-2881-6.
  6. 6.0 6.1 6.2 6.3 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 190. ISBN 0-88038-716-5.
  7. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 181, 185. ISBN 0-7869-0394-5.
  8. Sam Witt (March 1994). The Complete Sha'ir's Handbook. Edited by Dezra D. Phillips, C. Terry Phillips. (TSR, Inc.), p. 126. ISBN 1-56076-828-2.
  9. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 121. ISBN 0-7869-0437-2.
  10. 10.0 10.1 Mark Middleton et al (March 1998). Wizard's Spell Compendium Volume Three. (TSR, Inc), pp. 588–589. ISBN 978-0786907915.
  11. Skip Williams (2000). Conversion Manual. (Wizards of the Coast), p. 15.
  12. Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), pp. 377–378. ISBN 1-5607-6619-0.
  13. James Wyatt, Rob Heinsoo (February 2001). Monster Compendium: Monsters of Faerûn. Edited by Duane Maxwell. (Wizards of the Coast), p. 11. ISBN 0-7869-1832-2.
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