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Summon monster VI, also known as monster summoning VI,[8][4] is a conjuration spell that calls an outsider to fight for the caster.[2]

Effects

This spell functions in the same manner as summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of the same type from the 5th-level list, or 1d4+1 creatures of the same type from a lower-level list.[2]

Descriptor note

When you use this spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For instance, if you summoned a celestial unicorn, it would have the lawful and good descriptors.[2]

History

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

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 (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), pp. 258–259. ISBN 0-7869-1551-4.
  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. 4.0 4.1 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 190. ISBN 0-88038-716-5.
  5. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 181, 185. ISBN 0-7869-0394-5.
  6. 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.
  7. 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.
  8. Skip Williams (2000). Conversion Manual. (Wizards of the Coast), p. 15.
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