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Summon Nature's Ally VI

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Name: Summon Nature's Ally VI
School: Conjuration (Summoning)
Level: Drd 6
Spell Point Cost: 35
Components: FocusIcon tooltip.pngFocus: A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. This has no gameplay applications in DDO, as all characters are always considered to be carrying a focus component at all times and it does not require a inventory slot., SomaticIcon tooltip.pngSomatic: A somatic component is a measured and precise movement of the hand. You cannot cast spells that require this component if you cannot move causing arcane spell failure resulting in a ruined spell. Spells without a somatic component may be used with disregard to Arcane Spell Failure chance. Note - that characters make the same arm gestures for most spells in DDO, so you can't tell which spells require this component by watching your character's animations., Divine FocusIcon tooltip.pngDivine Focus: A divine focus component is an item of spiritual significance. The divine focus for a Cleric, Favored Soul, or Paladin is a holy symbol appropriate to the character’s faith. This has no gameplay applications in DDO, as all characters are always considered to be carrying a divine focus component at all times and it does not require a inventory slot., VerbalIcon tooltip.pngVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. This has no gameplay applications in DDO, as all characters can always speak and there are no effects which prevent you from doing so.
Metamagic: Quicken
Range: Standard
Target: Self, Positional
Duration: 10 Minutes
Saving Throw: None
Spell Resistance: No
Cooldown: 16 seconds
Description:

This spell allows you to summon one of two different creatures: a Mudman or a Large Water Elemental. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning anther creature will return this one to its home plane. Summons 1 monster from 2 choices: Mudman or a Large Water Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time.

Notes:

  • Summoning a new creature of any type from another spell will return the previous one to its home plane. You may sometimes have multiple summons through the use of certain unique clickies or enhancements, but not any of the summon nature's ally X line.
  • This spell has no timer associated, so you have to figure out yourself how much summoning time remains. On the plus side, the summoned creature won't disappear through rest. It will even persist a minute after the caster leaves the instance, but immediately disappear is the caster dies. The summoned Monster cannot be given orders nor use ladders, climb walls, or jump off platforms, however it will teleport to you if it cannot reach you and is very far away. It is affected by beneficial and detrimental spells much like any Hireling or party member.
  • Casting time is much longer than other spells of the same level.

Summoned Creature notes: All summoned creatures are CR 10

  • Mudman: Neutral, immune to banishment