Summoning Spells (4e Other)
Summoning Spells
Wizards and mages can cast daily powers with the Summoning keyword. These spells share the following effects:
- The creature is an ally to you and your allies.
- It lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the creature's description. You must have line of effect to the creature to command it. When you command the creature, the two of you share knowledge but not senses.
- When the creature makes an attack roll or a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
- The creature lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you use a minor action to dismiss it or until you use the power again.
Homebrew summoning spells
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gollark: nvidia-open is quite funny, since they just moved all of the proprietary stuff to a giant tens-of-megabytes firmware blob.
gollark: I think we still just run on L1/2/3 caches, occasionally L4 things, then RAM, and possibly persistent-memory DIMMs or really fast NVMe disks.
gollark: I don't know all the magic semiconductory details, but higher voltage generally means more power, but is needed to maintain stability if you're switching things fast.
gollark: Yes. Modern CPUs can dynamically adjust their voltage based on how much work they're doing.
gollark: No. And you would have to redesign basically everything, since transistors don't work that way.
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