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Realm of Aesair
Welcome to Aesair! We are glad to have you here to play with us. Rules are rather lax so sit back and try and enjoy yourself. Here at Aesair, we want you to be as comfortable as possible. As we have just gotten things up and running, we are a little vacant right now, but any suggestions are welcome for improving your Forum going experience.
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Summon Monster VII

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Summon Monster VII Empty Summon Monster VII

Post by Support Team Sun Mar 23, 2014 10:27 pm

Summon Monster VII
(Player's Handbook v.3.5, p. 287)

Conjuration (Summoning) [see text for summon monster I]
Components: V, S, AF, DF,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Arcane Focus: A tiny bag and a small (not necessarily lit) candle.
Special

When casting Summon Monster VII as a Abyss Domain spell, only Chaotic Evil creatures may be summoned.
When casting Summon Monster VII as a Arborea Domain spell, only Chaotic Good creatures may be summoned.
When casting Summon Monster VII as a Baator Domain spell, only Lawful Evil creatures may be summoned.
When casting Summon Monster VII as a Celestia Domain spell, only Lawful Good creatures may be summoned.
7TH LEVEL
Monster Alignement
Celestial elephant LG
Avoral (guardinal) NG
Celestial baleen whale 1 NG
Djinni (genie) CG
Elemental, Huge (any) N
Invisible stalker N
Slaad, red CN
Devil, bone LE
Fiendish megaraptor LE
Fiendish monstrous scorpion, Huge NE
Babau (demon) CE
Fiendish giant octopus 1 CE
Fiendish girallon CE

1 may be summoned only into an aquatic or watery environment

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