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Monster Summoning II summons a random selection of moderately powerful monsters.

Effects[]

This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 4-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the spellcaster's opponents until the spell duration expires or until they are slain.

Gameplay[]

Baldur's Gate[]

This spell will summon either Gnoll Elites, Hobgoblins or Wolves.

Baldur's Gate II[]

Starting with Shadows of Amn, the spell summons up to three creatures including Gnoll Elites, Hobgoblins, Dire Wolves or Ogres.

Baldur's Gate I and II: Enhanced Editions[]

Forms Scores Combat Defenses
Gnoll Elite STR 16

DEX 15

  • 30 HP
  • Non-enchanted
  • Base THAC0 17
  • Apr 1.5 (halberd)
  • 1d10 (piercing or slashing, whichever is best) +1 (STR bonus)
  • Immune to critical hits
  • Base AC 4 (but gets an extra -1 from DEX)
Dire Wolf STR 18

DEX 9

  • 33 HP
  • Strikes as +1
  • Base THAC0 15 (but gets an extra -1 from STR)
  • Apr 1
  • 1d8 (piercing) +2 (STR bonus)
  • Base AC 6
Hobgoblin Elite STR 17

DEX 12

  • 30 HP
  • Non-enchanted
  • Base THAC0 17 (but melee attacks get an extra -1 from STR)
  • Apr 2
  • 1d6 (missile) x20 Arrows of Biting, then x18 normal arrows / 1d8 (slashing) +1 (STR bonus) bastard sword
  • Base AC 3 (+2 penalty vs piercing/missile)
Ogre STR 18/00

DEX 9

  • 33 HP
  • Strikes as +1
  • Base THAC0 17 (but gets an extra -3 from STR)
  • Apr 1
  • 1d10 (crushing) +6 (STR bonus)
  • Base AC 5

Usage notes[]

The Hobgoblins are most desirable due to their bows, followed by the Wolves who have increased footspeed. These monsters are effective meatshields, with enough toughness to absorb damage from lesser enemies without dying and enough morale to hold ground against deadlier foes.

Monster Summoning II is the ideal Monster Summoning spell to use. It does not have much competition for use among the Level 4 spells, unlike Monster Summoning I which must be used in lieu of Fireball, Flame Arrow, Haste or Ghost Armor, and Monster Summoning III which competes against Cloudkill. The monsters have more offense and staying power than the Monster Summoning I summons, but are more flexible than the melee-only Monster Summoning III summons. However, a wand is preferred if the player has access to it.

Where to obtain its scroll[]

Baldur's Gate[]

The Black Pits[]

Sold by[]

Baldur's Gate II: Shadows of Amn[]

Found in[]

Sold by[]

Baldur's Gate II: Throne of Bhaal[]

Sold by[]

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Spell Revisions mod has replaced Monster Summoning II with this arcane spell. See below for description:

Monster Summoning IV
Level: 4
School: Conjuration
Range: Medium
Duration: 3 turns
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
By means of this spell, the caster summons a number of monsters, which serve the mage under any conditions. The type and number of creatures that appear depend upon the level of the wizard casting the spell. The summoned creatures will remain under the wizard’s control until they are slain, or the spell duration expires. The summoned creatures will remain under the wizard’s control until they are slain, or the spell duration expires.
7th : 2 giant spiders
9th : 3 giant spiders
12th+ : 3 giant spiders, 1 sword spider
Giant Spider (4 Hit Dice):
STR 15, DEX 17, CON 12, INT -, WIS 10, CHA 2; AL Neutral
HP 32, AC 6, THAC0 16, Saving Throws 10/13/10/13/13
1 Attack Per Round, 1d8 Piercing Damage (Bite +1)
Sword Spider (5 Hit Dice):
STR 17, DEX 10, CON 15, INT -, WIS 11, CHA 3; AL Neutral
HP 45, AC 3, THAC0 14, Saving Throws 9/12/9/12/12
4 Attacks Per Round, 1d8+2 Piercing Damage (Legs & Bite +1)
Combat Abilities (all spiders):
Poison: spiders’ bites inject a venom which inflicts 3hp/round for 1 turn (save vs. poison negates)
Special Qualities (all spiders):
Immune to poison & web effects

External Links[]

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