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 |
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Gnoll Elite | STR 16
DEX 15 |
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Dire Wolf | STR 18
DEX 9 |
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Hobgoblin Elite | STR 17
DEX 12 |
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Ogre | STR 18/00
DEX 9 |
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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[]
- Dinguer the Mad (×3)
Baldur's Gate II: Shadows of Amn[]
Found in[]
- Tanner Shop - small crate on the dock level
Sold by[]
Baldur's Gate II: Throne of Bhaal[]
Sold by[]
Mod content[]
- 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[]
- Summon monster on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.