Summon
At the cost of expensive materials and extreme effort, it is possible to summon a creature from another plane to an unoccupied spot you can see within range.
When you cast this spell, you must place a condition that must be met before the creature can return to its home plane. This condition must be set before the creature is summoned, and you must verbally state it when you summon the beast. In order for the creature to return, this condition must be met (to the letter), and the creature must return to the place where it was first summoned, to go back through the gate you have created.
When you cast the spell, choose the manner of creature you are summoning. This will effect the appearance and stat block of the creature, as detailed below.
If you know the name of a creature, you can name them specifically. When you choose to name a specific creature, however, the creature may choose to refuse your summoning.
The creature is an ally to you. In combat, this creature shares your initiative count, but it takes its turn immediately after yours.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
Summoned Creature | Material Componenets | Choice |
---|---|---|
Celestial | a relevant religious symbol worth at least 500 gp | Avenger or Defender |
Elemental | air, a pebble, ash, or water inside a gold vial worth at least 400 gp | Air, Earth, Fire, or Water |
Fell | a mirror inlaid with silver worth at least 500 gp | Dim, Dusk, or Midnight |
Fey | a mirror inlaid with gold worth at least 500 gp | Spring, Summer, Autumn, or Winter |
Fiend | a relevant religious symbol worth at least 500 gp | Demon or Devil |
Gestures & Ritual
V, S, M (as detailed in the article)
Related School
Conjuration
Range
90 feet
Level
6th level