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Summoner in Sword Coast Legends is an Ability tree only available to Wizards. Summoners change the form of spells into recognizable objects. They can often manipulate and control the objects they summon, be it a beast bound to their service or an arrow made of acid.



Summoner Abilities



conjure_animal-icon.png Conjure Animal


  • Effect: Summons a fey spirit that takes the form of a beast, with bonuses to Strength, Constitution, and Dexterity to your Intelligence modifier. The summoned creature will match your level, up to level 6. The animal will remain by your side until defeated, 120 seconds have passed, or the spell is used again.
  • Type: Summon
  • Range: 10 Yards
  • Cooldown: 40 Seconds
  • Requirements: None
  • Cost: 1 Point
  • Ranks: III


cloud_of_daggers-icon.png Cloud of Daggers


  • Effect: You fill the air with spinning daggers in an area, centered on a point you choose within range, and extending out to a radius of 3 yards. The daggers remain for 6 seconds. A creature takes 3-15 Slashing damage each round while inside the area.
  • Type: Ranged Area of Effect
  • Range: 18 Yards
  • Cooldown: 80 Seconds
  • Requirements: Level 3
  • Cost: 2 Points
  • Ranks: IV


mordenkainens_sword-icon.png Mordenkainen's Sword


  • Effect: You create a sword-shaped plane of force that hovers within range and will seek out and attack enemies, dealing force damage with each attack. The sword will match your level up to level 15 and gains a bonus to Strength and Constitution equal to your Intelligence modifier. The sword will exist until it is defeated, 60 seconds have passed or you cast the spell.
  • Type: Summon
  • Range: 10 Yards
  • Cooldown: 280 Seconds
  • Requirements: Cloud of Daggers & Level 10
  • Cost: 3 Points
  • Ranks: II

melfs_acid_arrow-icon.png Melf's Acid Arrow


  • Effect: A shimmering green arrow streaks toward a target within range and bursts in spray of acid. On a hit, the target takes 3-15 Acid damage immediately and 2-8 Acid damage over the next 20 seconds. On a miss, the arrow splashes the target with acid for half as much of the potential damage and no lingering damage.
  • Type: Ranged
  • Range: 18 Yards
  • Cooldown: 80 Seconds
  • Requirements: Level 3
  • Cost: 2 Points
  • Ranks: IV

hold_monster-icon.png Hold Monster


  • Effect: Choose a creature that you can see within range. The target must succeed on a DC 9 Wisdom saving throw or be paralyzed for 60 seconds. At the end of each of its turns, the target has a chance to make a secondary DC 9 Wisdom saving throw to end the spell early.
  • Type: Direct Effect
  • Range: 18 Yards
  • Cooldown: 80 Seconds
  • Requirements: Level 3
  • Cost: 2 Points
  • Ranks: II


bigbys_grasping_hand-icon.png Bigby's Grasping Hand


  • Effect: You create a large hand of shimmering, translucent force that attempts to grapple the targeted creature. The target must make a DC 9 Wisdom save or be restrained by the floating hand and take 2-11 Bludgeoning damage. The hand lasts up to 60 seconds, as long as the target fails a periodic DC 9 Strength save. While grappling the target, the hand will crush it, dealing 0-42 Bludgeoning over the duration of the spell.
  • Type: Direct Effect
  • Range: 18 Yards
  • Cooldown: 200 Seconds
  • Requirements: Hold Monster II & Level 9
  • Cost: 3 Points
  • Ranks: II



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