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Summon

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Revision as of 20:04, July 16, 2012 by The Krit (Talk | contribs)

A summon is a creature that was magically drawn from another plane of existence, or simply from the nearby environment. A summon is compelled to do the bidding of the one who summoned it. Most summons have a time limit, after which the creature is returned to the place from which it came (it is unsummoned). In addition, a creature can be manually unsummoned at any time (by selecting the "Unsummon" option in the creature's radial menu). A summoned creature is also unsummoned when its summoner dies.

Neverwinter Nights limits characters to a single summon at a time (although certain scripting tricks can get around this); if an additional creature is summoned, the previous summon is unsummoned. This summoned creature counts towards the party size penalty, so it will reduce experience awards for kills. Killing a summoned creature does not grant experience points.

The school of conjuration is responsible for all spells which are able to summon a creature or object. These spells leave an effect on the summoner, which means that a creature could be unsummoned if the summoner is dispelled. This effect has the side-effect of blocking horse riding for the summoner (until the duration expires or the summoner rests).

The paladin's summon mount feat, while having "summon" in its name, is technically not a summoning. A paladin's warhorse is not subject to the "one summons" limit, nor does it have an "unsummon" option in its radial menu. (To unsummon a paladin's warhorse, it needs to be assigned to itself using the "assign mount" option in the horse menu.)

Custom content notes

Scriptset summons
The event handlers for summoned creatures
The KritAdded by The Krit
  • Summoned creatures are not shown in the Toolset palette, as they are not normally directly part of a module. An override that makes them visible is available on the Vault.
  • When creating a custom summoned creature, the creature's event handlers should be set to the "nw_ch_ac*" set (or some custom equivalent), with the option of instead using nw_ch_summon_9 for the OnSpawn event. (The difference between nw_ch_ac9 and nw_ch_summon_9 is that the former has extra overhead for placed horses, while the latter supports the incorporeal flag.)
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