tl;dr - Necromancy offers the only useful arcane summons. Consider extending the durations of conjuration spells or modifying the summoned creatures.
Speaking from the perspective of someone playing a wizard, the conjuration spells have little to no utility. The big drawback of the summon creature lineup is its duration. All summon creature spells have a duration of 18s plus 6s per level. This means an arcanist with a caster level of 20 will have the summon up and running for a little over two minutes. A low or mid-level arcanist will be lucky to have their summon around long enough to finish a single creature encounter.
This is the same kind of duration one expects for Improved Invisibility or Haste, i.e., a highly powerful short-term spell. Unlike the aforementioned spells, however, the conjuration spells are not useful enough to spend a slot on. The summons generally have sub-par AC and damage, posing a minor distraction to NPCs until they die. They can be made more potent if one buffs them, but the short duration means it's not worth slinging long-lasting spells on an ally that will soon vanish.
The Planar Binding and Mordekainen's Sword spells have the same duration issue, and their default summons are worse than the customized conjurations of the Summon Creature line.
The major exception to this is Necromancy. Summon Nightmare lasts a full 24 hours. Create Greater Undead lasts hour/level and offers what is probably the best summoned creature in the game.
Now, I understand there is a danger of long-lasting or powerful summons being essentially a replacement to party members, allowing casters to solo dungeons. As is, however, the conjuration spells are a waste of spellbook space. (Also, casters solo dungeons anyways).
One alternative to extending their duration, then, would be to tweak the spawns so that they really are a high-powered spell that pays off despite its short duration. Perhaps the summons are themselves casters, slinging out a series of offensive spells, beam attacks, crowd control effects, etc., until they go down due to their mediocre AC. Then, you're not summoning a replacement party member so much as you're laying down a high-powered turret to help with a critical fight.
Or, the durations can just be made reasonable. Like a minute/level or more. That would be pretty nice.
Speaking from the perspective of someone playing a wizard, the conjuration spells have little to no utility. The big drawback of the summon creature lineup is its duration. All summon creature spells have a duration of 18s plus 6s per level. This means an arcanist with a caster level of 20 will have the summon up and running for a little over two minutes. A low or mid-level arcanist will be lucky to have their summon around long enough to finish a single creature encounter.
This is the same kind of duration one expects for Improved Invisibility or Haste, i.e., a highly powerful short-term spell. Unlike the aforementioned spells, however, the conjuration spells are not useful enough to spend a slot on. The summons generally have sub-par AC and damage, posing a minor distraction to NPCs until they die. They can be made more potent if one buffs them, but the short duration means it's not worth slinging long-lasting spells on an ally that will soon vanish.
The Planar Binding and Mordekainen's Sword spells have the same duration issue, and their default summons are worse than the customized conjurations of the Summon Creature line.
The major exception to this is Necromancy. Summon Nightmare lasts a full 24 hours. Create Greater Undead lasts hour/level and offers what is probably the best summoned creature in the game.
Now, I understand there is a danger of long-lasting or powerful summons being essentially a replacement to party members, allowing casters to solo dungeons. As is, however, the conjuration spells are a waste of spellbook space. (Also, casters solo dungeons anyways).
One alternative to extending their duration, then, would be to tweak the spawns so that they really are a high-powered spell that pays off despite its short duration. Perhaps the summons are themselves casters, slinging out a series of offensive spells, beam attacks, crowd control effects, etc., until they go down due to their mediocre AC. Then, you're not summoning a replacement party member so much as you're laying down a high-powered turret to help with a critical fight.
Or, the durations can just be made reasonable. Like a minute/level or more. That would be pretty nice.


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