Spell: Strixhaven Summonings

Illustrated by Randy Vargas

Hot on the heels of the recently released Mages of Strixhaven Unearthed Arcana, I've brewed up some summoning spells inspired by the cycle of Lessons in the Strixhaven set proper: Spirit Summoning, Elemental Summoning, Inkling Summoning, Pest Summoning and Fractal Summoning.

These spells each summon a 'mascot' of their corresponding college. Lorehold summons spirits of the past, Prismari summons elemental creations, Silverquill summons animated ink blobs, Witherbloom summons small pests, and Quandrix summons fractals - strange, animal-like creatures that can vary in size and shape. 

In Magic: The Gathering itself, and certainly in the Strixhaven Limited format, each of these spells has a distinct play pattern, playing different roles in different decks and strategies. With these spells, I've tried to capture both their thematic flavor, as well as what it feels like to play with these spells in MTG. For instance, Pest Summoning is mainly used as a defensive tool, and Fractal Summoning is most powerful at higher levels.

I have shuffled around the classes that get access to these spells slightly, such that they don't correspond directly to the colleges in the Mages of Strixhaven UA. Further, I have adapted the Ancient Companion first-level feature from the Lorehold College in the UA into the Spirit Summoning spell here, as I think that this aspect of Lorehold is best captured in spell form, rather than being a subclass feature.

I'll go into more detail on these decisions in future, but in the meantime, do check out the previous article I've written on the Mages of Strixhaven UA!


Illustrated by Svetlin Velinov

Spirit Summoning

2nd level conjuration

Casting Time: 1 action
Range: 30 ft
Components: V, S, M (a small statuette)
Duration: 1 minute, Concentration
Classes: Bard, Cleric, Wizard


You call forth an ancient spirit of historical renown, which takes the form of a stone statue. When you cast the spell, choose the type of spirit you wish to summon: Healer, Sage, or Warrior. Your choice of spirit determines certain traits in its stat block. The spirit manifests in an unoccupied space that you can see within range. The spirit disappears when it drops to 0 hit points or when the spell ends.

The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. 

At Higher Levels. When you cast this spell with a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.

Spirit
Medium construct STR14 (+2)
Armor Class8 + the level of the spell + 2 (Warrior only)DEX10 (+0)
Hit Points20 + 10 for each spell level above 2ndCON14 (+2)
Speed30 ftINT12 (+1)
Sensesdarkvision 60ft, passive Perception 12WIS14 (+2)
Languagesspeaks and understands the languages you speakCHA12 (+1)
SkillsHistory + 2 plus PB, Perception +2 plus (PB x 2)  
Challenge-  
Proficiency Bonusequals your bonus  
Actions

Multiattack. The spirit makes a number of attacks equal to half the spell's level (rounded down).

Spirit Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d8 + 2 + the spell's level force damage.

Guiding Voice (Sage Only). The spirit casts the guidance cantrip on a friendly creature within range.

Revitalize (Healer Only). The spirit chooses a friendly creature it can see within 15 feet of itself and flares with invigorating light. The creature gains 1d6 + the spell's level temporary hit points.

Reactions

Warrior’s Protection (Warrior Only). When a creature within 5 feet of the spirit makes a Strength or Dexterity saving throw, the spirit imposes itself between the creature and the danger. The creature can roll a d4 and add the number rolled to the saving throw.

Illustrated by Marta Nael

Elemental Summoning

4th level conjuration

Casting Time: 1 action
Range: 30 ft
Components: V, S
Duration: 1 minute, Concentration
Classes: Bard, Druid, Sorcerer, Wizard

You call forth an elemental spirit, a manifestation of your creative passions. It manifests in an unoccupied space that you can see within range. When you cast the spell, choose an element: Cold, Fire, or Lightning. Your choice of element determines certain traits in its stat block. The elemental resembles a quadripedal animal wreathed in the chosen element, which determines certain traits in its stat block. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is an ally to you and your companions. In combat, the elemental shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. 

At Higher Levels. When you cast this spell with a spell slot of 6th level or higher, you summon two elementals. You can choose an element for each elemental.

Elemental
Large elemental STR18 (+4)
Armor Class15 (natural armor)DEX15 (+2)
Hit Points50 CON17 (+3)
Speed40 ftINT4 (-3)
Damage Resistanceshas resistance to the chosen elementWIS10 (+0)
Sensesdarkvision 60 ft, passive perception 10CHA16 (+3)
Languagesunderstands the languages you speak  
Challenge-  
Proficiency Bonusequals your bonus  
Traits

Chilling Presence (Cold Only). Each hostile creature that begins its turn adjacent to the elemental has its movement speed reduced by 10 ft until the end of its turn.

Fiery Fists (Fire Only). Whenever the elemental hits a hostile creature with its slam attack, up to one other hostile creature adjacent to the main target takes fire damage equal to the spell's level.

Electric Surge (Lightning Only). The elemental can move through up to one hostile creature's space on its turn. When it does so, the hostile creature takes lightning damage equal to the spell's level.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d12 + 4 cold, fire, or lightning damage (depending on the chosen element). 

Illustrated by Scott Murphy

Inkling Summoning

2nd level conjuration

Casting Time: 1 action
Range: 30 ft
Components: V, S, M (a quill and a pot of ink)
Duration: 1 minute, Concentration
Classes: Bard, Cleric, Warlock, Wizard

You call forth an inkling, a creature formed of animated ink. It manifests in an unoccupied space that you can see within range. The inkling disappears when it drops to 0 hit points or when the spell ends.

The inkling is an ally to you and your companions. In combat, the inkling shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. 

At Higher Levels. When you cast this spell with a spell slot of 3rd level or higher, you summon an addition inkling for each spell level above 2nd.

Inkling
Small aberration STR12 (+1)
Armor Class12 (natural armor)DEX14 (+2)
Hit Points10CON10 (+0)
Speed10 ft, fly 30 ft (hover)INT10 (+0)
Damage Resistancesnecrotic, radiantWIS4 (-3)
Sensesdarkvision 60 ft, passive Perception 7CHA14 (+2)
Languagesunderstands the languages you speak  
Challenge-  
Proficiency Bonusequals your bonus  
Traits

Flyby. The inkling doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Winged Words. An inkling can freely contort its inky body to form words and images in the air. This doesn't affect its ability to move or attack.

Inkswell. When an inkling is reduced to 0 hit points or the spell that summoned it ends, it explodes in an inky burst, obscuring the vision of each hostile creature adjacent to it. Each hostile creature affected has disadvantage on the next attack roll it makes within the next minute.

Actions

Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d8 + 1 slashing damage.


Illustrated by Zoltan Boros

Pest Summoning

2nd level conjuration

Casting Time: 1 action
Range: 30 ft
Components: V, S, M (a handful of earth)
Duration: 1 minute, Concentration
Classes: Druid, Warlock

You call forth an swarm of pests, tiny magical insects which are manifestations of life essence. The swarm manifests in an unoccupied space that you can see within range. The swarm disappears when it drops to 0 hit points or when the spell ends. The swarm is an ally to you and your companions. In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. 

At Higher Levels. When you cast this spell with a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.

Swarm of Pests
Medium swarm of tiny beasts STR3 (-4)
Armor Class10 + the level of the spell (natural armor)DEX10 (+0)
Hit Points20 + 10 for each spell level above 3rdCON10 (+0)
Speed20 ft, climb 20 ftINT10 (+0)
Damage Resistancesbludgeoning, piercing, slashingWIS7 (-2)
Sensesblindsight 10 ft, passive Perception 8CHA1 (-5)
Languagesunderstands the languages you speak  
Challenge-  
Proficiency Bonusequals your bonus  
Traits

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. 

Swarm's Protection. If the swarm is occupying a friendly creature's space (including yours), it grants half cover to that ally. 

Vital Vermin. Whenever the swarm takes damage or the spell that summoned it ends, the life essence captured in the pests leaks out, zipping to a friendly creature of your choice that you can see within 30 ft of the swarm and restoring 1d4 + the level of the spell hit points to that creature. 

Actions

Bites. Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target in the swarm's space. Hit: 1d4 + the spell's level piercing damage.


Illustrated by Livia Prima

Fractal Summoning

3rd level conjuration

Casting Time: 1 action
Range: 30 ft
Components: V, S, M (a plant clipping)
Duration: 1 minute, Concentration
Classes: Druid, Sorcerer, Wizard

You call forth a fractal, an artificial creature built from fundamental patterns of nature. The fractal manifests in an unoccupied space that you can see within range. The fractal disappears when it drops to 0 hit points or when the spell ends.

The fractal is an ally to you and your companions. In combat, the fractal shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. 

At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

Fractal
Medium elemental STR14 (+2)
Armor Class7 + twice the level of the spell (natural armor)DEX4 (-3)
Hit Points30 + 15 for each spell level above 3rdCON14 (+2)
Speed30 ftINT10 (+0)
Sensespassive Perception 10 WIS10 (+0)
Languagesunderstands the languages you speakCHA5 (-3)
Challenge-  
Proficiency Bonusequals your bonus  
Traits

Exponential Growth. The fractal grows in size and strength depending on the level of the spell slot used to summon it. If a spell slot of 5th level or higher is used to summon it, the fractal's size increases to Large. If a spell slot of 7th level or higher is used to summon it, the fractal's size increases to Huge. 

Actions

Multiattack. The fractal makes a number of attacks equal to half the spell's level (rounded down).

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d4 + 2 + twice the spell's level bludgeoning damage.