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The second issue is a result of the poor and minimal caster AI in this game. Pretty much every caster ends up spamming just one spell the whole battle, and probably won't ever be fixed. Luckily it sounds like Wrath of the Righteous has much improved on this aspect.
The number of rounds is depending on the caster level.
So even a lvl 1 spell summon can stay 12 round if summoned by a lvl 12 mage/priest.
And summoning multiple mid/high level summons with my high level hyppy priest before some tough fight did helped me, so it is not useless.
But i understand that at low level, it is not useful.
In addition, most of the game with summoned creature having a long duration only allow one summoned creature per caster, what is not the case here.
Summons in this game do not behave exactly like the 3ed spell. Only similar. The 3ed spell states that a summon appears and attacks in the same round that it is cast. That is not the case here. In this game it only appears at the end of the round and doesnt get to act until the next round.
In order for it to be exactly like the 3ed rules using this games mechanics, it would have to have a duration of 2 rounds + 1/lvl
Also, no where does it state that summons disappear if the caster dies. Sorry, but my OP is correct and the complaint is valid.
Then you're doing it wrong. Been spamming summons, particularly skeletons even during late game. They won't clear encounters on their own but that's perfect shield while your party does the job without being outnumbered.
I'm assuming you're using turn-based mode with that behavior; instead of having the character be casting for an entire round as it should, Owlcat opted to "simulate" the 1 round casting by having the summon be inactive for that same round. The end result is the same as it should be and last I checked it didn't count against the duration.
For summons disappearing, you are correct in that they shouldn't die with the caster.