HeroMarine
Irenaeus
The real question is why da fuck the creature helps the magician instead of getting shocked by the sudden change in environment or simply running away.
The answer might surprise you.
magic
The real question is why da fuck the creature helps the magician instead of getting shocked by the sudden change in environment or simply running away.
Which is actually the same shit, since the planar creatures also have a world of their own and day-to-day habits like any other. The real question is why da fuck the creature helps the magician instead of getting shocked by the sudden change in environment or simply running away.This is such a random thought but I've been wondering lately about summons in D&D. Bear in mind I've never played the game myself.
How exactly do they work? When a mage summons a monster or an animal - where does that creature come from? Does it just materialise? Does it come from another plane or do mages and druids literally pluck creatures from another part of the world to use them in fights?
Well the way it's presented is that for extra planar creatures they come from their home plane. For prime material plane they're teleported in.
D&D is a game where the less you think about it, the better it becomes. Start pricking at the seams and it falls apart.
Which is actually the same shit, since the planar creatures also have a world of their own and day-to-day habits like any other. The real question is why da fuck the creature helps the magician instead of getting shocked by the sudden change in environment or simply running away.This is such a random thought but I've been wondering lately about summons in D&D. Bear in mind I've never played the game myself.
How exactly do they work? When a mage summons a monster or an animal - where does that creature come from? Does it just materialise? Does it come from another plane or do mages and druids literally pluck creatures from another part of the world to use them in fights?
Well the way it's presented is that for extra planar creatures they come from their home plane. For prime material plane they're teleported in.
D&D is a game where the less you think about it, the better it becomes. Start pricking at the seams and it falls apart.
It wasn't made to make sense, no matter what justification one produces.
Monster Summoning I
Range: Special
Duration: 2 rounds + 1 round per level
Area of Effect: 30 yard radius
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
Within one round of casting this spell, the wizard magically conjures 2d4 1st level monsters (selected by the DM, from his 1st-level encounter tables). The monsters appear anywhere within the spell's area of effect, as desired by the wizard. They attack the spell user's opponents to the best of their ability until either he commands that the attacks cease, the spell duration expires, or the monsters are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight summoned monsters, can, if the wizard can communicate with them and if they are physically able, perform other services for the summoning wizard.
In rare cases, adventurers have been known to disappear, summoned by powerful spellcasters using this spell. Those summoned recall all the details of their trip.
The material components of this spell are a tiny bag and a small (not necessarily lite) candle.
It wasn't made to make sense, no matter what justification one produces.
5th-level conjuration (ritual)
Casting Time: 1 action
Range: 40 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon fiends to appear in an unoccupied space within range. These fiends come from somewhere in the lower planes, and return when the spell ends. Choose one of the following options:
The fiends remain until the duration of the spell ends, and any undead summoned disappears when reduced to 0 hit points.
- One fiend of challenge rating 4 or lower
- 2 fiends of challenge rating 3 or lower
- 4 fiends of challenge rating 2 or lower
- 8 fiends of challenge rating of 1 or lower
The summoned fiends are friendly to you and your allies. Roll initiative for the fiend as a group, though each has its own turns. They obey any verbal commands you issue them. If you do not issue them any commands, they defend themselves from hostile creatures, but take no other actions.
At higher levels. When you cast this spell using a higher level spell slot, you choose one of the summoning options above, but more creatures appear; three times as many with a 8th level slot, and four times as many with a 9th level slot.
There's no confusion. It's just silly (because "magic!"). And potentialy dehumanizing too, considering you're basically enslaving sentient beings.
I don't have anything against it, because I play D&D too. But that doesn't exclude the fact it's a gamey construct that will break if you think about it in any minimally realistic context.
There's no confusion. It's just silly (because "magic!").
And potentialy dehumanizing too, considering you're basically enslaving sentient beings.
I don't have anything against it, because I play D&D too. But that doesn't exclude the fact it's a gamey construct that will break if you think about it in any minimally realistic context.
Lol no, I'm not a SJW.
I admit that rule bothers me a bit because I'm a big fan of the Planescape setting where every planar creature - even the protagonists - can be subjected to it, and the reasoning behind being compelled (magic!) always bothered me somehow. I would prefer a more elaborated version of that spell. Something that implies a previous pact with a demon, or say, one where you can only summon immaterial stuff like spirits, elementals, etc.
Lol no, I'm not a SJW.
I admit that rule bothers me a bit because I'm a big fan of the Planescape setting where every planar creature - even the protagonists - can be subjected to it, and the reasoning behind being compelled (magic!) always bothered me somehow. I would prefer a more elaborated version of that spell. Something that implies a previous pact with a demon, or say, one where you can only summon immaterial stuff like spirits, elementals, etc.
Let's talk more about liggers. I fucking hate them!
Let's talk more about liggers. I fucking hate them!
I'm torn about including liggers in Myths of Malignost. I'm definitely nixing zombies. I hate them since nobody does them right like accounting for the population of the dead in an area. It's always too many zombies for what the population can realistically supply.
Summoning spells aren't any sillier than charm, geas, or similar enchantment spells; the key difference is that the summoning spell imports creatures from elsewhere but for a relatively short duration. As with a charm, the summoned monsters are compelled to fight for or otherwise assist the caster until the spell ends or is dispelled. Concerns about dehumanization or enslavement could be equally applied to the charm spell, which is a standard of low-level magic-users, or to the geas that is common in fantasy literature and also exists in D&D as a relatively powerful spell.There's no confusion. It's just silly (because "magic!"). And potentialy dehumanizing too, considering you're basically enslaving sentient beings.
I don't have anything against it, because I play D&D too. But that doesn't exclude the fact it's a gamey construct that will break if you think about it in any minimally realistic context.
Enchantment was an evil school in Dragonlance, wasn't itConcerns about dehumanization or enslavement could be equally applied to the charm spell, which is a standard of low-level magic-users
Enchantment was an evil school in Dragonlance, wasn't itConcerns about dehumanization or enslavement could be equally applied to the charm spell, which is a standard of low-level magic-users
I just checked the Dragonlance Adventures AD&D 1st edition setting book, and the enchantment/charm school can be used by wizards of both the White and Black robes but not Red (neutral) robes, while in the conjuration/summoning school White robes are permitted conjuration only, Black robes are permitted summoning only, and Red robes are permitted both. This seems to have been faithfully replicated in the Gold Box Krynn trilogy:Enchantment was an evil school in Dragonlance, wasn't itConcerns about dehumanization or enslavement could be equally applied to the charm spell, which is a standard of low-level magic-users
I just checked the Dragonlance Adventures AD&D 1st edition setting book, and the enchantment/charm school can be used by wizards of both the White and Black robes but not Red (neutral) robes, while in the conjuration/summoning school White robes are permitted conjuration only, Black robes are permitted summoning only, and Red robes are permitted both. This seems to have been faithfully replicated in the Gold Box Krynn trilogy:Enchantment was an evil school in Dragonlance, wasn't itConcerns about dehumanization or enslavement could be equally applied to the charm spell, which is a standard of low-level magic-users
Thac0 the clown
Reminds me of when Sir Tech added that Cleve easter egg in JA2.
Thac0 the clown
Reminds me of when Sir Tech added that Cleve easter egg in JA2.
You just know that Wizard's is ass mad and projecting big time as more and more people are going to OSR and I think deep down they know that their new audience of AGP child grooming gender blobs, man hating feminists and animal fucking fur fags aren't going to keep their company afloat. Wizard's I think in the next few years is going to go the way of Marvel comics in that nobody is going to buy their shit, they are going to lose money and only be kept afloat but their parent company Hasbro, and more people are just going to go indie. We all saw how well Wizard's handles competition by trying to destroy it like they did with TSR but OSR is too big of a beast for them and daddy Hasbro to slay. Looking forward to seeing the tears of their troon employees on Twatter and Tic Tok in the next few years assuming they don't 41% themselves during that timespan.
Not to mention the idea that you're locating and then teleporting a living being (either from another plane, or from a vast distance away), while mind controlling them (I'm assuming that's why it helps you). It's basically 3 spells at once and it comes to you at a low level, when just a spell to teleport the player to another area doesn't come until, what, level 5?Which is actually the same shit, since the planar creatures also have a world of their own and day-to-day habits like any other. The real question is why da fuck the creature helps the magician instead of getting shocked by the sudden change in environment or simply running away.This is such a random thought but I've been wondering lately about summons in D&D. Bear in mind I've never played the game myself.
How exactly do they work? When a mage summons a monster or an animal - where does that creature come from? Does it just materialise? Does it come from another plane or do mages and druids literally pluck creatures from another part of the world to use them in fights?
Well the way it's presented is that for extra planar creatures they come from their home plane. For prime material plane they're teleported in.
D&D is a game where the less you think about it, the better it becomes. Start pricking at the seams and it falls apart.