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Summoning Spells Idea
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<blockquote data-quote="MechaTarrasque" data-source="post: 7040658" data-attributes="member: 6801226"><p>Another thought (should they ever make 5.5, which is probably the next time a new summoning spell will show up) would be to make all summoning more like planar ally/the conjure demon spells. You summon something which you have no control over, but you can make a deal. </p><p></p><p>* Wizards and bards know a lot of stuff, so they can guess pretty well what the summoned entity would want (widest range of relatively safe summoning, no chance of getting free or cheap labor)</p><p>* Druids and rangers have an advantage summoning things with a "nature" connection (limited range of summoning if you want free or cheap labor, high danger in summoning outside your comfort zone)</p><p>* Warlocks and clerics get good deals from entities connected to their patrons/gods (limited range of summoning if you want free or cheap labor, high danger in summoning outside your comfort zone)</p><p>* Sorcerers have an advantage on things related to their origin (chaos sorcerers get advantage at random), and</p><p>* Artificers might have an aptitude for summoned constructs</p><p></p><p>This keeps summoning "dangerous" (a goal for a couple of editions) as you might not get the deal (in which case the entity is free to do as it pleases for the duration of the spell), it avoids "the angel is summoned to burn down the orphanage" (bad deal), and one player isn't hogging the turn, since it isn't the summoner commanding the entity, it is just an NPC that the DM is running who happens to be supporting the party.</p></blockquote><p></p>
[QUOTE="MechaTarrasque, post: 7040658, member: 6801226"] Another thought (should they ever make 5.5, which is probably the next time a new summoning spell will show up) would be to make all summoning more like planar ally/the conjure demon spells. You summon something which you have no control over, but you can make a deal. * Wizards and bards know a lot of stuff, so they can guess pretty well what the summoned entity would want (widest range of relatively safe summoning, no chance of getting free or cheap labor) * Druids and rangers have an advantage summoning things with a "nature" connection (limited range of summoning if you want free or cheap labor, high danger in summoning outside your comfort zone) * Warlocks and clerics get good deals from entities connected to their patrons/gods (limited range of summoning if you want free or cheap labor, high danger in summoning outside your comfort zone) * Sorcerers have an advantage on things related to their origin (chaos sorcerers get advantage at random), and * Artificers might have an aptitude for summoned constructs This keeps summoning "dangerous" (a goal for a couple of editions) as you might not get the deal (in which case the entity is free to do as it pleases for the duration of the spell), it avoids "the angel is summoned to burn down the orphanage" (bad deal), and one player isn't hogging the turn, since it isn't the summoner commanding the entity, it is just an NPC that the DM is running who happens to be supporting the party. [/QUOTE]
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