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General Tabletop Discussion
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I thought about summoning spells too hard
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<blockquote data-quote="howandwhy99" data-source="post: 6460193" data-attributes="member: 3192"><p>Bottom line, it's up to you, the DM. </p><p>Conjure means to cast a spell bringing something into existence. Who knows from where?</p><p>Summon means to compel someone to come to you. They do not need to come from a teleport.</p><p>Call means telling someone "hey, stop by". There's a chance they won't. And they are not compelled to follow orders upon arrival.</p><p></p><p>However, in D&D historically I believe Conjure and Summon were terms used interchangeably. If anything, Animals and Items were conjured, Monsters were summoned.</p><p></p><p>Many of these spells included a teleportation effect, but not all necessarily. Especially when it came to Druids. It's important to remember Teleport had a distance limit. So you don't have to worry about what's available as a caster. You make an educated guess based upon your knowledge of the area at large. Summoning in Hell or on an ocean is a different case than summoning on land. Planar Travel may also be part of the Summon and Calling spells too, it depends on what your calling for. I think undead are out altogether. But then Speak with Dead brings back a spirit for a short time.</p><p></p><p>What you can do as a DM:</p><p>1. Keep your Wilderness Area lists for Wandering Monsters handy. This should include everything populating the area. </p><p>2. When a player casts a summoning spell check their location and the distance of the spell, perhaps based on spell level.</p><p>3. Reference what they are desiring on the population lists for availability.</p><p>4. Alter how many come based on the spells level, monster rating, and availability.</p><p></p><p>Then you have a creature that actually existed in your game world before it was summoned. They are more than faceless, history-less mooks to die for you. You can talk to them. Learn what they know. Make friends. Bring them back again to learn more about where they returned back to. Etc.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6460193, member: 3192"] Bottom line, it's up to you, the DM. Conjure means to cast a spell bringing something into existence. Who knows from where? Summon means to compel someone to come to you. They do not need to come from a teleport. Call means telling someone "hey, stop by". There's a chance they won't. And they are not compelled to follow orders upon arrival. However, in D&D historically I believe Conjure and Summon were terms used interchangeably. If anything, Animals and Items were conjured, Monsters were summoned. Many of these spells included a teleportation effect, but not all necessarily. Especially when it came to Druids. It's important to remember Teleport had a distance limit. So you don't have to worry about what's available as a caster. You make an educated guess based upon your knowledge of the area at large. Summoning in Hell or on an ocean is a different case than summoning on land. Planar Travel may also be part of the Summon and Calling spells too, it depends on what your calling for. I think undead are out altogether. But then Speak with Dead brings back a spirit for a short time. What you can do as a DM: 1. Keep your Wilderness Area lists for Wandering Monsters handy. This should include everything populating the area. 2. When a player casts a summoning spell check their location and the distance of the spell, perhaps based on spell level. 3. Reference what they are desiring on the population lists for availability. 4. Alter how many come based on the spells level, monster rating, and availability. Then you have a creature that actually existed in your game world before it was summoned. They are more than faceless, history-less mooks to die for you. You can talk to them. Learn what they know. Make friends. Bring them back again to learn more about where they returned back to. Etc. [/QUOTE]
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I thought about summoning spells too hard
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