Planar Ally Help

Wraithdrit

First Post
Is a Planar Ally able to pass through a circle against good (assuming a good aligned ally)? Or is the fact that it is 'called' and not 'summoned' mean that it can enter a magic circle with impunity?

Basically my players are about to take on a major drow outpost and have come upon the bright idea of summoning a Ghaele or other up to 12HD celestial to aid their attack.

Thoughts?
 

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Magic circle says it works for called creatures. And planar ally has the calling descriptor, so it should work.

Remember the Diagram with spellcraft DC 20, taking 10 he should surmount it. This allows the all important dimensional anchor to be cast. You still ahve to beat it's spell resistance.

But considering that Ghaele's are Chaotic Good, and your elf cleric (I guess it's him doing the Calling) is also Good (I think after been a faithful reader of your story hour I can guess his tendencies), he shouldn't insult the Outsider with a magic circle or dimensional anchor. Just remember the barganing part is under your discretion. The Ghaele could ask for money (never understood a good creature asking for money though), but probably should ask for a task instead. Maybe have them promise to free all the drow slaves in the outpost. Then you could have some of the slaves be really evil as well :D, introducing some ambiguity into the game. Maybe have them be captured Zhents.
 

I LOVE YOUR IDEA about the task rather than the money. Thats great!

And its not for them, I'm wondering how a good unhallow will affect the Ghaele... IE, will it be able to get into the Szith Morcane temple... well almost that time. =)
 

Just remember that the GP value of the task the Planar Ally must do should influence to a heavy degree the task the PC must do... remember that the PC is sacrificing XP after all.
 

Wraithdrit said:
I LOVE YOUR IDEA about the task rather than the money. Thats great!

And its not for them, I'm wondering how a good unhallow will affect the Ghaele... IE, will it be able to get into the Szith Morcane temple... well almost that time. =)

From the SRD:

Hallow: First, the site or structure is guarded by a magic circle against evil effect.

Magic circle: All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either.
(emphasis mine).....
This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward.

So basically, it depends on the difference between summoning and calling.

from the SRD:

Calling: A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled.

Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower. It is not really dead. It takes 24 hours for the creature to reform, during which time it can’t be summoned again.
When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have, and it refuses to cast any spells that would cost it XP, or to use any spell-like abilities that would cost XP if they were spells.

This is all I could find. From the text, I believe that magic circle doesn't stop a Called creature when used in it's normal form (i.e area effect protection from evil). Only when used in the alternative form (i.e to trap outsiders) would it stop him. So the question becomes, what form of the Magic circle is tied to the Hallow? This is tricky, and I don't know how to go about it.

OPtion 1) It stops the Ghaele. Makes sense, considering the high cost to implement this (1000 for hallow + 3000 for magic circle). Remeber that this version of Magic circle would not bestow the deflection and fear save bonuses. But maybe the Ghaele can teleport inside, as per the spell description:

from the SRD: A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts.

Option 2) Won't stop called creatures. Makes some sense because of the danger to called creatures (i.e they can die), and the cost to call (i.e either gp or tasks). But all creatures inside gain the prot from evil benefits.

Personally, I'd go with option 1, allowing the ghaele to enter the circle with a teleport. Maybe it's bending the rules, but would make for great fun.
 

Well, it ended up being a moot point. They had planned the assault, and even when I monkeywrenched em a few times, they manage to pull off the destruction of an entire barracks without alerting anyone inside, they also killed the initial sentry post and guarded ledge without alerting anyone. The ended in the inverted tower, with one guy crying out inside the tower as he was mowed down by Mytrym (sword) and Will (Magic Missiles). They even managed to dispel the Guards and Wards on the tower before entering.

They were a step or two from walking through it and Will's player stopped to detect magic, thinking their might be another Symbol or Glyph around (they had hit two Glyphs of Warding and one Symbol of Pain already).

They used a lot of silence spells and invisibilities, and the drow just were never forewarned. After the last routing of the party the drow were pretty confident in their ability to defend the area.

My main concern now is I have to go through and rebalance whats left based on the fact that there are 6 party members, not 4. They were pretty quick to take out drow sentries last night, but really with the element of surprise, and a good plan, I don't mind that at all.
 

Good for them. They'd already had to run away in disgrace last time. And you're right, If easy combats result from good discipline and planning, they should be praised not punished. Just remmeber that the Drow are highly intelligent and viscious, so once they hear that there outpost was demolished by GASP...Surface dwellers...GASP they will switch tactics and become more cautious. Remember....Drow=Hit and Run. But they're also arrogant, and probably will be pissed off a half-breed (Myrtim) and a weak-willed follower of the bitch godess (Myrtrim's cohort) are aiding the surface dwellers.

Just keep the spell-swords on Expeditious retreat and Fireballing at 120' away (darkvision range). This will slow down the party. :D
 

Well, it can't happen until the drow know that they are coming, and really they did awesome at keeping thing under a silence effect. They did things like seal off openings with multiple silences and toss fireballs through the silence area. Oh, and Delorian would be at the other end of the room with his silence effect and you have a massive explosion that no one outside the area hears! They planned what they were going to do for two weeks. But now they are about out of silences and just entered the Inverted Tower! They are going to miss those silence spells when the students start raining spells on them!

Heh.
 

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