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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Summoning, Calling, Killing, etc.
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<blockquote data-quote="Darren" data-source="post: 1858019" data-attributes="member: 22701"><p>I'd like a rules reference or similar info about various methods of permanently disposing of outsiders in D&D 3.x.</p><p></p><p>For example... summoning spells vs calling spells:</p><p>Summoning basically gets you a "copy" of a creature, and the death of the summoned creature does not result in the actual death of the "real" creature back on its home plane, as per the spells description. Calling on the other hand brings the actual outsider, and if the outsider is slain, it's the real (permanent) thing.</p><p></p><p>However, I've encountered some stuff that suggests that outsiders can be permanently killed only on their own home planes, and other suggestions that the death of an outsider on any plane other than its home sends it back to its home and prevents it from entering the prime for some period of time, typically 100 years or so.</p><p></p><p>These last restrictions seem more like holdovers from previous editions or optional rules from some planar handbook. At any rate I can't locate a source fom them in my d20 stuff, but my library is hardly exhaustive though.</p><p></p><p>So...</p><p></p><p>Are there any rules or guidelines for dealing with outsiders other than those in the summoning/calling spells?</p><p></p><p>Any rules for changing the way summoning/calling spells work when cast on planes other than the prime?</p><p></p><p>Where did the idea of being able to destroy something only on its home plane originate?</p><p></p><p>Any good reference for the subtleties of interplanar mechanics and politics? Like how do the residents of the outer planes feel about all the summoning/calling that gets done on the prime, and why do creatures from the prime never seem to be called/summoned to the outer planes? Not so much a source of yet more spells/feats/PrCs/races for the planes, but how the planes themselves and magic that deals with them work and interract.</p><p></p><p>Thanks.</p></blockquote><p></p>
[QUOTE="Darren, post: 1858019, member: 22701"] I'd like a rules reference or similar info about various methods of permanently disposing of outsiders in D&D 3.x. For example... summoning spells vs calling spells: Summoning basically gets you a "copy" of a creature, and the death of the summoned creature does not result in the actual death of the "real" creature back on its home plane, as per the spells description. Calling on the other hand brings the actual outsider, and if the outsider is slain, it's the real (permanent) thing. However, I've encountered some stuff that suggests that outsiders can be permanently killed only on their own home planes, and other suggestions that the death of an outsider on any plane other than its home sends it back to its home and prevents it from entering the prime for some period of time, typically 100 years or so. These last restrictions seem more like holdovers from previous editions or optional rules from some planar handbook. At any rate I can't locate a source fom them in my d20 stuff, but my library is hardly exhaustive though. So... Are there any rules or guidelines for dealing with outsiders other than those in the summoning/calling spells? Any rules for changing the way summoning/calling spells work when cast on planes other than the prime? Where did the idea of being able to destroy something only on its home plane originate? Any good reference for the subtleties of interplanar mechanics and politics? Like how do the residents of the outer planes feel about all the summoning/calling that gets done on the prime, and why do creatures from the prime never seem to be called/summoned to the outer planes? Not so much a source of yet more spells/feats/PrCs/races for the planes, but how the planes themselves and magic that deals with them work and interract. Thanks. [/QUOTE]
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