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*Dungeons & Dragons
Summoning in Ravenloft
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<blockquote data-quote="coffeefueled" data-source="post: 7248297" data-attributes="member: 6762816"><p>I'm starting up a Ravenloft campaign soon, beginning with Curse of Strahd, and something about the alterations to magic struck me. There's a very clear mention of it being impossible to escape from the Demiplane of Dread, and yet summoning spells are left alone to dismiss creatures back to their home planes at the end of their duration. Banishment and similar are the same.</p><p></p><p>For the purposes of this campaign I'm going with the older Ravenloft with multiple domains, though initially they'll be trapped in Barovia.</p><p></p><p>So the changes I decided to make for my players (as a pleasant surprise when they discover the changes):</p><p>- summoned creatures no longer vanish at the end of the duration of the spell, but will instead react as appropriate depending on the creature and treatment when the control of the summoner breaks - unless they choose to recast it to re-establish control (which will only work in a limited time period)</p><p>- any banishment or similar spell which would succeed and permanently (or temporarily) banish a creature instead casts it somewhere out into the Mists, with all of the expected unpleasantness if the domain is sealed</p><p></p><p>I'm also throwing in experimental spell components, but that's more a bit of flavour for my own enjoyment and their discovery as they play rather than specific to Ravenloft.</p><p></p><p>I was curious about any other suggestions for altering the mechanics of magic (rather than just the cosmetics) in order to give more of the horror plane impression.</p></blockquote><p></p>
[QUOTE="coffeefueled, post: 7248297, member: 6762816"] I'm starting up a Ravenloft campaign soon, beginning with Curse of Strahd, and something about the alterations to magic struck me. There's a very clear mention of it being impossible to escape from the Demiplane of Dread, and yet summoning spells are left alone to dismiss creatures back to their home planes at the end of their duration. Banishment and similar are the same. For the purposes of this campaign I'm going with the older Ravenloft with multiple domains, though initially they'll be trapped in Barovia. So the changes I decided to make for my players (as a pleasant surprise when they discover the changes): - summoned creatures no longer vanish at the end of the duration of the spell, but will instead react as appropriate depending on the creature and treatment when the control of the summoner breaks - unless they choose to recast it to re-establish control (which will only work in a limited time period) - any banishment or similar spell which would succeed and permanently (or temporarily) banish a creature instead casts it somewhere out into the Mists, with all of the expected unpleasantness if the domain is sealed I'm also throwing in experimental spell components, but that's more a bit of flavour for my own enjoyment and their discovery as they play rather than specific to Ravenloft. I was curious about any other suggestions for altering the mechanics of magic (rather than just the cosmetics) in order to give more of the horror plane impression. [/QUOTE]
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