The Ethics of Summoning

GuardianLurker

Adventurer
I'm trying to work through the various ethical/legal issues of spellcasting for my homebrew. Some answers are obvious - casting fireball in the town streets is a no-no, for instance.

But the various Conjure/Summon spells are proving problematic for me.

If I summon a giant badger, did I interrupt its activities? If it dies during the spell duration, is it really dead? Or does it return (if it returns) thinking it was all a bad dream? And what does this mean ethically? How about if it was a humanoid? Or an elemental? Or a fiend?

If it's possible to summon a human fighter 3, could a PC vanish? (Assuming at least one is a human fighter 3.) How much trouble would the summoner be in?

If I use the "particular creature" option, why would a being agree to be summoned? Can they agree, or is it just "predetermined" (possibly by personality, or something)? And what about the badger?

Can a summoning fail?

Any answers/opinions?
 

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Summoning Ethics

As defined in the SRD, summoning spells call an outsider to fight for you: something from another plane.
Unless you have some truly unusual PC's or cosmology, therefore, the party does not have to worry about being summoned. (But it makes a neat adventuring hook.)
Since they're outsiders, summoning them only nets a projection of their true selves: killing a summoned creature only keeps it off the Prime for an unspecified period of time. If you want to truly bring all of an outsider to the Prime, you need one of the calling spells like Gate.
That doesn't mean it's not painful or unpleasant for the critter, though.

As to whether or not an outside authority might take notice of summoning and do something about it, that depends more on your conception of planar politics and dramatic needs than the rules.
Clerics might very well find their use of their gods celestial minions monitored, so don't use celestial badgers to kill widows and orphans.
Arcane spellcasters might have to eventually sign treaties or pay tribute to the powers of the outer planes if they do enough summoning: again, not expressly defined in the rules.

There's nothing wrong with changing those rules, mind, but then just realize SRD based advice won't be very helpful.
aja
 

You've given me a great idea if anyone ever uses a Summoner style wizard or sorceror...

*Flash!*

A Celestial appears in front of you. "Now, about all those celestial dire bears...the dire bear god has been petitioning us about this..." :D
 

Salutations,

I would love to have MtG-like rules where one needs to bond with specific creatures to summon them, but at this point ajanders hit the nail on the head.

SD
 

GuardianLurker said:
If I use the "particular creature" option, why would a being agree to be summoned? Can they agree, or is it just "predetermined" (possibly by personality, or something)? And what about the badger?

This is easy from 'religious types' since it simply comes down to the Creature being the Dieties sacred animal sent to assist her followers

with non religious types it gets harder but different options include

1. Totem Spirits - the creature is the Totem of the PCs clan and so as an affinity to him

2. Contracts - the PC agrees to 'pay' the Summoned creature (in blood, XP, a future service etc etc) the Diabolic Witchery Option

3. Mutual Need - the PC and the summoned monster have the same need and are working together because of it. eg say the PCs are fighting big bad who is destroying the forest. Badger Spirit comes to her and helps fight big bad (but occasionally has to rest)

4. Final Fantasy - the PC has to fight the Monster and if successful gains some authority over it (also used in Pokemon)

5. Friends - the Monster actually likes the PC and helps because of it (the Pikachu option)

6. Forced Labour - a Summoned creature has no option and is bound to obey the PC (by use of its True Name, or the Seal of Solomon or etc) - mainly how I see 'Arcane' summonings
 

Re: Summoning Ethics

ajanders said:
As defined in the SRD, summoning spells call an outsider to fight for you: something from another plane.
Which begs the question of what all those summoners in Sigil get, doesn't it?

Actually, while I don't have the SRD in front of me, IIRC, not every animal has the outsider/celestial/fiend templates applied, especially at the lower levels, where applying them could easily raise the monster out of CR range.

It certainly doesn't apply to Summon Nature's Ally.

Since they're outsiders, summoning them only nets a projection of their true selves: ...
That doesn't mean it's not painful or unpleasant for the critter, though.
Which is one of the things that prompted my question about the Ethics of Summoning; such projections (in my mind) are concrete manifestations of a creature's spirit/soul. But maybe the aren't.

Clerics might very well find their use of their gods celestial minions monitored, so don't use celestial badgers to kill widows and orphans.
Of course, this is not really any different from *any* spell a cleric/druid casts; repeated abuses of spells gets them called into the "principal's office". What I'm really looking for digs a little deeper.


There's nothing wrong with changing those rules, mind, but then just realize SRD based advice won't be very helpful.
aja
Heh. I'm not actually looking for actual rules advice (I'd post in Rules for that), or new mechanics (House Rules, there), though any result has to be consistent with the former, and *may* involve the latter.

What I'm looking for (here in Plots and Places) goes beyond (and beneath) the rules. I'm looking for the possible (game world) cultural, philosophical, and ethical implications of summoning.

Tonguez has come closest.

Example: The first one I tackled (with a friend's help) was detect law/chaos/good/evil; once I realized that the cultural issues boiled down to a trust in the caster (since they're the only ones who receive the information), it didn't take long to realize that at least some cultures would have a way to formally recognize this trust, and thus the King/Emperor's Witness status was born.

That help clairify things?
 

Take two...

What Toungez suggests ... all his different options, mind, are excellent. I use some of them for choice in my own campaign, but it differs significantly enough from the standard SRD that I hesitate to fling it into the middle of discussion. But they have some dramatic effects on the way magic works or the way the setting works.

Let's first consider just the Monster Summoning spell from the SRD, please
***
This spell summons an outsider (extraplanar creature). It appears where the character designates and acts immediately, on the character’s turn.
***
Immediately we realize that any form of contracting, Final Fantasy, Friends, or Mutual need is going to require a lot more frequent contact with outsiders than is generally standard in a D&D game...or summonings are going to be a lot more limited. Generally it's not like you can pop out to the local pub, knock back a couple of pints with the spinagon or anarchic walrus down the block, pay him a few gems on retainer, and have a ready minion to summon. You can't even find a spinagon in your local pub in the Realms, for Pete's sake.
If you want to do any of that, either you have to go find them or they have to come find you. The first will make summonings very rare magic, used only by the highest level of wizards, because they're the ones able to travel to the astral plane or survive the journey to the gate to the elemental plane of fire or whatever. Your average first level wizard would never learn Summon Monster I: he'd have nothing to summon.
The second can be where your bigger changes come in: why are outsiders seeking out spellcasters? Clerics get this solved easily: the archon serves Pelor: I serve Pelor, I'm just calling in a professional colleague from way out of town. Arcane spellcasters are a little harder to deal with...what might a 3rd level sorceror have that an earth-touched bear (for example) want? This just grows adventure seeds all over the place, as summoners find themselves romping all over the world to find the perfect raspberry for an axiomatic rabbit or less pleasant things for a vrock. Other heroes might find themselves called on to find them instead: or to corner the market on things others might want.

Forced by raw willpower creates some interesting debates among summoners: is it then slavery to summon a djinn? If it is, does the caster care?
Some people might only summon unintelligent beings, like celestial dogs: some might only summon beings they disliked.
(Cleric of Heironius: "We need some expendable cannon fodder!
Second cleric of H: "I'll summon celestial badgers."
First cleric:"We'll be sending them to their painful bloody deaths, right?"
Second Cleric: "Yup."
First Cleric: "Then bring forth the legions of the darned, to suffer their deserved penance."
Second Cleric: "Right. Two dretch coming up.")
This kind of thing might change the way you type a summoning spell. (Or then again, maybe people just think it does.)

To clarify my position, the standard SRD says nothing special about summonings, though much can be implied. Mialee has no more intimate or personal a relationship with her fire elemental than she does with her cone of cold.
If you want to change that, you're going to have to make some mechanical changes to the spells, then step through the world and see what's changing.
Magic is the physics of your fantasy world: you have to have that worked out first before you can do anything else

aja
 

Re: Take two...

ajanders said:

Magic is the physics of your fantasy world: you have to have that worked out first before you can do anything else
Note necessarily; many times, for the purposes of the cultural (etc.) implications, two or more of the possible explanations are equivalent - in Tonguez list, both the totem spirits and the contract options fall in this category.
(This is not an endorsement of either, just pointing out that both have very similar ethical/cultural implications.)


What Toungez suggests ... all his different options, mind, are excellent. I use some of them for choice in my own campaign, but it differs significantly enough from the standard SRD that I hesitate to fling it into the middle of discussion. But they have some dramatic effects on the way magic works or the way the setting works.
Yep. Agreed, and ideally I'd like to keep the rule changes to a minimum (none preferrably). Since you're so adamant about physics first, philosophy second, let me address those options given by Tonguez.

Mutual need/Friends - I find this incredibly hard to swallow, especially on a first casting, and any physics should work equally well on all castings. However, the necessary rule changes are minimal, so I'll hold it in reserve.

Forced Labor/Final Fantasy - there's obviously a rules change here, and a few unanswered questions - how long is the creature bound? Does "death" end the binding?
OTOH, the ethical/cultural questions are pretty clear-cut. (Whether they bother a player character is a different issue.) And aside the (possibly occasional) setup, the rules changes are minimal. The "forced labor" has a higher-level tendency, based on the nature of the magical cumpulsion.

Totem spirits - while this is a cool idea, it really isn't appropriate for my particular homebrew.

Contracts - you missed a third option "you bring them to you". Unfortunately, this will only work for the higher level summonings, as the summoning spells do NOT confer communication ability (either way). IOW, this directly contradicts the rules as written. So this loses.


Some people might only summon unintelligent beings, like celestial dogs: some might only summon beings they disliked.
(Cleric of Heironius: "We need some expendable cannon fodder!
Second cleric of H: "I'll summon celestial badgers."
First cleric:"We'll be sending them to their painful bloody deaths, right?"
Second Cleric: "Yup."
First Cleric: "Then bring forth the legions of the darned, to suffer their deserved penance."
Second Cleric: "Right. Two dretch coming up.")
This kind of thing might change the way you type a summoning spell. (Or then again, maybe people just think it does.)
Aside from the "type" allusion, the implications behind your whimsical fiction are exactly what I'm hoping to address. Note that the implications are physics-independent (at least in this case).

Physics-wise, let's look at the SRD constraints: any summoned creature is brought from elsewhere (reagardless of whether it's summon monster, or summon nature's ally). All summoned creatures also benefit from a "materialized" condition (IOW, it isn't their 'real' body). No communication is conferred. "Dead" creatures are unavailable for 24 hours, while they are "reforming". The caster is allowed to choose the creature. Aligned/templated creatures change the spell's descriptor - i.e. a if the caster summons a fiendish dire rat, the spell just cast has the "Evil" descriptor.

An option presented in the DMG is "binding" the summonings to particular creatures - i.e. a caster would always get the same celestial badger. (This "binding" is independent of contracts.) As a side effect, this would mean that the spell might become unusable for a while (as the creatures recover).

Other options that might apply to the choice is making it permanent after the first casting. This is a minor rule change, but has the added benefit of reducing overhead, and interacts well with the DMG option. Possible adventure seed: what happens when the "host creature" dies outside of the spells influence (probably off-screen)?

Since both the extra-planar and intra-planar creatures gain the same "reforming" benefit, and communication is possible with more intelligent creatures. An unaddressed question is whether or not the communication is individual and "real". (IOW, if I summon a spinagon, could I later track down that identical spinagon?) If the communication is real, then the spell does not create "copies" of the creature, and instead must use the "real" spirit/soul. (It can't use the "real" physical body because of the "reforming" issue.)

I think it's safe to say that most people expect the creatures to be "real" (at least in this sense).

(OT, having examined the lists in detail, I'm going to have to change them.)

Anyway, discussion, please?
 

The detect evil (etc) spells establish that things in the DnD Multiverse have 'Auras'. So I was thinking what if the Aura is a distinct 'substance' a which is distinct from the Body/Soul/Spirit but which forms part of the whole?

Remember how in Peter Pan he was chasing his Shadow? Perhaps this was his 'Aura' given independence. Perhaps the Aura is the thing which allows sympathetic magic to work and also explains shadow magic.

This Aura is a Reflection/Shadow/Form of the actual creature and when the Summon Spells are used it is infact this Aura-Form (Shadow) which manifests itself.

Prolonged speration of Aura and Body could perhaps have major psychological effects on the summoned creature (and lead to insanity) but without any longterm physical effects evident

Actually wasn't the Tween a monster from 1st ed based on this concept?
 

Tonguez said:
The detect evil (etc) spells establish that things in the DnD Multiverse have 'Auras'. So I was thinking what if the Aura is a distinct 'substance' a which is distinct from the Body/Soul/Spirit but which forms part of the whole?

...
This Aura is a Reflection/Shadow/Form of the actual creature and when the Summon Spells are used it is infact this Aura-Form (Shadow) which manifests itself.

Prolonged speration of Aura and Body could perhaps have major psychological effects on the summoned creature (and lead to insanity) but without any longterm physical effects evident
Interesting speculation, and not one that on first thought seems to require extensive rules mod. How do you see this interacting with the communication issue?
 

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