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What *is* D&D? (mild movie spoilers)
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<blockquote data-quote="FormerlyHemlock" data-source="post: 8982704" data-attributes="member: 6787650"><p>It's been a long time since I played Shadowrun but what I remember is that instead of a duration measured in months, a la Planar Binding, it's measured in services akin to stereotypical genie "three wishes": "distract those guards" might be one service to ask from your air spirit, and "steal that car and bring it here" another. Different spirits have different stats and capabilities (e.g. air vs. plant vs. war), and a typical number of services to extract from a given spirit is low, around six IIRC. That's all I remember offhand.</p><p></p><p>In 5E, starting around 9th level, it becomes possible for adventures to cooperate on summoning + Planar Binding elementals for 24 hours (and more at 11th level). A Conjure Elemental lasts for just long enough (1 hour) to cast Planar Binding for 24 hours, which extends the duration of the Conjure Elemental to 24 hours too. This in turn enables some fun tricks and combos on your next adventuring day, e.g. Earth Elementals have tremorsense and immunity to poison, so depending on how your DM runs tremorsense you can potentially give advantage to all your Earth elemental's attacks while nerfing enemy action economy with a Stinking Cloud spell, which you wouldn't be free to concentrate on if not for Planar Binding. Mage Armor on an Air elemental is also fun; ditto Haste on a Fire elemental against a mob of enemies (imagine Disengaging through 100' of orcs, setting them all on fire, while still finding time for a regular Multiattack at the end).</p><p></p><p>Is that enough detail or do I need to talk about Summon Greater Demon?</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 8982704, member: 6787650"] It's been a long time since I played Shadowrun but what I remember is that instead of a duration measured in months, a la Planar Binding, it's measured in services akin to stereotypical genie "three wishes": "distract those guards" might be one service to ask from your air spirit, and "steal that car and bring it here" another. Different spirits have different stats and capabilities (e.g. air vs. plant vs. war), and a typical number of services to extract from a given spirit is low, around six IIRC. That's all I remember offhand. In 5E, starting around 9th level, it becomes possible for adventures to cooperate on summoning + Planar Binding elementals for 24 hours (and more at 11th level). A Conjure Elemental lasts for just long enough (1 hour) to cast Planar Binding for 24 hours, which extends the duration of the Conjure Elemental to 24 hours too. This in turn enables some fun tricks and combos on your next adventuring day, e.g. Earth Elementals have tremorsense and immunity to poison, so depending on how your DM runs tremorsense you can potentially give advantage to all your Earth elemental's attacks while nerfing enemy action economy with a Stinking Cloud spell, which you wouldn't be free to concentrate on if not for Planar Binding. Mage Armor on an Air elemental is also fun; ditto Haste on a Fire elemental against a mob of enemies (imagine Disengaging through 100' of orcs, setting them all on fire, while still finding time for a regular Multiattack at the end). Is that enough detail or do I need to talk about Summon Greater Demon? [/QUOTE]
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