Looking for help [Archive] - Wizards Community

Post/Author/DateTimePost
kalyb

05-30-07, 12:50 AM
I could use a little help with a new campaign I'm currently developing. The major premise is that there are no Outer Planes. No deities, no outsiders, etc. I've got the religion thing worked out; my problem are spells. The summon monster spells summons almost entirely outsiders. Spells like commune wouldn't exist. I'm trying to find a way to balance that, but I'm having trouble. Any help would be appreciated.
Kesuk2k5

05-30-07, 12:56 AM
For the summoning spells, remove them.
For the divination spells, there's no reason they can't function as intended, where the PC simply gets the answers. The magic of it rewards answers, but just how it does that can be left unanswered. It's magic after all.

Finally, you should reconsider making such a drastic removal if you're not fully aware of 1) how it would change things in the game; 2) how to implement those changes with the rules. The game is set up how it is for a reason.
Araes

05-30-07, 03:59 AM
First a suggestion for the commune problem. One thought was that if there is no divinity, and no higher powers, then the power of the spell could instead be to access the "group conciousness". Effectively, you would be scanning the mass lifeforce of the world for the answer.

In terms of the summoning, one path which wouldn't involve removing them would be to rewrite the summoning spells with monsters of equivalent CR that are not outsiders. This seems easiest in general. If you were particularly brave, or very short on time, you might be able to say "Summons one creature of X CR or 1d4+1 creatures of lower CR"