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| Razz07-21-06, 10:29 PM | A player of mine plays a Conjurer and has a wish to create a spell that will summon not monsters, but allies, without resorting to the Gate spell. Since we have seen spells like Planar Ally/Binding and Dragon Ally (Lesser, Normal, and Greater), I began to help him develop a spell that would allow him to summon his allies (for example, the other PCs) should he ever face danger alone. Here is what we came up with, tell me what you think. I added an XP cost because I didn't want cheap wands or scrolls to be made with this sort of spell, and also added a focus as well for obvious reasons. CALL ALLIES Conjuration (Calling) Level: Sorceror/Wizard 6 Components: V, S, F, XP Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One willing ally per 5 levels Duration: 1 minute/level (D) Saving Throw: None (see text) Spell Resistance: No This spell summons a particular ally keyed to the focus of the spell component to your vicinity within the spell's range to help you with whatever situation you may be in. The spell calls one ally per five caster levels and the total HD of the allies summoned must not exceed twice your caster level. The ally must be willing and may choose not to answer the calling. They must also be on the same plane as you. The summoned allies are not under any form of control by you and are completely free-willed. At the end of the spell's duration, the ally may either choose stay or go back to where they were originally summoned from. Dismissing the spell or dispelling it causes all summoned allies to make the choice of either returning or staying. Focus: An item considered valuable to the character being summoned such as a family heirloom, a sentimental item, or any item worth over 1,000 gp per Hit Dice that belongs to the character. This item must be given to the caster willingly with the pretense that it is used to summon them. XP Cost: 300 XP per ally summoned CALL ALLIES, LESSER Conjuration (Calling) Level: Sorceror/Wizard 4 Components: V, S, F, XP Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One willing ally Duration: 1 round/level (D) Saving Throw: None (see text) Spell Resistance: No As call allies except for the duration and the caster may summon only one ally with HD less than or equal to your caster level. XP Cost: 100 XP CALL ALLIES, GREATER Conjuration (Calling) Level: Sorceror/Wizard 8 Components: V, S, F, XP Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One willing ally per 5 levels Duration: 10 minutes/level (D) Saving Throw: None (see text) Spell Resistance: No As call allies except for the duration and the caster may summon allies equal to four times its caster level in HD. XP Cost: 500 XP per ally summoned |
| Thiez07-22-06, 07:08 AM | I don't like Calling spells with a duration. This spell of yours looks a lot like Drawmiji's Instant Summons, which is a level 7 spell summoning an object weighing 10 lb. or less. Your spell summons the ally (or more than one), all of its equipment, and gives them a choice to go back. So I'd put it at level 8. Maybe get rid of the level 4 and 6 versions. |
| Razz07-22-06, 07:13 AM | I made it have a duration due to the fact that these are, essentially, pretty powerful spells. Therefore, there had to be some sort of drawback. Yet, at the same time, it would suck for characters of low, mid, and high level to be stuck without their allies should they split up at some point. No one wants to see their character dead and their allies won't always be there. Being a game about survival, I saw these spells as essential. I was thinking of maybe instead of Calling spells that these were Teleportation spells maybe? With a set condition still in it. Maybe the summoned characters were in the middle of something and would like to get back to it after their services are done? Yes, the character's equipment comes, but there is a limit to how many and how much HD. Though I should lower the durations for them since it is rather strong. |
| Nom07-23-06, 07:43 AM | Obvious comparison point is teleport, level 5. Call allies seems to fit at level 6, though maybe level 7. The XP cost tends to balance the power of the spell. You might want to change the base version to 1 ally. This version could be level 6, with a multi-ally version 7 or 8. |
| Razz07-23-06, 04:31 PM | Obvious comparison point is teleport, level 5. Call allies seems to fit at level 6, though maybe level 7. The XP cost tends to balance the power of the spell. You might want to change the base version to 1 ally. This version could be level 6, with a multi-ally version 7 or 8. The XP Cost is a must for a few good reasons: ---Summons allies that come prepared (maybe) with their gear ---Planar Ally has an XP cost ---Did not want it to be made cheaply into wands/scepters/staves Same goes for the focus component and GP cost for it. Sort of how Planar Ally summons an outsider or elemental or multiple outsiders or elementals (that can be of almost any HD, template, class or prestige class level and within the limits of the HD limit for the spell), Call Allies would be similar in scope but not limited to outsiders and elementals. Limited to those that trust you and within the HD limit. |