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Replacement
2007-02-08, 09:39 PM
So the Planar Ally spells are divine only, right... Well what would you say if a Wizard/Master Specialist used the spell research rules from dmg to develop an arcane version. Of course starting with the lesser, none, greater order. (giving the weeks + thousands of gold in game + spellcraft checks, of course)

Well I asked my current DM and he said sure....:smalleek: ... :smallbiggrin: ! I told him before hand that my intent was to try and qualify for that DMG prc that required that (can't remember/spell the name). He thought it was a cool idea and approved it!


So what are your takes on this? Am I breaking to many rules or should I just be grateful and shuddup.

AngelSword
2007-02-08, 09:51 PM
Well, the DM allowed it, so whether or not it goes against the rules proper, it's his problem.

I'd say that you'd have no problem doing this, since I do believe that Plane Shift is an arcane spell. With that, it would only serve reason to assume that arcane casters can somehow contact other planes, if only for the purpose of travel.

Along that line of thinking, a person could easily create arcane versions of
Augery, Contact Other Plane, and any spell that lets you speak with otherworldly beings.

Dhavaer
2007-02-08, 09:58 PM
There are already the Planar Binding spells, which essentially are arcane versions of the Ally spells.

Replacement
2007-02-08, 10:02 PM
Ya but Binding is forcing them to you and striking a bargain for freedom, the ones I want to do call them there peacefully and then we strike up a bargain.

I'm Lawful Neutral character, in character I think Binding would only be used in extreme situations that would warrant it.

But thats a character thing. Game terms you are pretty much right.

Fizban
2007-02-09, 01:14 AM
I've never seen why the Ally spells were divine only, and it's not like it's overpowering to allow it. There are similar spells in the Dragon Ally and Call Zelekhut/Kolyarut/Marut spells, which are on the wizard spell list. Each of them works like the Ally spells: cast spell, pay xp cost, bargain with creature for 1 round with suggested standard price/time (actually the inevitables don't charge, but the only stay an hour).

So yes, I agree. Other good summon spells include Summon Elemental Monolith (CA) and Summon Aspect of Bahamut/Summon Aspect of Tiamat (RoD). They require concentration, but there's ways to get around that, and the summoned creatures are much more powerful than the standard summons, with a CR of about your level when you first gain the spell. Draon Ally (Draconomicon/Spell Compendium) costs twice the standard planar ally rate, but you get a dragon. Call [Inevitable] (SC) still has the xp cost, but no gp cost, and relatively powerful allies. Heavenly Host/Fierce Pride of the Beastlands (SC) work much Elemental Swarm, summoning multiple creatures over time. There's also a demon and devil versions, but I can't remember their names. Try scouring the cleric spell lists of various splatbooks, they often get summon spells that arcanists don't, but you DM will probably let you research them yourself.

oriong
2007-02-09, 01:23 AM
You'll notice that one things clerics are better at than wizards is dealing with the other planes, presumably because their gods act as decent go betweens or name droppers for them.

However in the planar ally/binding comparison they come off roughly equal. It takes XP for the clerics but they get willing summons, the wizards have to deal with the extraplanar jerks, and both are the same level. So just get an arcane version that gets you willing allies at an XP cost, possibly slightly higher than the divine version.

Caelestion
2007-02-09, 05:29 AM
I allowed a Gnome Conjurer to take that feat in Q Wizard similar to XPH's Expanded Knowledge to learn Planar Ally as a wizard spell. He then went into Thamaturgist as normal.