A spell caster should know what to expect; so how can I as the DM set the expectations?
I've been looking at what other conjuration / summoning spells can do. E.g. the higher level spell Conjure Celestial has a base CR level of 4. But, there's some obvious differences here.
negotiated task vs compelled action
gp cost
days of service vs 1 hour max
How are my fellow DMs handling this? What about you clerics. How do you expect this spell to operate?
This one is completely situational - but can be a lot of fun to roleplay out with your players.
I think the important thing to note, is that this isn't the same as 'conjure creature to do your bidding' type spell, which is why they've not included a CR. You can't really compare it to Conjure Celestial, which is a minion spell. This is more of an 'expensive power-button'. There are a few parts to this spell, that once you break it down, make it a bit more manageable.
You beseech an otherworldly for aid. Importantly, this is entirely up to the DM as to what to send - though if they speak the name of the otherworldly, you have the option of sending that. This, depending on the situation, can be a chance to either send them exactly what they asked for (if you think it's reasonable), or something completely different for some fantastic roleplay opportunities. If it's a 'back against the wall, we need help in this battle!', then consider a reasonable celestial or elemental of a challenge rating that will help turn the tide. Or, if you like, send in something godlike to obliterate the immediate danger. It's your call - don't worry about the CR - think more about the request and what would fulfil it... or not, depending.
I was once playing a lawful good cleric, when - in an hour of dire need - my DM sent me a fiend when I called for aid... I refused to accept the fiends aid and make a bargain against my alignment - and that was the end of that character... though it was wonderful roleplay.
It also suggests a few out-of-combat examples, which you could encourage your players to do. Or, have the otherworldly do something unexpected, like if the player calls for protection from an incoming horde of undead, teleport them to a locked room elsewhere in the dungeon.
Finally, the cost is up to you as well. It suggests monetary values in exchange for time, but it can take the form of any bargain.
Ultimately, consider how well the player is aligned with the otherworldly they're trying to summon, and go from there.
The creature you summon could be anything, but in clerical terms would probably be one of your gods minions... or would it? If your playing a real goodness and niceness type what kind of mercenary feathery winged wall streeter would turn up and wheeler deal you for your pension when your under pressure? What they ask for in monetary terms is hilarious. The best use of this spell is to summon the merc into a magic circle with his 1000 sheckles of gold in it just to stand there for just over an hour whilst you have a friend or ally planar bind them and in your first act demand hey give the money back. Now take your minion and suicide charge the Wolf of Mount Celestia wannabe into something. Make. It. BLEED.
Moondruidsneversleeps: Tough on Angelic crime. Tough on the causes of Angelic crime.
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There's no CR guidance with Planar Ally.
A spell caster should know what to expect; so how can I as the DM set the expectations?
I've been looking at what other conjuration / summoning spells can do. E.g. the higher level spell Conjure Celestial has a base CR level of 4. But, there's some obvious differences here.
How are my fellow DMs handling this? What about you clerics. How do you expect this spell to operate?
This one is completely situational - but can be a lot of fun to roleplay out with your players.
I think the important thing to note, is that this isn't the same as 'conjure creature to do your bidding' type spell, which is why they've not included a CR. You can't really compare it to Conjure Celestial, which is a minion spell. This is more of an 'expensive power-button'. There are a few parts to this spell, that once you break it down, make it a bit more manageable.
You beseech an otherworldly for aid. Importantly, this is entirely up to the DM as to what to send - though if they speak the name of the otherworldly, you have the option of sending that. This, depending on the situation, can be a chance to either send them exactly what they asked for (if you think it's reasonable), or something completely different for some fantastic roleplay opportunities. If it's a 'back against the wall, we need help in this battle!', then consider a reasonable celestial or elemental of a challenge rating that will help turn the tide. Or, if you like, send in something godlike to obliterate the immediate danger. It's your call - don't worry about the CR - think more about the request and what would fulfil it... or not, depending.
I was once playing a lawful good cleric, when - in an hour of dire need - my DM sent me a fiend when I called for aid... I refused to accept the fiends aid and make a bargain against my alignment - and that was the end of that character... though it was wonderful roleplay.
It also suggests a few out-of-combat examples, which you could encourage your players to do. Or, have the otherworldly do something unexpected, like if the player calls for protection from an incoming horde of undead, teleport them to a locked room elsewhere in the dungeon.
Finally, the cost is up to you as well. It suggests monetary values in exchange for time, but it can take the form of any bargain.
Ultimately, consider how well the player is aligned with the otherworldly they're trying to summon, and go from there.
The creature you summon could be anything, but in clerical terms would probably be one of your gods minions... or would it? If your playing a real goodness and niceness type what kind of mercenary feathery winged wall streeter would turn up and wheeler deal you for your pension when your under pressure? What they ask for in monetary terms is hilarious. The best use of this spell is to summon the merc into a magic circle with his 1000 sheckles of gold in it just to stand there for just over an hour whilst you have a friend or ally planar bind them and in your first act demand hey give the money back. Now take your minion and suicide charge the Wolf of Mount Celestia wannabe into something. Make. It. BLEED.
Moondruidsneversleeps: Tough on Angelic crime. Tough on the causes of Angelic crime.