Couple questions from me about this spell:
1) Does the nethermancer summon animal in range with it?
2) How does the conversation with such animal works? Can I ask a bat to guide me to the forge in abandoned kaer or this is to difficult for animal to understand?
3) Please give me an example of how such conversation might look with bat, raven etc.
[3ed] Command Nightflyer
[3ed] Command Nightflyer
Duvvelsheyss
Re: [3ed] Command Nightflyer
How I have played it:
1) The Nethermancer needs to be aware of the target within range, be it from line of sight, Astral Sight, information from a spirit, etc. The spell won't just create a target or simply make one appear, though once the spell has been successfully cast the target will be compelled to travel to the Nethermancer.
2) The spell grants the Nethermancer the ability to communicate with the target for the duration, though the target is still limited to what knowledge it would normally have. For example, a bat probably wouldn't understand what a forge is, though it would most likely be able to understand kaer translated as the big Namegiver cave.
3) Bat: You called?
Nethermancer: There is an abandoned kaer in the area. I need you to guide me to its forge.
Bat: I can take you to the big empty Namegiver cave, but I don't know what a 'forge' is.
Nethermancer: It's full of metal, like rock but harder and smoother, some of it's probably sharp and in unnatural shapes.
Bat: Oh, that. I don't like to go there because of the shiny, but I can show you where it is.
(Note: an observant player might notice that it would be suspicious that the bat would know metal is shiny, given that an abandoned kaer likely wouldn't have any light sources left functioning for there to be light to reflect, but that could be a plot device)
1) The Nethermancer needs to be aware of the target within range, be it from line of sight, Astral Sight, information from a spirit, etc. The spell won't just create a target or simply make one appear, though once the spell has been successfully cast the target will be compelled to travel to the Nethermancer.
2) The spell grants the Nethermancer the ability to communicate with the target for the duration, though the target is still limited to what knowledge it would normally have. For example, a bat probably wouldn't understand what a forge is, though it would most likely be able to understand kaer translated as the big Namegiver cave.
3) Bat: You called?
Nethermancer: There is an abandoned kaer in the area. I need you to guide me to its forge.
Bat: I can take you to the big empty Namegiver cave, but I don't know what a 'forge' is.
Nethermancer: It's full of metal, like rock but harder and smoother, some of it's probably sharp and in unnatural shapes.
Bat: Oh, that. I don't like to go there because of the shiny, but I can show you where it is.
(Note: an observant player might notice that it would be suspicious that the bat would know metal is shiny, given that an abandoned kaer likely wouldn't have any light sources left functioning for there to be light to reflect, but that could be a plot device)
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