Summoning Locations

Summoning Locations

img-27.jpg
Krull.jpg

I posted this to my pile o’ ideas thread at rpg.net:

Though creatures and the occasional object are the typical subjects of summoning spells, that excludes locations. The Road to Hell appears when called by anyone and helps in escapes as well as access to infernal power.

After thinking more about this, the best example in visual media that I know of is the castle in Krull. It appears in a random location on the planet and when it teleports elsewhere, the land it leaves behind is unchanged. And, unlike the Magnificent Mansion spell, it overlays existing landscape.

Of all the possible locations that could be summoned, I think the best would be demiplanes. They tend to be small, self contained and can have very different planar traits if the DM wants to use weird locations. It also takes care of the problem of what is left behind if another portion of the material plane is dragged to the character (a crater, a hole in reality, an opaque wall of force).

Now that I think about it, I think The Will and the Way, a Dark Sun supplement, has a power that does something similar to this by exchanging a small location of one plane (elemental or outer) with the material plane. Well, the idea is still pretty cool and I hope that this inspires you to create your own spell, psionic power or artifact that can bring locations from there to here. 

State of the Commonwealth - Ser Sentinel D'Artinuel, Synth Knight-Marshal of the Order

State of the Commonwealth - Ser Sentinel D'Artinuel, Synth Knight-Marshal of the Order

New Mutant Monday # 60 - Slicks

New Mutant Monday # 60 - Slicks