Difference between revisions of "Speak with Monsters (spell)"

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[[File:Speak with Monster (spell).jpg|right|525px|thumb]]
 
[[File:Speak with Monster (spell).jpg|right|525px|thumb]]
'''Speak with monsters''' empowers the caster with the ability to communicate with any sort of being possessing an [[Intelligence (ability stat)|intelligence]] of 1 point or greater. This enables the caster to ask questions, receive answers and even establish a dialogue that might include story-telling and mutual respect.
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'''Speak with monsters''' is a spell that allows the caster to communicate with beings possessing an [[Intelligence (ability stat)|intelligence]] of 1 point or more. This enables the caster to ask questions, receive answers, and establish a dialogue, which may include storytelling and mutual respect.
  
 
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For the duration of the spell, the monster or monsters confronted will refrain from combat with the caster and his or her allies, unless an agreement to engage is made by the caster.  This doesn't mean the monster is necessarily friendly, but the opportunity is there to parley with the monster and exchange grievances, come to an agreement, obtain passage through the monster's territory or make effective threats that give the monster reason to pause.
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While the spell is active, monsters within its range are compelled to abstain from combat with the caster and their allies, provided that the caster refrains from initiating an attack.  This compulsion does not imply the monster are friendly, but it does force them into a position of negotiation.
  
When role-playing the conversation, the DM must maintain a rational perspective for the monster; there's every reason to allow a give-and-take, but the monster will be as cagey and guarded as any other person in the game world.  They may know the answer to a question, but that doesn't necessarily mean they're ready to provide it.  They must be convinced, with their priorities being recognized by the caster.
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Consequently, the caster can address grievances, forge agreements, obtain safe passage through the monster's territory or issue compelling threats, backed by concrete evidence of the party's ability to succeed in a confrontation.
  
[[Category: Clerical Spells]][[Category: Don't Review until 2023]]
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When engaging in this form of role-play, the DM should adopt a proper perspective for the monster. While there's a potential for dialogue and negotiation, the monster should be as cautious and guarded as any other character in the game world. Even if they possess information, they won't readily offer it. Convincing them will require recognizing and addressing their priorities and concerns. The monster's willingness to cooperate will be contingent upon the caster's ability to persuade them to do so within the context of the game.
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[[Category: Clerical Spells]][[Category: Reviewed]]

Latest revision as of 04:42, 6 October 2023

Speak with Monster (spell).jpg

Speak with monsters is a spell that allows the caster to communicate with beings possessing an intelligence of 1 point or more. This enables the caster to ask questions, receive answers, and establish a dialogue, which may include storytelling and mutual respect.

Speak with Monsters
Range self
Duration 10 rounds per level
Area of Effect 50 ft. circle
Casting Time 3 rounds
Saving Throw none
Level cleric (6th)

While the spell is active, monsters within its range are compelled to abstain from combat with the caster and their allies, provided that the caster refrains from initiating an attack. This compulsion does not imply the monster are friendly, but it does force them into a position of negotiation.

Consequently, the caster can address grievances, forge agreements, obtain safe passage through the monster's territory or issue compelling threats, backed by concrete evidence of the party's ability to succeed in a confrontation.

When engaging in this form of role-play, the DM should adopt a proper perspective for the monster. While there's a potential for dialogue and negotiation, the monster should be as cautious and guarded as any other character in the game world. Even if they possess information, they won't readily offer it. Convincing them will require recognizing and addressing their priorities and concerns. The monster's willingness to cooperate will be contingent upon the caster's ability to persuade them to do so within the context of the game.