Call Woodland Beings (spell)

From The Authentic D&D Wiki
Jump to navigationJump to search
Call Woodland Beings (spell).jpg

Call Woodland Beings is a spell that allows the caster to summon certain woodland creatures to their location. The spell functions best in forested areas, particularly woodlands, though it gives some benefits to other ranges. Those creatures appearing should act as independent agents of nature upon their arrival, not as mindless combatants ready to engage in combat without question. That said, if they were to arrive to find the party faced by their natural enemies, then the woodland beings would certainly engage at once.

Call Woodland Beings
Range 120 +10 ft./level
Duration 10 rounds per level
Area of Effect variable
Casting Time 2 rounds
Saving Throw none
Level bard (4th); druid (4th)

The caster has no power to decide which beings might appear — rather, the spell is framed as a call for aid, summoning specifically those beings that chance to be in the area. This sense predicts, as well, what the being expects upon arrival, that some act or knowledge is desperately needed, else the caster would not make the call. This should be considered in the being's willingness to engage in an ongoing battle, should one be occurring. Assume that they arrive, assess the situation and then engage as they feel best, rather than assuming the understand the caster's mind or intentions.

The time required for the summoned being to arrive is 2–12 rounds (2d6), with most appearing within a short span after casting. This ensures that while there is some variability, excessive delays are rare, and the spell remains practical for both planned and reactive use.

Called Beings

Using a d20, the caster rolls to determine which type of being responds, based on the range where the spell is cast — whether woodland, taiga, savanna or another environment. The "# called" column represents the base number of creatures summoned, while the bonus column indicates additional creatures that may appear, expressed as a fraction per caster level. These additional creatures are only gained when the accumulated fractions produce a whole number.

For example, if the result calls for a treant, the entry may show "1" in the base column with a bonus of "+1/8 per level." This means that an 8th-level caster would summon two treants, while a 16th-level caster would summon three. A 7th level caster would still only call 1 treant. Two called beings, the dryad and the unicorn, never appear in multiple numbers because of their inherent nature.
Creature # Called Bonus/
level
Range (roll d20)
Woodland Taiga Savanna Other
brownie 1-2 1-2 1-2 1-2 1
centaur 1-2 3-8 3-5 3-4
dryad 1 9-10 6
pixie 1-4 ½ 11-13 7-10
satyr 1 ¼ 14-15 11 5 2-4
sprite 1-3 ½ 16-18 12-13 5
treant 1 19 14 6
unicorn 1 20 7 6
delayed result 15-20 8-20 7-20

When a delayed result occurs, the table should be rolled upon repeatedly until a result indicating a specific creature is obtained. Such delays do not occur in woodlands. In taiga, a delayed result means the summoned being requires 3d6 rounds to appear. In savanna, the delay increases to 4d6 rounds, and in all other ranges, it extends to 5d6 rounds.

"Woodland beings" cannot be summoned in urban, ruin or subterranean ranges, nor upon any plane except the Prime Material and Outer Earth.

Being Tendencies

Each possible being called has their own perspective and set of intentions when being called, as described below.

  • Brownies, being industrious and helpful by nature, they'll be curious about the summons and eager to assess the situation. Unlike more independent or self-interested creatures, brownies have an intrinsic sense of duty and a strong inclination toward aiding those in need—especially if they perceive the caster as good-natured or respectful. They would not necessarily wait for instructions but would instead instinctively act in ways that align with their nature. If they find a battle in progress, they are unlikely to engage in direct combat unless absolutely necessary. Instead, they would focus on indirect but highly effective means of assistance, such as sabotaging enemy weapons, untying bootlaces, spilling arrows, creating distractions or using their natural stealth to steal vital items or disable threats unnoticed. If the call was made in a non-combat scenario, brownies might immediately begin tidying, repairing damaged equipment, organizing supplies, or assisting with any apparent tasks that need doing. If the caster is injured, they'll close wounds and tend the individual as best they can.
Of these results, 1 in 10 will be a single leprecaun instead of the number of brownies indicated. The leprecaun's instinct is to look for a benefit to himself first; in a battle, the leprecaun should tip the scales in the caster's favour, but in an unpredictable way involving illusion, trickery or misdirection. Most likely, if things haven't become a danger for the caster yet, he'll make humorous observations or cryptic remarks rather than directly getting involved.
  • Centaurs should take a measured response, surveying the situation; they wouldn't automatically assume they are meant to fight, but if they find honour and necessity in aiding the caster, they'll use their speed, archery or combat skill. If they find the caster's intent to be ill-considered, they may simply refuse to act or even chastise the caster for wasting their time. If the situation isn't dire, centaurs are more than ready to adopt an advisory role, offering guidance or tactical suggestions. They are creatures of deep wisdom and often hold vast knowledge of the land, nature and warfare. They might provide the caster with crucial information, such as hidden escape routes, enemy weaknesses or upcoming dangers.
  • Dryads should appear already aware of the situation, since it is happening within their realm and as such, has caught her attention; before the call, then, she's already decided what to do and will engage at once. As she isn't combative, she may attempt to charm; she might think to do so to the caster or one of the caster's party, in an effort to save them. She prefers to offer advice, share knowledge, identify things in her realm — such as medicinal plants, forage, mushrooms — or offer a warning. If the caster and others have been destructive or disrespectful to the realm, she will chastise.
  • Pixies are impulsive and full of life, and always eager to experience something new. Their response is driven by excitement and instinct rather than deliberation. In a battle, pixies would not hesitate to intervene, darting about unpredictably, using their natural agility and minor magic to confuse enemies, knock weapons aside, create dazzling illusions, and generally cause mayhem in ways that turn the tide of combat in unexpected ways. But they are not methodical or tactical, and tend to make errors in their exuberance. If the situation is not one of immediate danger, pixies like to engage in playful conversation, snatch items only to look at them before handing them back, while always giving information that is as liable to get the caster's party into more danger as get them out of it.
Call Woodland Sprite.jpg
  • Satyrs will leap into any battle with wild enthusiasm, brandishing weapons with reckless joy. They do not fight with a soldier's discipline and flee when suffering more than half their hit points in damage. Thereupon they'll use their pipes, while shouting and mocking foes. If the call was made outside of combat, satyrs are never serious. If the caster appears desperate or overly serious, the satyr should tease, mock, downplay requests as unimportant, urging the caster's party to rush into danger. But they are willing to act as scouts for three times the spell's normal duration if asked, though it should be understood that the satyr's purpose is always to head the party into greater danger, never out of it.
  • Sprites are more serious, disciplined and cooperative than pixies; if they appear, they'll contribute effectively in creating strategy, fighting side-by-side with the caster's party, giving aid while being ready to die if need be. Outside of combat, a sprite's explanation of the surrounding locale can be wholly trusted, with considerable detail and precise information. They're always ready to offer guidance, warnings and minor aid in the form of healing salves and other secondary sage ability items. Usually, 2-5 such gifts may be counted upon.
  • Treants, upon arrival, take their time assessing the situation, speaking slowly and carefully, ensuring they understand why they were called. If a battle is underway, it won't rush into combat but will, instead, ensure that it's actually needed first. Commonly, they'll roar a threat at an enemy, which must consider whether or not they want the treant to engage. This intimidation, if it fails, won't mean even then that the treant begins to fight... but it might step in and strike an opponent if things seem to be moving against the caster's party. Apart from this, treants like to talk, though it takes a long time; they have long memories and are keen observers of the world, liking to offer advice on how to deal with a problem, or point out a safe passage through the wilderness. They prefer for the caster to just leave the area altogether, but should accept an answer to the contrary.
  • Unicorns are extremely cautious; chances are, it has arrived long before the caster or any others become aware of it. A unicorn is unlikely to charge into combat unless the fight is one of true necessity—such as protecting the innocent or standing against a force of great evil. In such cases, a unicorn is a formidable ally, capable of swift, precise strikes with its horn, magical resistance and even the ability to teleport away from danger. Outside of combat, unicorns should offer guidance, nudging the summoner toward a better path while offering to carry any wounded person to a place of utter safety, such as a glade or the hovel of a druid witch.