Difference between revisions of "Monster Summoning I (spell)"
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[[File:Monster Summoning I (spell).jpg|right|560px|thumb]] | [[File:Monster Summoning I (spell).jpg|right|560px|thumb]] | ||
− | '''Monster Summoning I''' | + | '''Monster Summoning I''' is a spell that brings forth a number of low-level [[Monster|creatures]] that materialise within the spell's area of effect, transported from an enigmatic, alternate [[Plane of Existence|plane of existence]]. These beings lack any recollection of their prior lives and are bound by the spell to exhibit unwavering obedience to the caster. |
{{Spelltable | {{Spelltable | ||
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| level = [[Mage 3rd Level Spells|mage (3rd)]] | | level = [[Mage 3rd Level Spells|mage (3rd)]] | ||
}} | }} | ||
+ | __TOC__ | ||
+ | Upon arrival, their attire and equipment is suitable for the prevailing [[Temperature Grades|weather conditions]], though they lack personal possessions or currency. Each creature possesses intelligence equivalent to a typical entity of its kind. When the spell ends, the summoned creatures — whether living or dead — revert to their original location, without memory of the events that have transpired. | ||
− | Before | + | == Commands == |
+ | Before the creatures can take an action, they must receive orders from the caster. In giving these, the caster requires 1 [[Action Points|action point]] for every four words spoken. Elaborate instructions may span multiple rounds, if something complicated needs doing. Usually, because of the duration, and because the monsters are virtually slaves, direct statements are enough. | ||
− | + | While speaking, the caster can point or make sweeping hand movements while shouting, "Kill them" or "Clear this road." The spell is useful for getting work done as well as summoning combatants. Once set in motion, the creatures continue to function as told until there's nothing left to do or another order is given. | |
− | == Type & Number == | + | == Type & Number of Monster == |
− | + | {| class="wikitable" style="float:right; margin-left: 25px; text-align: center; background-color:#d4f2f2;" | |
− | |||
− | {| class="wikitable" style="float: | ||
|- | |- | ||
! Monster !! No. per level | ! Monster !! No. per level | ||
|- | |- | ||
− | | [[Axe Beak| | + | | [[Axe Beak|axe beak]] || ½ |
− | |||
− | |||
|- | |- | ||
− | | [[Bombadier Beetle (giant)| | + | | [[Bombadier Beetle (giant)|bombadier beetle]] || ¼ |
|- | |- | ||
− | | [[Capricorn]] || ½ | + | | [[Capricorn|capricorn]] || ½ |
|- | |- | ||
− | | [[ | + | | [[Fire Beetle|fire beetle]] || 1 |
|- | |- | ||
− | | [[ | + | | [[Ghoul|ghoul]] or [[Lacedon|lacedon]] || ¾ |
|- | |- | ||
− | | [[ | + | | [[Bat (giant)|giant bat]] || 1¾ |
|- | |- | ||
− | | [[ | + | | [[Centipede (giant)|giant centipede]] || 2¼ |
|- | |- | ||
− | | [[ | + | | [[Crab (giant)|giant crab]] || ¼ |
|- | |- | ||
− | | [[ | + | | [[Goblin|goblin]] || 2¾ |
|- | |- | ||
− | | [[ | + | | [[Grey Ooze|grey ooze]] || ⅛ |
|- | |- | ||
− | | [[ | + | | [[Harpy|harpy]] || ⅛ |
|- | |- | ||
− | | [[ | + | | [[Frog (huge)|huge frog]] || ½ |
|- | |- | ||
− | | [[ | + | | [[Frog (large)|large frog]] || 1 |
|- | |- | ||
− | | [[Violet Fungus| | + | | [[Violet Fungus|violet fungus]] || ¼ |
|} | |} | ||
+ | The caster may choose which monster is desired from the list shown, which also shows the number appearing per the caster's level. Resultant fractions are discarded; for example, if a 5th level caster were to summon giant bats, the total 8¾ counts as "8." Less monsters than the maximum can be summoned if the caster desires. | ||
+ | |||
+ | Additional notes for each type of monster follow: | ||
+ | |||
+ | [[File:Monster Summoning I (spell) B.jpg|left|280px|thumb]] | ||
'''Axe beaks''' can be ridden by those possessing the knowledge. | '''Axe beaks''' can be ridden by those possessing the knowledge. | ||
− | ''' | + | '''Bombadier beetles''' release a single acid cloud when ordered, taking flight for one round afterwards before stopping and waiting to be commanded. This round is necessary for the beetle to reorient itself. |
− | ''' | + | '''Capricorns''' cannot survive in surface environments; they can be ordered to charge opponents. |
− | ''' | + | '''Giant bats''' materialise in a state of flight and remain flying unless ordered to roost. |
'''Giant centipedes''' can deliver a poisonous bite only once, though all those summoned are able to do so. Apart from poison, their attacks are largely ineffective. | '''Giant centipedes''' can deliver a poisonous bite only once, though all those summoned are able to do so. Apart from poison, their attacks are largely ineffective. | ||
− | |||
'''Giant crabs''' can survive for the spell's duration in both submarine and surface environments. | '''Giant crabs''' can survive for the spell's duration in both submarine and surface environments. | ||
− | + | '''Fire beetles''' cannot be harvested for their glands, as these return to their place of origin with the rest of the beetle when the spell duration has ended. Fire beetles are a source of light for as long as they're present. | |
− | |||
− | '''Fire beetles''' cannot be harvested for their glands, as these | ||
− | '''Huge and large frogs''' can | + | '''Huge and large frogs''' can breathe air, but must be summoned within a watery pond or river sufficient to support their size. |
− | '''Ghouls and lacedons''' are | + | '''Ghouls and lacedons''' are able to afflict allies with their disease as well as enemies, so care must be taken by the caster and friends not to inadvertently touch them. |
− | '''Goblins''' | + | '''Goblins''' appear armed with clubs, spears and small shields, and are proficient in both weapons; this gives them an [[Armour Class|armour class]] of 5. No leader accompanies the party. |
− | '''Grey ooze''' acidic effects cannot be suspended even though the creature's movements can be directed. Thus the creature is able to cause damage to caster and allies, or | + | '''Grey ooze''' acidic effects cannot be suspended even though the creature's movements can be directed. Thus the creature is able to cause damage to both caster and allies, or ruin property if it's conjured within a non-stone environment. |
− | '''Harpies''' are able to charm through touch and singing; the caster is protected from the effects of either, but allies of the caster are as easily affected as anyone. These creatures | + | '''Harpies''' are able to charm through touch and singing; the caster is protected from the effects of either, but allies of the caster are as easily affected as anyone. These creatures materialise upon the ground or wherever they can roost, unless this is impossible. |
− | '''Violet fungi''' | + | '''Violet fungi''' infect an area with their spores if summoned ... but these spores don't remain behind when the fungus returns to its place of origin. |
See [[Bestiary]] | See [[Bestiary]] | ||
− | [[Category: Magical Spells]] | + | [[Category: Magical Spells]][[Category: Reviewed]] |
Latest revision as of 00:30, 13 November 2023
Monster Summoning I is a spell that brings forth a number of low-level creatures that materialise within the spell's area of effect, transported from an enigmatic, alternate plane of existence. These beings lack any recollection of their prior lives and are bound by the spell to exhibit unwavering obedience to the caster.
Range | self |
Duration | 10 +1 round per level |
Area of Effect | 30 ft. radius; see text |
Casting Time | 2 rounds |
Saving Throw | none |
Level | mage (3rd) |
Contents
Upon arrival, their attire and equipment is suitable for the prevailing weather conditions, though they lack personal possessions or currency. Each creature possesses intelligence equivalent to a typical entity of its kind. When the spell ends, the summoned creatures — whether living or dead — revert to their original location, without memory of the events that have transpired.
Commands
Before the creatures can take an action, they must receive orders from the caster. In giving these, the caster requires 1 action point for every four words spoken. Elaborate instructions may span multiple rounds, if something complicated needs doing. Usually, because of the duration, and because the monsters are virtually slaves, direct statements are enough.
While speaking, the caster can point or make sweeping hand movements while shouting, "Kill them" or "Clear this road." The spell is useful for getting work done as well as summoning combatants. Once set in motion, the creatures continue to function as told until there's nothing left to do or another order is given.
Type & Number of Monster
Monster | No. per level |
---|---|
axe beak | ½ |
bombadier beetle | ¼ |
capricorn | ½ |
fire beetle | 1 |
ghoul or lacedon | ¾ |
giant bat | 1¾ |
giant centipede | 2¼ |
giant crab | ¼ |
goblin | 2¾ |
grey ooze | ⅛ |
harpy | ⅛ |
huge frog | ½ |
large frog | 1 |
violet fungus | ¼ |
The caster may choose which monster is desired from the list shown, which also shows the number appearing per the caster's level. Resultant fractions are discarded; for example, if a 5th level caster were to summon giant bats, the total 8¾ counts as "8." Less monsters than the maximum can be summoned if the caster desires.
Additional notes for each type of monster follow:
Axe beaks can be ridden by those possessing the knowledge.
Bombadier beetles release a single acid cloud when ordered, taking flight for one round afterwards before stopping and waiting to be commanded. This round is necessary for the beetle to reorient itself.
Capricorns cannot survive in surface environments; they can be ordered to charge opponents.
Giant bats materialise in a state of flight and remain flying unless ordered to roost.
Giant centipedes can deliver a poisonous bite only once, though all those summoned are able to do so. Apart from poison, their attacks are largely ineffective.
Giant crabs can survive for the spell's duration in both submarine and surface environments.
Fire beetles cannot be harvested for their glands, as these return to their place of origin with the rest of the beetle when the spell duration has ended. Fire beetles are a source of light for as long as they're present.
Huge and large frogs can breathe air, but must be summoned within a watery pond or river sufficient to support their size.
Ghouls and lacedons are able to afflict allies with their disease as well as enemies, so care must be taken by the caster and friends not to inadvertently touch them.
Goblins appear armed with clubs, spears and small shields, and are proficient in both weapons; this gives them an armour class of 5. No leader accompanies the party.
Grey ooze acidic effects cannot be suspended even though the creature's movements can be directed. Thus the creature is able to cause damage to both caster and allies, or ruin property if it's conjured within a non-stone environment.
Harpies are able to charm through touch and singing; the caster is protected from the effects of either, but allies of the caster are as easily affected as anyone. These creatures materialise upon the ground or wherever they can roost, unless this is impossible.
Violet fungi infect an area with their spores if summoned ... but these spores don't remain behind when the fungus returns to its place of origin.
See Bestiary