Difference between revisions of "Animal Summoning I (spell)"

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'''Animal Summoning I''' is a spell that magically produces animal forms that would normally occur in the environment in which the spell is cast; one formed, these animals appear in empty [[Combat Hex|hexes]] as determined by the caster, within the spell's range.
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[[File:Animal Summoning I (spell).jpg|right|560px|thumb]]
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'''Animal Summoning I''' is a spell that that conjures living animal forms appropriate to the natural ecology of the environment in which the spell is cast. The creatures produced are not illusory, but fully physical beings, drawn into existence through magic and bound to the caster’s will for the duration of the spell. Each animal appears in an unoccupied [[Combat Hex|hex]] within the spell's range, with exact placement determined by the caster at the moment of summoning, provided that the space can physically accommodate the creature.
  
 
{{Spelltable
 
{{Spelltable
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The caster must roll on one of seven tables, depending on the vegetation and terrain where the spell is cast — desert, jungle, ocean, savanna, steppe, tundra or woodland.
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The number of animals appearing is given below, according to a random die roll and the [[List of Ranges|local range]]; '''''presently, several ranges have not been included on account of the time needed to reconstruct the table; these ranges will be added when opportunity allows'''''. Summoned animals act immediately upon appearing and remain under the caster's control for the duration of the spell, obeying direction without hesitation. No training is required, nor is there any delay in response; commands may be given freely so long as they are within the caster's capacity to communicate.
  
Animals that have been summoned will act independently, but in accordance with the caster's general wishes. Thus, an animal's precise actions cannot be micromanaged, but the animals called can be made to attack a general enemy, use their bodies to deflect damage, stand as a barrier and so on.
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Each animal possesses the full physical capabilities of its kind, including movement, attacks and senses, and functions as a normal example of the species in all respects save its compelled loyalty. It does not exceed the natural limits of the creature, nor does the spell grant any unusual intelligence beyond what the animal would ordinarily possess. Animals may not be placed in occupied [[Combat Hex|hexes]], nor in positions that would prevent their normal stance or movement. Where terrain would restrict the creature's ability to exist or act, such as not enough hexes being available, the summoning fails for that placement.
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Summoned creatures do not persist beyond the spell's duration. When the magic ends, they disappear instantly and without residue, leaving no carcass or physical trace. Therefore, animals that have been summoned cannot be befriended, nor their parts harvested for food, laboratory or ingredient purposes, as the parts would also disappear when the dweomer has ended.
  
 
{| class="wikitable" style="float:left; margin-right: 25px; text-align: center; background-color:#d4f2f2;"
 
{| class="wikitable" style="float:left; margin-right: 25px; text-align: center; background-color:#d4f2f2;"
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! rowspan="2"|Animal !! rowspan="2"|No.<br>Appearing !! colspan="5"|Range
 
! rowspan="2"|Animal !! rowspan="2"|No.<br>Appearing !! colspan="5"|Range
 
|-
 
|-
! Alpine !! Steppe !! Taiga !! Tundra !! Woodland
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! [[Alpine (range)|Alpine]] !! [[Steppe (range)|Steppe]] !! [[Taiga (range)|Taiga]] !! [[Tundra (range)|Tundra]] !! [[Woodland (range)|Woodland]]
 
|-
 
|-
 
| style="text-align: left"|[[Badger|badger (common)]] || 4-10 || — || 01-07 || — || — || 01-09
 
| style="text-align: left"|[[Badger|badger (common)]] || 4-10 || — || 01-07 || — || — || 01-09
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| style="text-align: left"|[[white-tailed deer|white-tailed deer]] || 2-6 || — || 90-00 || — || — || —
 
| style="text-align: left"|[[white-tailed deer|white-tailed deer]] || 2-6 || — || 90-00 || — || — || —
 
|}
 
|}
 
 
  
  
 
[[Category: Bardic Spells]][[Category: Druidical Spells]]
 
[[Category: Bardic Spells]][[Category: Druidical Spells]]

Latest revision as of 20:14, 9 April 2026

Animal Summoning I (spell).jpg

Animal Summoning I is a spell that that conjures living animal forms appropriate to the natural ecology of the environment in which the spell is cast. The creatures produced are not illusory, but fully physical beings, drawn into existence through magic and bound to the caster’s will for the duration of the spell. Each animal appears in an unoccupied hex within the spell's range, with exact placement determined by the caster at the moment of summoning, provided that the space can physically accommodate the creature.

Animal Summoning I
Range 40 ft.
Duration 1 round per level
Area of Effect special
Casting Time 2 rounds
Saving Throw none
Level bard (4th); druid (4th)

The number of animals appearing is given below, according to a random die roll and the local range; presently, several ranges have not been included on account of the time needed to reconstruct the table; these ranges will be added when opportunity allows. Summoned animals act immediately upon appearing and remain under the caster's control for the duration of the spell, obeying direction without hesitation. No training is required, nor is there any delay in response; commands may be given freely so long as they are within the caster's capacity to communicate.

Each animal possesses the full physical capabilities of its kind, including movement, attacks and senses, and functions as a normal example of the species in all respects save its compelled loyalty. It does not exceed the natural limits of the creature, nor does the spell grant any unusual intelligence beyond what the animal would ordinarily possess. Animals may not be placed in occupied hexes, nor in positions that would prevent their normal stance or movement. Where terrain would restrict the creature's ability to exist or act, such as not enough hexes being available, the summoning fails for that placement.

Summoned creatures do not persist beyond the spell's duration. When the magic ends, they disappear instantly and without residue, leaving no carcass or physical trace. Therefore, animals that have been summoned cannot be befriended, nor their parts harvested for food, laboratory or ingredient purposes, as the parts would also disappear when the dweomer has ended.

Temperate & Arctic Ranges
Animal No.
Appearing
Range
Alpine Steppe Taiga Tundra Woodland
badger (common) 4-10 01-07 01-09
bat (giant) 4-11 01-08 01-15 10-17
beaver (common) 3-18 16-25 18-21
bighorn sheep 2-5 01-74
coyote 5-20 08-10
dhole 4-11 11-16 22-29
Eurasian lynx 2-6 26-51 30-43
golden jackal 5-20 17-19 44-47
grey wolf 2-5 20-33 52-85 16-00 48-64
horse (wild) 2-4 34-52
ibex 4-13 75-00 53-57 65-71
porcupine (common) 1-4 86-92 72-75
pronghorn antelope 2-6 58-69
sable antelope 2-4 70-86 76-96
skunk (common) 1-4 87-89 93-00 97-00
white-tailed deer 2-6 90-00