Monster Summoning I (spell)
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
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:
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 |
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 charge with their first attacks, whether or not they're ordered to do so; they won't if ordered against this. They cannot survive in surface environments.
Giant bats materialise in a state of flight and will remain so 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 will 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 survive in surface environments, but must be summoned within a watery pond or river sufficient to support their size.
Ghouls and lacedons are still 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 will appear armed with clubs, spears and small shields, and will be proficient in both weapons although all but one is a common goblin; this gives them an armour class of 5. One leader accompanies the party that arrives, equipped as the others but also with a suit of leather armour that provides and AC of 3. The leader will have 1d4 + 1d10 h.p.; he or she will not be accompanied by a dire wolf.
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 destroy 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 will materialise upon the ground or wherever they can roost, unless this is impossible. They are unable to bear more than half their weight, in flight or otherwise.
Violet fungi will infect an area with their spores if summoned ... and these spores remain behind when the fungus returns to its place of origin. New violet fungi plants appear in 4-24 days, unless the area is disinfected with acid.
See Bestiary