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

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'''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.
  
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[[File:Monster Summoning I (spell) B.jpg|right|350px|thumb]]
 
'''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.
  

Revision as of 00:28, 13 November 2023

Monster Summoning I (spell).jpg

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.

Monster Summoning I
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)

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
giant centipede
giant crab ¼
goblin
grey ooze
harpy
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 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.

Monster Summoning I (spell) B.jpg

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