Monster Summoning I (spell)

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Monster Summoning I (spell).jpg

Monster Summoning I conjures a number of low-level monsters that materialise within the spell's area of effect, having be brought to that place from another, unknown plane of existence. The creatures have no memory of their former lives and are tasked by the spell to behave with absolute fanatical obedience towards the caster. They arrive clothing and gear appropriate for the weather to which they are called, but without personal objects or coins. Each is as intelligent as a normal monster of that type.

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)

Before taking action, however, they must be commanded first. This requires the caster's voice, costing 1 action point per four words spoken; while the caster can perform other actions while giving commands, the summoned monsters will remain inactive until the desired orders are complete. Elaborate instructions can be given over multiple rounds, with the summoned monsters comprehending each word as the caster intends. Once set in motion, they will continue to act as ordered until another order is completed.

When the spell's duration expires, the summoned monsters — both living and dead — will return to their place of origin, having no memory of the events nor the place to which they were summoned.

Type & Number

The caster may choose the monster from the list below, which gives the number appearing per the caster's level. Fractions, representing partial monsters, are ignored. Less than the maximum number can be summoned if the caster desires. This is a partial list, including monsters that have been described in the wiki. Additional notess for each type of monster follow:

Monster No. per level
Axe beak ½
Bat (giant)
Bombadier beetle
(giant)
¼
Capricorn ½
Centipede (giant)
Crab (giant) ¼
Dryad ¼
Fire beetle 1
Frog (huge) ½
Frog (large) 1
Ghoul or lacedon ¾
Goblin
Grey ooze
Harpy
Violet fungus ¼