Sunday, January 2, 2011

Campaign Design - Spells: Call Aquatic Animal II

Call Aquatic Animal II (from Relics & Rituals)
Conjuration (Summoning)

Level: Druid/Spirit Shaman 4, Ranger 4
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One or more summoned creatures, no two of which can be more than 30 feet apart
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

This spell calls one or more aquatic animals to attack your enemies. They appear where you designate and act immediately on your turn. The called animals must be summoned in a body of water large enough to hold them. If the animals are summoned into a situation that will not support them, the summoning fails and the spell is wasted. The animals attack your opponents to the best of their ability. If you can communicate with the animals, you can direct them not to attack particular enemies or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

Choose an animal from the Call Aquatic Animal II table, and roll the indicated die (if applicable) to determine how many appear.

Call Aquatic Animal II
Animal Type
Source
Number Conjured
Crocodile
MM
1 + 1 per 5 caster levels
Crocodile, Giant
MM
1
Drowned Lady
CC
1d10 + 1 per 2 caster levels
Ebon Eel
CC
1d4 + 1 per 5 caster levels
Octopus
MM
1d4 + 1 per 5 caster levels
Porpoise
MM
1d4 + 1 per 3 caster levels
Shark, Medium
MM
1d4 + 1 per 5 caster levels
Shark, Large
MM
1 + 1 per 5 caster levels
Squid
MM
1d4 + 1 per 5 caster levels
Whale, Orca
MM
1 per 10 caster levels

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