Sunday, January 2, 2011

Campaign Design - Spells: Call Aquatic Humanoid II

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

Level: Bard 6, Sorcerer/Wizard 6
Components: V, S, F
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: See text
Spell Resistance: No

This spell calls one or more aquatic humanoids to attack your enemies. The summoned humanoids appear where you designate and act immediately on your turn. The called humanoids must be summoned in a body of water large enough to hold them. If they are summoned into a situation that will not support them, the summoning fails and the spell is wasted. The humanoids attack your opponents to the best of their ability. If you can communicate with the humanoids, 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.

The summoned humanoids get a Will saving throw against the spell. If they succeed, they may act as they choose, which may include obeying or at least cooperating with the spellcaster, attacking the spellcaster, doing nothing, or merely leaving the area.

Choose a humanoid from the Call Aquatic Humanoid II table, and roll the indicated die (if applicable) to determine how many appear.

Call Aquatic Humanoid II
Animal Type
Source
Number Conjured
Alligator Warrior
CC
1d2
Hag, Brine
CC
1
Hag, Sea
MM
1 + 1 per 3 caster levels
Kuo-Toa
MM
1d4 + 1 per 2 caster levels
Lizardfolk
MM
1d4 + 1 per 2 caster levels
Locothah
MM
1d6 + 1 per 2 caster levels
Merfolk
MM
1d12 + 1 per 2 caster levels
Piscean, Green
CC2
1
Sahuagin
MM
1d4 + 1 per 2 caster levels
Triton
MM
1 + 1 per 3 caster levels

Focus: A small conch shell, blown when the spell is cast.

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