Sunday, January 2, 2011

Campaign Design - Spells: Call Aquatic Monster

Call Aquatic Monster (from Relics & Rituals)
Conjuration (Summoning)

Level: Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One summoned creature
Duration: 1 round per caster level (D)
Saving Throw: See text
Spell Resistance: No

This spell calls an aquatic monster to attack your enemies. The summoned monster appears where you designate and acts immediately on your turn. The called monster must be summoned in a body of water large enough to hold it. If it is summoned into a situation that will not support it, the summoning fails and the spell is wasted. The monster attacks your opponents to the best of its ability. If you can communicate with the monster, you can direct it not to attack particular enemies or to perform other actions. The summoned creature acts normally on the last round of the spell and disappears at the end of its turn.

The summoned monster gets a Will saving throw against the spell. If it succeeds, it may act as it chooses, 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 Monster table. One specimen of that type answers the conjuration

Call Aquatic Monster
Animal Type
Source
Blood Kraken
CC
Elamosaurus
MM
Sea Lion
MM
Scrag (Troll)
MM
Water Elemental, Large
MM

Material component: A bit of dried meat, thrown into the water when the spell is cast.

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