Sunday, January 2, 2011

Campaign Design - Spells: Call the Wild Hunt

Call the Wild Hunt (adapted from the Witch's Handbook)
Conjuration (Calling)

Level: Witch 9
Components: V, S, M, XP
Casting Time: 1 hour
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One huntsman, one nightmare, and 4d4 fiendish dire wolves
Duration: 1 night
Saving Throw: None
Spell Resistance: No

This powerful spell conjures up the Wild Hunt, which is an elemental force made up of a black-clad huntsman mounted upon a powerful black steed and a pack of hounds with black fur and glowing green eyes. The Hunt appears at the conclusion of the spell and will carry out one command of its summoner, usually to hunt down a particular creature or creatures. The Hunt pursues its prey with unrelenting accuracy and ferocity, not stopping until the prey is destroyed or the sun rises, whichever comes first. The Hunt and the Huntsman cannot be bargained with and will not communicate in any way. At sunrise, the Hunt returns from whence it came, whether or not it has fulfilled its mission. The abilities of the Wild Hunt are as follow:
  • Huntsman: Medium outsider; HD 12d10+12, hp 82; Init +8; Speed 40 feet; AC 21 (+4 Dexterity, +5 armor, +2 natural); BAB/Grapple +12/+16; +3 greataxe +16/+11/6 melee (1d12+9, slashing, 20 x3), +3 mighty (18 Strength) composite longbow +16/+11+6 ranged (1d8+7, piercing, 20 x3, 110 feet x10); SQ Darkvision 60 feet, cannot be raised or resurrected, spell resistance 20; Fortitude +10, Reflex +10, Will +8; AL N; Str 18, Int 10, Wis 14, Dex 18, Con 13, Cha 11; Feats and Skills: Cleave, Great Cleave, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Track, Listen +10, Move Silently +10, Ride +12, Spot +10, Survival +15; Equipment: +3 studded leather armor, +3 greataxe, +3 mighty (18 Strength) composite longbow, 20 arrows.

  • Steed: A nightmare.

  • Hounds: 4d4 fiendish dire wolves.
If the huntsman or any of his retinue are killed, they and anything they carry will dissolve into nothingness, although this does not prevent the Wild Hunt from being called again on another night in the future. A witch cannot call the Wild Hunt more than once per night.

Material components: A fire made up of nine different woods including oak, ash, apple, and yew, over which the caster must sprinkle 2,000 shillings worth of rare incense and powdered gemstones.

Experience point cost: 100.

Home     Three Worlds     Spell List

No comments:

Post a Comment