Sunday, January 2, 2011

Campaign Design - Spells: Summon Nature's Ally I

Summon Nature's Ally I (adapted from the Player's Handbook)
Conjuration (Summoning)[see text]

Components: V, S, DF
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: None
Spell Resistance: No

This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

The spell conjures one of the creatures from the 1st-level list below. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the list are neutral unless otherwise noted.

Summon Nature's Ally, 1st Level List
  • Baboon
  • Badger
  • Dire Rat
  • Dog
  • Eagle
  • Hippocampus 2
  • Hyena
  • Jermalaine [NE] 1
  • Monkey
  • Octopus 2
  • Owl
  • Porpoise 2
  • Sea Snake, Small
  • Stirge
  • Twig Blight [CE] 1
  • Viper, Small
  • Wolf
1 Can only be summoned by evil druids.
2 Can only be summoned into an aquatic or watery environment


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