Cleric 6
Range. 1”
Duration. 1 day per CL
Area of Effect. Special
Conjuration/Summoning
Components. V, S
Casting Time. 9s
Saving Throw. None
This spell summons an invisible aerial servant (see [below]) to do the bidding of the cleric who conjured it.
The creature does not fight, but it obeys the command of the cleric with respect to finding and returning with whatever object or creature that is described to it.
Of course, the object or creature must be such as to allow the aerial servant to physically bring it to the cleric or his or her assign.
The spell caster should keep in mind the consequences of having an aerial servant prevented, for any reason, from completion of the assigned duty.
The spell lasts for a maximum of 1 day for each level of experience of the cleric who cast it.
The aerial servant returns to its own plane whenever the spell lapses, its duty is fulfilled, it is dispelled, the cleric releases it, or the cleric is slain.
The cleric must have a protection from evil spell, or be within a magic circle, thaumaturgic triangle, or pentagram when summoning an aerial servant unless the cleric has his or her religious symbol or a religious artifact or relic to use to control the creature. Otherwise, the creature will slay its summoner and return from whence it came.
The spell caster should be required to show you what form of protective inscription he or she has used when the spell is cast. The three forms mentioned are:
MAGIC
CIRCLE
PENTAGRAM
THAUMATURGIC
CIRCLE
The aerial servant will always attack by complete surprise when sent on a mission, and gain the benefit of 4 free melee rounds unless the creature involved is able to detect invisible objects, in which case a six-sided die is rolled, and:
SURPRISE RESULT
1 = 1 free round,
2 = 2 free rounds,
3 = 3 free rounds,
4 = 4 free rounds, and
5 or 6 = 0 free rounds (the opponent is not surprised at all).
Each round the aerial servant must dice to score a hit, and when a hit is scored, it means the aerial servant has grabbed the item or creature it was sent to take and bring back to the cleric.
If a creature is involved, the aerial servant's Strength is compared to the Strength of the creature to be brought. If the creature in question does not have a Strength rating, roll the appropriate number of the correct type of hit dice for the aerial servant and for the creature it has grabbed. The higher total is the stronger.
AERIAL SERVANT (MONSTER MANUAL TEXT)
The aerial servant is a semi-intelligent form of an air elemental. It is typically encountered only due to conjuration by a cleric, although these creatures roam the ethereal and astral planes and when encountered there can be dimly seen. An aerial servant is normally invisible. Aerial servants do not fight per se, but they are exceedingly strong and very fast.
They can carry weights in excess of 10,000 gold pieces, and if they grasp any creature it requires an 18 Strength to have any chance of breaking free. For each percentage point score the creature has, there is a like chance to escape the grasp of the aerial servant, i.e. a human with an 18/50% strength has a 50% chance of breaking free of the grasp, and a 00% or 19 indicates automatic breaking of the grasp.
They travel at twice the speed of an invisible stalker, and when on the physical plane they are able to achieve surprise on a die roll of 1-4 (out of 6).
If the aerial servant is frustrated from completion of its assigned mission it becomes insane, returns to the cleric which sent it forth, and attacks as a double strength invisible stalker.
Likewise, if it is encountered ethereally or astrally the aerial servant will typically attack in the same fashion. For further details regarding aerial servants consult the volume detailing clerical spells.