Conjuration/Summoning [calling]
Level Druid 4
Components V, S, M
Casting Time 6 segments
Range Special
Area of Effect Creatures called
Duration Special
Save None
This spell allows the spell caster to magically call a number of animals to his location to accomplish a task or mission.
The type of animal answering the calling depends upon the terrain (and other factors; see below).
For creatures with an Intelligence rating under Low, simple one-word mental commands are necessary. E.g. "Attack.", "Guard.", "Follow." (Unless some other form of communication exists. E.g. a speak with animals spell or effect.)
The animals will appear in the area at the end of the round the spell is cast. How far away depends upon the size of the area but not further than 100 feet. The animals can be commanded immediately upon arrival. (If called inside a structure, the animals appear inside the same chamber as the caster but the spell will fail if the area is too small for the animals to appear; per the GM.)
The number of animals called depends on the type of animal. As the spell completes, the spell caster must choose one of two options for the spell:
Spell Caster Choice. The spell caster can select the specific type of animals called, but there is a chance they will not be available. The choice must come from the list for the specific type of terrain where the spell caster is located when casting the spell. The spell caster receives three attempts to contact selected animal types (one try for each) and if all fail, the spell fails. e.g. The spell caster giant poisonous snakes but the d% is 53 (a roll of 01-25 was required), the spell caster then selects wild boars, but the roll is 86 (01-50 was required), the spell caster finally selects wild dogs and a roll of 31 indicates success. At the end of the round, 4d4 wild dogs appear in the area and, as the next round begins, the spell caster uses a minor action to command the dogs to attack his enemies and protect him.
Random Determination. The game master rolls a d% on the appropriate table based upon terrain. The animals indicated are the ones which will heed the call in the numbers designated by the table. The chance to be present is 100% although the GM may decide to modify this chance or the numbers or even creature types.
The spell will typically call up to eight animals of 4 HD or 1d3 animals of 4+ HD. Larger numbers of lower hit die animals may also be called.
Once the task or mission is accomplished, the animals will depart. The mission can be for a single encounter or a longer mission up to 24 hours.
Each round, the caster can use an innate ability (magical control) to direct the animals as desired, otherwise the animals will continue actions from the previous round.
A spell caster can only control the animals of one call animals spell. So, while multiple call animal spells may be cast, continuing control can only be given over the animals of the most recently cast spell.
Animals from previously cast spells will continue their designated mission and, if animals cannot continue the mission for 5 continuous rounds, they will break out of the spell and depart.
Individual animals in a group can be given different commands (each command requires the use of an innate ability).
The GM will add lists for any terrain types not included above (deserts, etc.).
If the spell is cast while in a structure, use the terrain that best fits the area where the stucture is located. If the spell is cast while on a waterborne vessel, animals that cannot walk will appear in the water (assuming this is within 100-ft.; otherwise the spell will fail).
Material Components. Mistletoe.
Mid-summer Mistletoe. If selecting animals, chance of appearing is increased by +20%. Borrowed: If selecting animals, chance of appearing is decreased by -10%. Holly/Oak leaves: If selecting animals, chance of appearing is decreased by -15%. Number of animals appearing is halved (minimum 1).