Conjuration/Summoning [calling]
Level Druid 4
Components V, S, M
Casting Time 1 round+ (1-12 rounds)
Range Special
Area of Effect Creatures called
Duration Special
Save -4 Wisdom save vs. Spell (save negates)
This spell allows the spell caster to magically call a number of magical woodland creatures to his location to accomplish a task or mission.
The type of creature answering the calling depends upon the terrain (and other factors).
The caster can communicate verbally to any creatures called while the spell is in effect as if under the effect of a tongues spell.
Casting Time and Range. The spell caster is allowed one calling attempt per round they spend casting the spell. Once 12 rounds have elapsed without a successful calling, the spell ends (fails). The creatures will appear in the area at the end of the round the spell is completed. How far away depends upon the terrain but not further than 100 feet. The creatures will listen to the spell caster's request(s) beginning the round after they arrive (see below).
The number of creatures called depends on the type of creature. The creature type can be chosen by the GM (based on knowledge of the locale), or randomly determined. If randomly determined, use the table below and, starting with brownie, check for each creature in order based upon terrain. Once a successful check is rolled, the GM will determine number of creatures called. Each called creature receives a -4 Wisdom save vs. Spell to ignore the calling. The caster doubles their caster level check against any magic resistance possessed by the called creatures. All creatures that fail their saving throw will heed the call. If all creatures succeed their saves, the spell ends (fails). If cast in area with no trees at all, the spell fails.
Creatures heeding the call will be considered Friendly (see Adventuring, Encounter Reaction) to the spell caster. Thus, if the spell caster requests aid that does not put the creatures at risk, it will be given. If the caster requests aid in combat, a loyalty check for the called group must be made. This is typically 50% + 10% (for friendly attitude) plus the caster's Charisma adjustment plus adjustments for any prior dealings/rumors as appropriate. (For ease of play, a roll of 01-80 on a d% means the creatures will follow the caster's requests. Otherwise, see Non-player Characters, Loyalty.) A failed loyalty check means the creatures will provide assistance to the caster and allies but will not put themselves at risk in melee/attacking.
During combat, the GM will check for morale for the creatures as normal. (Typically, checks will be called for if the creature takes 25% of its hit points in damage, the creatures brethren are being killed, or the spell caster is disabled, flees or is killed.) See Adventuring, Morale.
Once the task or mission is accomplished, the creatures will depart. The mission can be for a single encounter or a longer mission up to 24 hours.
Material Components. Mistletoe, eight holly berries, and a pine cone.
Mid-summer Mistletoe. The chance of calling is increased by +10%. Borrowed: The chance of calling is decreased by -5%. Holly/Oak leaves: The chance of calling is decreased by -5%. All saving throws and magic resistance to ignore the call are at normal chances.
Known Substitutions. A pine cone from a treant of at least 10 HD (freely given to the caster by the treant) will allow the spell to call a 10 HD treant with a 100% chance and the creature will not resist the call.