[conjuration/summoning]
Caster Level 12
Range See description
Area of Effect See description
Duration See description
Save See description
Aura Strong/Moderate
Class Requirement none
Encumbrance none
XP Vale/GP Value See description
Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature. Each is about an inch or so big.
Transform Figurine. [innate] (major) When the possessor drops a figurine in an adjacent open space and verbalizes the command word, the figurine (or figurines) will transform into a creature. The space must be big enough for the creature to appear without squeezing or the magic will fail. Each creature will obey commands given by the possessor as per magical control (without requiring concentration) and initial commands can be given immediately when the creature appears although the creature cannot act until the following round. For creatures with a lower Intelligence, simple one-word mental commands are necessary. E.g. "Attack.", "Guard.", "Follow." (Unless some other form of communication exists. E.g. speak with animals.)
If the creature is slain, it reverts to a figurine (located where the animal was "killed") and it can be used again. If the command word is used (as a minor action) while the figure is in creature form, it will transform back into figurine form (located where the animal was at the time). If the statuette is broken, the figurine becomes mundane (all magic is gone forever).
The magic sub-type is calling with the exception of the goats, dog, and obsidian steed which are summoning.
This is a black stone statuette of a bluebottle fly. It transforms into a giant fly for 12 hours or until the command word is used again. The figurine can be used only 3 times per seven days. The giant fly can be commanded to allow a rider (although without a specialized saddle and harness a rider may fall).
Giant Fly. Neutral Man-sized monster (insect); (wingspan 12-ft.) AC 4; MV 60-ft., fly 480-ft.; HD 4+4 (hp 34); no attacks; INT Semi-; The creature can fly 360-ft. bearing a rider up to 210-lbs. and 240-ft. bearing 211-to-350-lbs.
These two figurines come in a set of two sandstone statuettes that appear to be full-maned lions. When used, each statuette transforms into an adult male lion for one hour or until it is commanded to return to figurine form. Both figurines must be used for the magic to operate. Once used, the figurines cannot be used again until the next day (midnight). If either lion is slain while in non-figurine form, neither figurine can be used again for seven days although a surviving lion will serve out it's one hour duration. If either figurine is destroyed or the possessor only possesses one figurine, neither figurine will operate (and any active lions will immediately revert to figurine form).
These figures are typically found as a set, although it is possible to find only two or one. Each statuette appears as a goat but with slight differences as each functions differently. After 3 uses per individual statuette, that statuette becomes mundane.
The Goat of Travel. This white statuette looks like a sturdy mountain goat with short horns. The giant goat that appears is the size of a heavy warhorse with a thick white coat. The goat will allow itself to be ridden by the possessor (and a guest or two depending on size). If no saddle is at hand, the goat's hair provides a comfortable riding surface but the rider must use a major action to hang on while the mount moves.
Giant Goat of Travel. Neutral Large monster (mammal); AC 6; MV 480-ft.; HD 4 (hp 24); AAC0 15; #A: 1; gore (2d8); INT Semi-; SA: charge attack (as per charging rules but add +4 to damage); The goat never requires rest. Carrying weight over 280-lbs. will slow the goat's speed by 10-ft. per 15-lbs. (or fraction thereof) over 280-lbs. The goat of travel can be used up to 24 hours each week (non-contiguously) but each time it is returned to statuette form, it cannot be used again for 24 hours.
The Goat of Travail. This ivory statuette looks like an ibex with fangs and wicked sprial horns. The giant goat that appears is larger than a bull (7-ft. at the shoulder) with a short glossy coat. The goat does not allow itself to be ridden and does not permit anything to be attached to it.
Giant Goat of Travail. Neutral Large monster (mammal); AC 0; MV 240-ft.; HD 16 (hp 96); AAC0 7; #A: 4; 2 hooves (2d4+2/2d4+2), bite (2d4), and gore (4d6); INT Semi-; SA: charge attack (gore only; as per charging rules but add +12 to damage); The goat of travail can be used once per 30 days for up to 12 hours.
The Goat of Terror. This statuette made of ivory looks like a (nubian) ibex with impressive backward sweeping horns. The giant goat that appears is the size of a heavy warhorse with a short-haired coat. The goat will allow itself to be ridden by the possessor if a saddle is on hand (one made for a heavy warhorse will suffice). The goat can be ridden into combat as a warhorse although it will not attack. When charging, the goat radiates an aura of terror (see below). When ridden, each of the goat's horns can be plucked off and used as a weapon.
Giant Goat of Terror. Neutral Large monster (mammal); AC 2; MV 360-ft.; HD 12 (hp 48); No attacks; INT Semi-; Aura terror (30-ft.); SQ Magic horns; The goat of terror can be used once per 14 days for one encounter (per the GM).
Aura of Terror. [aura; fear] (immediate) When a goat of terror is commanded to charge by it's rider, it will generate an aura of terror in a 30-ft. radius. that lasts until the end of the round the goat charged. Any enemy of the possessor in the area of effect (even as it moves) must make a Wisdom save vs. Wand or become weak with fear for 10 rounds (save negates for 1 hour). The weakness effect lowers the creature's effective Strength score by 50% and the creature suffers a -3 penalty to all attack rolls due to trembling (this will stack with any Strength penalties). Creatures without a Strength score lose any bonus damage due to size or Strength-related abilities/attributes.
Magic Horns. The goat's left horn can be plucked from it's head by the possessor when riding the goat as a minor action and it will transform into a +3 heavy lance. The horn remains in lance-form while the goat is in creature form or until not wielded by the possessor (it then transforms back into a horn and cannot be used as a lance again until the goat is called back from statuette form). The goat's right horn can be plucked from it's head by the possessor when riding the goat as a minor action and it will transform into a +6 long sword. The horn remains in sword-form while the goat is in creature form or until not wielded by the possessor (it then transforms back into a horn and cannot be used as a sword again until the goat is called back from statuette form).
This is a large (4-inch diameter) grey marble statuette of an elephant (type is determined as below). The elephant that appears will allow itself to be ridden by the possessor (and guests). If no saddle is at hand, the elephant can be ridden but the rider must use a major action to hang on while the mount moves. The elephant will function as a beast of burden, will clear a path through a jungle, or ford a waterway. The elephant will attack a creature designated by the possessor. The statuette can be used up to 4 times per 30 days for up to 24 hours per use.
When found, the elephant called will be one of the following types:
This black statuette's form is difficult to acertain before it is used. When used, the creature that appears is a summoned nightmare. The creature will not attack on command but will defend itself. It will allow the possessor (only) to ride it. However, if the possessor is of Good alignment, there is a 10% chance (d%; 01-10) per ride (defined by the GM) that the mount will transport the rider to the first layer of Hades before it transforms back into statuette form. Otherwise, the nightmare will carry the rider where they command (over land, flying, or between planes; see Vile Monsters). The statuette can be used once per 7 days for up to 24 hours per use.
This is a black stone statuette of a hound. It transforms into an intelligent war dog that speaks Common. The statuette can be used once per 7 days for up to 6 hours per use.
War Dog. Neutral Man-sized monster (animal, mammal); AC 7; MV 120-ft.; HD 2+2 (hp 13); AAC0 16; #A: 1; bite (2d4); INT Average; SQ Special senses; Languages Common
Special Senses. The onyx dog has superior infravision (90-ft.), has a surprise of 0%, can sense invisible (65%), can track via scent, and can sense hidden or camouflaged creatures (80%). When given a scent to track, the dog has a chance to track of 100%, -10% per hour the train was made over the first. All of the standard methods for throwing off a scent are effective (as normal) against the obsidian dog's scent.
This is a green stone statuette of an owl. It transforms into an intelligent owl. The owl will be an intelligent, normal-sized owl with special senses or, if a special command word is used, the owl will be a typical giant owl. There is no limit to the usage of the statuette as a normal-sized owl, although if killed, it cannot be used for 7 days. The statuette can be used as a giant owl only three times and, at the end of the third use, when the bird becomes a statuette again, it becomes mundane. There is otherwise no duration limit for either form.
Special Qualities. In normal owl form, the creature has the following special qualities. Senses superior infravision (90-ft.); sense invisible (50%; hearing); INT Low; can communicate with the possessor using telepathy when within 60-ft.