[conjuration/summoning; calling]
Caster Level 12
Range 0
Area of Effect 400-ft. radius
Duration See description
Save See description
Aura Strong/Strong
Class Requirement none
Encumbrance none
XP Value/GP Value 200 XP/1,000 g.p.
These wooden pipes will attract rats when the right song is played.
If the possessor knows how to play the right song on these pipes, the sound will attract one swarm of rats if the GM determines they are in the area of effect (if there are no rats, the nothing will respond to the call).
Playing the pipes is a minor action each round and requires two hands. Playing the pipes is continuous throughout the entire round. The player can otherwise move at half speed and take actions not requiring their hands or concentration.
If both large rats and common rats are in the area of effect, the rats responding will be (d%; 01-80): a swarm of large rats (1d6 x10 in number), or (81-00): a swarm of common rats (3d6 x10 in number). If only one type is in the area of effect, these will be the ones that respond to the call.
Unless the location of the rats is known precisely (ie. in visual range or a nest is nearby), the rats will take 1d8 rounds to appear (it will take 1 round per 50 ft. of distance).
When the swarm appears, there is a 5% chance (d%; 01-05) that the swarm ignores commands from the piper (simply milling about unless threatened).
Otherwise, the piper, for as long as they continue playing, can exert magical control as innate ability to command the rats. Commands are simple one-word mental commands. E.g. "Attack.", "Guard.", "Follow."
If the piper stops playing, the rats disperse or flee as their next action.
A piper that has stopped playing and begins again in an area that overlaps with one they previously played in (within a 4 hour time window), will call rats as above, but when the swarm appears, there is a 30% chance (d%; 01-30) the swarm will attack the player until it is destroyed or the player is consumed (whether the player continues to play or not). Otherwise, the swarm will obey commands as per above.
If the rats are under the magical control of another creature, there is a 30% chance (d%; 01-30) that the piper can break the control and cause the rats to behave as per above.
A creature that has the ability to command rats (through an ability or item), likewise has a 30% (d%; 01-30) chance to break the piper's control and command the rats.