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Difference between revisions of "Summon Fey Friend"

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Conjuration (summoning) <br>
 
Conjuration (summoning) <br>
Level: Cradled 1-9<br>
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Level: [[Cradled]] 1-9<br>
 
Casting time: 1 round<br>
 
Casting time: 1 round<br>
 
Components: V, S<br>
 
Components: V, S<br>
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Spell Resistance no
 
Spell Resistance no
  
Description: These spells -- Summon Fey Friend I through IX -- summon to your side a creature from the Wold's Cradle, a plane of existence created by the Fae King before the creation of the Wold itself. The summoned ally appears where you designate and acts immediately, on your turn. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.
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Description: These spells -- Summon Fey Friend I through IX -- summon to your side a creature from the Wold's Cradle, a plane of existence created by the Fae King before the creation of the Wold itself. The summoned ally appears where you designate and acts immediately, on your turn. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.  
  
 
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish). A creature that breathes water will use the rules for holding one's breath to survive and fight for so long as it can; a creature without a land speed summoned onto land will simply stay where it is summoned.
 
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish). A creature that breathes water will use the rules for holding one's breath to survive and fight for so long as it can; a creature without a land speed summoned onto land will simply stay where it is summoned.
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The spell conjures one of the creatures from the lists below, '''''chosen at random'''''. There is a chance that the caster will be able to select the creature summoned. Only one creature can ever be summoned with this spell; unlike other summoning spells, you may not choose a creature from a lesser list in order to summon more than one.
 
The spell conjures one of the creatures from the lists below, '''''chosen at random'''''. There is a chance that the caster will be able to select the creature summoned. Only one creature can ever be summoned with this spell; unlike other summoning spells, you may not choose a creature from a lesser list in order to summon more than one.
  
The summoned creature usually attacks your opponents to the best of its ability, but the fey and their kind are tricky, and sometimes they enjoy playing tricks. If the creature's alignment matches yours, it will act in '''''your''''' best interest as it sees fit, even if you have given it different orders; that is, it will do what is best for you, not what you order, although it will take your request under consideration. If the creature is one step removed from you in alignment, or if its intelligence is 1 or 2, it will act as you command to the best of its abilities and to the best of your ability to communicate with it. If its alignment is two steps removed from yours, it will do as you command, but it will be surly and may not follow the entire spirit of your commands. If it is three alignment steps removed from you, it will play tricks on you, "accidentally" include your allies in area attacks, and obey only the letter of your orders. Note that a good creature will not perform evil acts out of spite, however.
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The summoned creature usually attacks your opponents to the best of its ability, but the fey and their kind are tricky, and sometimes they enjoy playing tricks. If the creature's alignment matches yours, it will act in '''''your''''' best interest as it sees fit, even if you have given it different orders; that is, it will do what is best for you, not what you order, although it will take your request under serious consideration. If the creature is one step removed from you in alignment, or if its intelligence is 1 or 2, it will act as you command to the best of its abilities and to the best of your ability to communicate with it. If its alignment is two steps removed from yours, it will do as you command, but it will be surly and may not follow the entire spirit of your commands. If it is three alignment steps removed from you, it will play tricks on you, "accidentally" include your allies in area attacks, and obey only the letter of your orders. Note that a good creature will not perform evil acts out of spite, however.
  
 
The duration of the spell depends on how closely the summoned creature's alignment matches your own. If it is the same as your alignment, the duration is one minute per caster level. If the creature's alignment is one step removed, the spell lasts two rounds per level. If it is two steps removed, the spell lasts one round per level. If it is three steps removed, the spell lasts 1 round plus 1 round per two caster levels.
 
The duration of the spell depends on how closely the summoned creature's alignment matches your own. If it is the same as your alignment, the duration is one minute per caster level. If the creature's alignment is one step removed, the spell lasts two rounds per level. If it is two steps removed, the spell lasts one round per level. If it is three steps removed, the spell lasts 1 round plus 1 round per two caster levels.
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When cast as a first level spell, use the Summon Fey Friend I table; as a second level spell, the Summon Fey Friend II table, etc -- up to ninth level spells with the Summon Fey Friend IX table.
  
 
The alignment of each creature is given below; use these tables to roll randomly when selecting the creature summoned.
 
The alignment of each creature is given below; use these tables to roll randomly when selecting the creature summoned.

Latest revision as of 00:40, 14 December 2012

Conjuration (summoning)
Level: Cradled 1-9
Casting time: 1 round
Components: V, S
Range: Close (25 ft + 5ft./2 levels)
Duration: see below
Area of Effect: one summoned creature
Saving Throw none
Spell Resistance no

Description: These spells -- Summon Fey Friend I through IX -- summon to your side a creature from the Wold's Cradle, a plane of existence created by the Fae King before the creation of the Wold itself. The summoned ally appears where you designate and acts immediately, on your turn. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish). A creature that breathes water will use the rules for holding one's breath to survive and fight for so long as it can; a creature without a land speed summoned onto land will simply stay where it is summoned.

The spell conjures one of the creatures from the lists below, chosen at random. There is a chance that the caster will be able to select the creature summoned. Only one creature can ever be summoned with this spell; unlike other summoning spells, you may not choose a creature from a lesser list in order to summon more than one.

The summoned creature usually attacks your opponents to the best of its ability, but the fey and their kind are tricky, and sometimes they enjoy playing tricks. If the creature's alignment matches yours, it will act in your best interest as it sees fit, even if you have given it different orders; that is, it will do what is best for you, not what you order, although it will take your request under serious consideration. If the creature is one step removed from you in alignment, or if its intelligence is 1 or 2, it will act as you command to the best of its abilities and to the best of your ability to communicate with it. If its alignment is two steps removed from yours, it will do as you command, but it will be surly and may not follow the entire spirit of your commands. If it is three alignment steps removed from you, it will play tricks on you, "accidentally" include your allies in area attacks, and obey only the letter of your orders. Note that a good creature will not perform evil acts out of spite, however.

The duration of the spell depends on how closely the summoned creature's alignment matches your own. If it is the same as your alignment, the duration is one minute per caster level. If the creature's alignment is one step removed, the spell lasts two rounds per level. If it is two steps removed, the spell lasts one round per level. If it is three steps removed, the spell lasts 1 round plus 1 round per two caster levels.

When cast as a first level spell, use the Summon Fey Friend I table; as a second level spell, the Summon Fey Friend II table, etc -- up to ninth level spells with the Summon Fey Friend IX table.

The alignment of each creature is given below; use these tables to roll randomly when selecting the creature summoned.

Summon Fey Friend I (Roll d12)

  1. azer (ln)
  2. brownie (n)
  3. elemental, small (n)
  4. grig (ng)
  5. jinkin (ce)
  6. leprechaun (cn)
  7. mite (le)
  8. pseudodragon (ng)
  9. shark (n)
  10. vegepygmy (n)
  11. wolf (n)
  12. player's choice

Summon Fey Friend II (Roll d10)

  1. assassin vine (n)
  2. dryad (cg)
  3. elemental, medum (n)
  4. mephit (fire, water, air, earth) (n)
  5. pixie (no dance) (ng)
  6. sea hag (ce)
  7. tiger (n)
  8. twigjack (ce)
  9. unicorn (cg)
  10. player's choice

Summon Fey Friend III (Roll d10)

  1. basilisk (n)
  2. djinni (cg)
  3. elemental, large (n)
  4. giant gar (n)
  5. mothman (cn)
  6. redcap (ne)
  7. satyr (cn)
  8. shambling mound (n)
  9. woolly rhinoceros (n)
  10. player's choice

Summon Fey Friend IV (Roll d8)

  1. bulette (n)
  2. dire bear (n)
  3. drider (ce)
  4. elemental, huge (n)
  5. giant jellyfish (n)
  6. nymph (cg)
  7. shaitan (ln)
  8. player's choice

Summon Fey Friend V (Roll d8)

  1. dragon horse (ng)
  2. elemental, greater (n)
  3. giant octopus (n)
  4. jyoti (n)
  5. marid (cn)
  6. sphinx (n)
  7. treant (ng)
  8. player's choice

Summon Fey Friend VI (Roll d6)

  1. couatl (lg)
  2. giant flytrap (n)
  3. nereid (cn)
  4. noble efreeti (le)
  5. roc (n)
  6. player's choice

Summon Fey Friend VII (Roll d6)

  1. elemental, elder (n)
  2. guardian naga (lg)
  3. pixie (with dance) (g)
  4. sea serpent (n)
  5. thunderbird (n)
  6. player's choice

Summon Fey Friend VIII (Roll d4)

  1. froghemoth (n)
  2. noble shaitan (ln)
  3. viper vine (n)
  4. player's choice

Summon Fey Friend IX (Roll d4)

  1. banshee (ce)
  2. great white whale (n)
  3. phoenix (ng)
  4. player's choice