Call Woodland Beings
(Conjuration/Summoning)


L^: d4
-
R#: 12" + 1"*
-
D^: S
C^: v.s.m
-
CT: S
-
S^: Neg.
A^: S
-
-
-
UW : No

Effect: By means of this spell the druid is able to
summon certain woodland creatures to his or her location.

Naturally, this
spell will only work outdoors, but not necessarily only in wooded areas.
The druid begins the incantation, and the spell must be continued
uninterrupted until some called creature appears or 2 turns have elapsed.
(The verbalization and somatic gesturing are easy, so this is not
particularly exhausting to the spell caster.) Only 1 type of the following
sorts of beings can be summoned by the spell, and they will came only if
they are within the range of the call:
 
2-8 brownies
1-4 centaurs
1-4 dryads
1-8 pixies
1-4 satyrs
1-6 sprites
1 treant
1 unicorn

(Your referee will consult his outdoor map or base the probability of any
such creature being within spell range upon the nature of the area the
druid is in at the time of spell casting.)

The creature(s) called by the spell are entitled to a saving throw versus
magic (at -4) to avoid the summons. Any woodland being answering the
call will be favorably disposed to the spell caster and give whatever aid it
is capable of. However, if the caller or members of the caller's party are of
evil alignment, the creatures are entitled to another saving throw versus
magic (this time at +4) when they came within 1" of the druid or other
evil character with him or her, and these beings will seek immediately to
escape if the saving throw is successful. In any event, if the druid requests
that the summoned creatures engage in combat on behalf of the druid,
they are required to make a loyalty reaction score based on the druid's
charisma and whatever dealings he or she has had with the called
creature(s).

DMG: These sorts of creatures are the type which should generally be indicated on area maps as to location and numbers.
However, if by chance you are faced with the problem of a druid casting this spell where such information is not at hand,
use the following random percentage possibilities:
 
- Type of Woodlands - -
Creature Type Called Light Moderate/Sylvan Dense/Virgin
2-8 brownies 30% 20% 10%
1-4 centaurs 5% 30% 5%
1-4 dryads 1% 25% 15%
1-8 pixies 10% 20% 10%
1-4 satyrs 1% 30% 10%
1-6 sprites 15% 10% 5%
1 treant 0% 5% 25%
1 unicorn 0% 15% 20%

Add 1% per level of the druid casting the spell except where 0%.
Check in order for each type by rolling percentile dice,
    and if at the end of the list nothing is indicated,
        there are no woodland beings within spell range.

DMG.example: For example, a 10th level druid begins the spell in a sylvan wood.
There is a 30% chance for brownies, but the dice roll shows 35, so none
come, then a 40% chance for centaurs gets a dice score of 72, but finally a
35% chance for dryads gets a dice roll of 10, so from 1-4 dryads will come.
Since the call was successful, no further checks are made.

Call Woodland Beings: As for animal 
summoning
, the DMG contains tables on 
what creatures may be found in different 
settings.  Again, the druid PC might be ruled 
to know something about the likely 
possibilities. 
(Imagine #30)

MC: The material components of this spell are a pinecone and & holly berries.
 

WSG: The presence of a character with proficiency
in animal lore will not enhance the chances of this spell
succeeding, as with animal summoning (see above), since this
proficiency does not imparl any special knowledge about the
sorts of fantastic creatures that can be called by this spell.
 
 







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