Conjure Animals
(Conjuration/Summoning)
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CONJURED ANIMALS |
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Effect: The conjure
animals spell enables the cleric to summon a mammal,
or several of them,
to his locale in order that
the creature(s) can attock the cleric's opponents.
The conjured animal(s) remain
in the cleric's locale for 2 melee rounds for each level of experience
of the cleric conjuring it (them),
or until slain.
The spell caster can, by
means of his incantation, call up one or more mammals with hit dice whose
total does not exceed his or her level.
For every + 1 (hit point)
of a creature's hit dice, count 1/4 of a hit die, i.e. a creature with
4 +3 hit dice equals a 4 3/4 hit dice creature. The creature(s) summoned
by the spell will unfailingly attack the opponent(s) of the cleric by whom
the spell was cast.
Effect.example: Thus,
a cleric of 12th level could conjure one mammal with 12 hit dice,
two with
6 hit dice each,
three
with 4 hit dice eoch,
4 with
3 hit dice each,
six with
2 hit dice each,
or 12
with 1 hit die each.
Conjure Animals: See
comments <below> on the
6th level clerical spell
of the same
Name.
(Imagine #29)
Conjure Animals: Priests have the option
of conjuring various permutations of
these (eg, a 12th level priest could conjure <add Level Title>
12x1 HD, 6x2 HD, 4x3 HD, 3x4 HD, 2x6 HD
or one 12HD animal) and clerical PCs of
sufficient levels should know which types
of animals are involved at different HD
levels (although perhaps not the probabilities
for specific animals within a HD
level; this information
would NOT be
particularly useful anyway, since the
caster cannot select cratures within the
specific HD level). Players may fairly
request some information on potentially
callable creatures, and DMs may consider
updating the tables using animals from
the Monster Manual 2 volume, and
possibly the FIEND FOLIO tome also.
(Imagine #30)