Conjure Animals
(Conjuration/Summoning)


Level: c6, i6
-
Range: 3"
-
Duration: 2r* (i: 1r*)
Components: v.s
-
CT: 9 (i: 6)
-
Save: None
Area: Special
-
APPENDIX L
CONJURED ANIMALS
-
-

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)