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)
When the conjuring cleric or illusionist states the number of hit dice
<Hit Dice Category, Categories?> of the animals he or she will
summon,
consult the appropriate section of the table hereafter.
<Hit Dice Category, Categories?>
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Note that the variation includes fractions of HP,
and these must be charged off against the total conjurable by the spell-caster.
<reword? edit?>
Where several possibilities exist, a number for random selection has
been assigned,
for the cleric or illusionist cannot specify what sort of animal he
or she will summon.
<>
A. max = caster level (a LVL6 caster can choose from
the HD = 1 to HD = 6 lists)
B. total must be <= caster level (a LVL6 caster can
summon 4 baboons (1.25+1.25+1.25+1.25=5), but not 5 baboons (1.25+1.25+1.25+1.25+1.25=6.25)
<A, B>
CONJURED ANIMALS TABLE
A = Hit Dice Category | Dice Score | Animal Type | B = Hit Dice Cost |
1 | 01-15 | Baboon | 1.25 |
1 | 16-45 | Dog, wild | 1.25 |
1 | 46-55 | Flightless Bird | 0.5 |
1 | 56-65 | Jackal | 0.5 |
1 | 66-00 | Rat, giant | 0.5 |
- | - | - | - |
2 | 01-25 | Badger | 1.5 |
2 | 26-35 | Flightless bird | 2 |
2 | 36-60 | Herd animal | 2 |
2 | 61-00 | Horse, wild | 2 |
- | - | - | - |
3 | 01-05 | Axe Beak | 3 |
3 | 06-10 | Badger, giant | 3 |
3 | 11-15 | Boar, warthog | 3 |
3 | 16-20 | Camel | 3 |
3 | 31-40 | Dog, war | 2.5 |
3 | 41-45 | Flightless bird | 3 |
3 | 46-55 | Goat, giant | 3.25 |
3 | 56-65 | Hyena | 3 |
3 | 66-75 | Lion, mountain | 3.25 |
3 | 76-80 | Lynx, giant | 2.5 |
3 | 81-85 | Mule | 3 |
3 | 86-90 | Stag | 3 |
3 | 91-95 | Wolf | 2.5 |
3 | 96-00 | Wolverine | 3 |
- | - | - | - |
4 | 01-05 | Ape | 4.25 |
4 | 06-15 | Bear, black | 3.25 |
4 | 16-20 | Beaver, giant | 4 |
4 | 21-30 | Boar, wild | 3.75 |
4 | 31-40 | Bull | 4 |
4 | 41-45 | Eagle, giant | 4 |
4 | 46-50 | Irish deer | 4 |
4 | 51-55 | Jaguar | 4.25 |
4 | 56-60 | Leopard | 3.5 |
4 | 61-65 | Owl, giant | 4 |
4 | 66-75 | Ram, giant | 4 |
4 | 76-85 | Weasel, giant | 3.75 |
4 | 86-00 | Wolf, dire | 3.75 |
- | - | - | - |
5 | 01-10 | Ape, carnivorous | 5 |
5 | 11-25 | Buffalo | 5 |
5 | 26-35 | Hyena, giant | 5 |
5 | 36-50 | Otter, giant | 5 |
5 | 51-70 | Skunk, giant | 5 |
5 | 71-85 | Stag, giant | 5 |
5 | 86-00 | Wolverine, giant | 5 |
- | - | - | - |
6 | 01-40 | Bear, brown | 6.25 |
6 | 41-60 | Lion | 5.5 |
6 | 61-80 | Porcupine, giant | 6 |
6 | 81-00 | Tiger | 6.25 |
- | - | - | - |
7 | 01-65 | Boar, giant | 7 |
7 | 66-00 | Lion, spotted | 6.5 |
- | - | - | - |
8 | 01-30 | Bear, cave | 7.5 |
8 | 31-70 | Hippopotamus | 8 |
8 | 71-00 | Tiger, sabre-tooth | 7.5 |
- | - | - | - |
9 | - | Rhinoceros | 8.5 |
- | - | - | - |
10 | 01-60 | Elephant | 10 |
10 | 61-00 | Rhinoceros, woolly | 10 |
- | - | - | - |
11 | - | Elephant (loxodont) | 11 |
- | - | - | - |
12 | 01-60 | Mastodon | 12 |
12 | 61-00 | Titanothere | 12 |
- | - | - | - |
13 | - | Mammoth | 13 |
13 | - | Whale (small) <> | 13 |
- | - | - | - |
14 | - | Baluchitherium | 14 |
14 | - | Whale (small) <> | 14 |
- | - | - | - |
15 & up | - | Whales only,
to a maximum of 36 hit dice cost <> |
- |
If in or on water, only the appropriate sorts of animals can be called,
i.e., swimmers and flying ones, where applicable.