This is truly an
awful spell, for it summons the
Wild Hunt
itself! The druid selects a location that
will
be the Hunt’s place of summoning (see
Legends & Lore, pages
30-31, for details
on the Wild
Hunt), and begins to cast the <DEITIES
& DEMIGODS>
spell. The spell cannot be started until
the
full darkness of night sets in (moonlight
is
no hindrance). The caster must continue
to call the Hunt until the Hunt is heard
in
the distance, or until the first light
of
dawn. If first light comes before the Hunt,
the spell did not succeed. Note that it
is
extraordinarily difficult to summon the
Wild Hunt, since the Hunt is, by its very
nature, beyond ordinary control (nor will
the Hunt be in any way under the caller’s
control if it does come). The Master of
the
Hunt has a saving throw of 2 in all categories,
and his is the saving throw used in
determining the success of this spell.
Every
half hour that the druid is casting this
spell, 1d20 is rolled. A 1 indicates that
the
Master has felt the summons and his horn
is heard in the night, 10 miles away.
Thereafter, the Hunt proceeds normally.
While engaged in casting this spell, the
druid can spend only one round every half
hour in other activities. The druid must
be
standing upon the spot which is to be the
summoning source until the Hunt begins
to come (if it does).
Legends & Lore says:
“The Wild Hunt <DEITIES
& DEMIGODS>
exists in all the lands where Druids
and
their deities dwell.” However, should the
particular campaign being played exclude
the Hunt from its mythos, or if the DM
wishes to expand the possibilities of this
spell in other cultural settings, Call
Hunt
can be used to summon other powers of a
similar nature. The mode of casting would
be the same, and the powers’ saving
throws would be, also. Great discretion
should be employed in such a case, making
the powers called approximately equivalent
to the Hunt, which has at least 21
beings in it worth a total of 27,500 xp.
Some suggested powers from other
mythoi that might be called by this spell
are as follows:
Greek mythos
— Dionysius with Maenads <spelling>
(berserk maidens, AC 7; MV 15”; HD
8; hp 30; #AT 2; Dmg 1-6), or Pan
with
satyrs
and centaurs in a debauched state.
Chinese
mythos — Fei Lien and Feng Po
with Spirits
of the Air, or Wen Chung with
the same.
Egyptian mythos — Minions of Set.
Indian mythos — Yama with his Water Buffalo.
Nehwon mythos
— Gods of Trouble or a
whole pack of Astral
Wolves.
Sumerian mythos — Ki (and entourage).
In any case, remember that the Wild
Hunt is at least as powerful as a demigod
and a couple of dozen big monsters.
Whether altered or not, this spell comes
labelled, “Handle with Extreme Care.”
The Natural Order,
By Arthur Collins