Three summons - one silly, one risky, and one I should've written some six or so months ago.
Summon Minions
Arcane 3
Range: 10'
Duration: Permanent until dispelled
This spell summons several weak humanoids, who appear within 10' of the caster and subsequently begin cowering and swearing loyalty. One chaotic humanoid per caster level may be summoned, and no summoned humanoid may have greater than 1 HD or more than one special ability. A favorite of evil casters with a high rate of minion attrition or in need of crossbreeding subjects, the minions so summoned serve loyally and permanently. Casters with beastman domains and sufficient spell slots may even use this spell to expand their populace rapidly (but woe betide them when someone brings a ritual-grade Disjunction against their realm...).
(Maths: Summon, HD = caster level (75), up to 1 HD per creature (x0.15), general type (humanoids) (x1), range 10' (x1), duration indefinite (x2.5) = 28.2)
Call the Worm
Arcane 3
Range: 60'
Duration: 1 turn
This spell calls a purple worm from deep in the bowels of the earth to serve the caster. The worm erupts from the ground beneath the caster's enemies at a range of up to 60', and obeys the caster's mental commands for one turn. However, during this period, the caster must concentrate to keep control of the worm; should he take damage or otherwise have his concentration broken, the worm will escape his control and proceed to go on an indiscriminate rampage for the rest of the spell's duration. Should the caster's enemies all be slain before the spell's duration ends, he is advised to continue controlling the worm, for it cannot be dismissed and does not disappear until either it is slain or the spell ends. Known variants of this spell include Call the Remorhaz in frozen regions, Call Giant Crocodile in jungles and swamps, and Release the Kraken at sea.
(Maths: Summon, one creature (65), up to 18 HD (x1.33), two special abilities (x1.66), specific type of creature (x0.7), concentrate to control (x0.5), range 60 (x1.15), duration one turn (x0.5) = 28.8)
Summon Legendary Ancestor
Valkyrie 4
Range: 10'
Duration: 12 turns
This spell calls a powerful viking spirit down from Valhalla to fight alongside the valkyrie. The legendary ancestor fights as a 10th-level Jutland barbarian warchief with a 16 Str, 10 Int, 10 Wis, 13 Dex, 16 Con, 10 Cha and the Alertness proficiency. He is armed with a battle-axe +1, shield, and chainmail, for the following statistics: AC 6, MV 90', HP 65, 1+ to hit, damage 1d6+7, SV F10, ML 12, AL N, +2 init, +2 surprise. Once called, he fights alongside the valkyrie for twelve turns, or until dispelled or slain. Reverence for the ancestor and tradition forbid summoning him more than once per day. If called a second time in one day without regard for this tradition, the summoned ancestor will arrive very drunk and belligerent, sans any weapons, armor, or pants. If the summoner is lucky, the ancestor will pass out on the floor or maunder on about the lack of respect today's youth exhibit for their elders before disappearing back to Valhalla. If not, he may stick around and cause trouble as only a drunk viking chieftain can until the summoning expires. In either case, he is unlikely to be useful in combat.
(Maths: Summon, one creature (65), up to 10 HD (x0.8), specific type of creature (x0.7), once per day (x0.9), divine (x1.2) = 39.3)
I should do Plague of Cats and Summon Trusty Steed (summons horse with 8-hour duration for wilderness travel), but bleh.
I'am liking this series of ACKS spells :)
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Glad you liked it; I had a good time writing them.
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