Adventurer Summoning

Conjuration (Summoning) [see text]
Level: Sor/Wiz 9
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25ft + 5ft/2 levels)
Effect: One summoned creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No

Within one round of casting this spell, the wizard magically summons an adventurer (selected by the DM). The adventurer will have one hit-die per three levels of the caster, and appear anywhere within the spell's area of effect, as desired by the wizard. The adventurer is free-willed, and may listen to or interact with the wizard as they see fit (hence the saving throw to negate the summoning).

The advantage to this spell over other forms of Monster Summoning is its lack of a temporal duration. Since the adventurers are free-willed, there is a 75% chance that they are of the summoning wizard's alignment. They may even opt to attack the summoning wizard, though more often than not, they are dazed and confused. There is also a 5% cumulative chance, per level of the wizard, that the adventurer summoned deals specifically with the task the wizard summoned him for. The adventurers summoned are completely random; it's entirely possible for the wizard to inadvertantly summon members of his own party, if traveling with one.

Material Component: A block of gold six inches (6") on a side (usually around 1,000GP).


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