Saturday 9 October 2021

Summoning Chaotic Minions

Among the mages of chaotic cults there are a series of spells that are being propagated. These spells allow chaotic mages to summon and control numbers of monsters to serve them. These are not simply short appearances for a single combat, but prolonged servitude. All of these spells have a long casting time (1 turn to cast) so are not suitable for the middle of combat. 

These series of spells all use a concept of effective hit dice to determine how powerful a monster is. This is simply the monster's hit dice plus the number of asterisks after the hit dice (indicating special abilities). Additional hit points are ignored. Thus a hobgoblin (1+1 HD) has an effective hit dice of 1, while a small green dragon (7** HD) has an effective Hit Dice of 9. 

Across all these spells a magic user can control up to their M-U level doubled. So a 3rd level magic user can control up to 6 effective hit dice at any one time. A creature summoned by one of these spells counts towards this total until it is killed or dismissed. When dismissing a summoned minion from his control, the magic user may choose to either send it back to the plane that it was summoned from, or else it stays on the material plane and it simply wanders off. Although released from magical control, it may still come to some arrangement with the mage. 

Summon Kobold Minion
Spell level: 1
Duration: Permanent (until minion is killed or dismissed)
Range: 60'
This spell summons a single kobold to serve the magic user. Although not particularly good at fighting (AC 7, Mv 90', HD 1/2 (3hp), Att 1 weapon for 1d4, Save NM, Ml 6, Al C), the kobold has a range of uses outside of combat, especially mining and excavating, as well as trap setting, building and dungeon maintenance. A kobold can excavate about 40 cubic feet of rock per day. 

Summon Chaotic Minion I
Spell level: 2
Duration:  Permanent (until minion is killed or dismissed)
Range: 60'
This spell summons a single chaotic creature of 1 effective HD. This can be one of:
  • Goblin
  • Hobgoblin
  • Orc

Summon Chaotic Minion II
Spell level: 3
Duration:  Permanent (until minion is killed or dismissed)
Range: 60'
This spell summons a single chaotic creature of 2 effective HD. This can be one of:
  • Gnoll
  • Troglodyte
Summon Chaotic Minion III
Spell level: 4
Duration:  Permanent (until minion is killed or dismissed)
Range: 60'
This spell summons a single chaotic creature of 3 effective HD. This can be one of:
  • Bugbear
  • Shadow
Summon Chaotic Minion IV
Spell level: 5
Duration:  Permanent (until minion is killed or dismissed)
Range: 60'
This spell summons a single chaotic creature of 4-5 effective HD. This can be one of:
4 effective HD
  • Ogre
  • Wererat
  • Harpy
5 effective HD
  • Werewolf
  • Doppelganger
  • Gargoyle
Summon Chaotic Minion V
Spell level: 6
Duration:  Permanent (until minion is killed or dismissed)
Range: 60'
This spell summons a single chaotic creature of 6-7 effective HD. This can be one of:
6 effective HD
  • Minotaur
  • Medusa
7 effective HD
  • 5HD** Hellhound
  • Troll
Summon Chaotic MinionVI
Spell level: 7
Duration:  Permanent (until minion is killed or dismissed)
Range: 60'
This spell summons a single chaotic creature of 8-9 effective HD. This can be one of:
8 effective HD
  • Hill Giant
  • Wyvern
9 effective HD
  • Small Black Dragon
  • Gorgon
Summon Chaotic Minion VII
Spell level: 8
Duration:  Permanent (until minion is killed or dismissed)
Range: 60'
This spell summons a single chaotic creature of 10-11 effective HD. This can be one of:
10 effective HD
  • Small Green Dragon
11 effective HD
  • Frost Giant
  • Chimera
  • Devil Swine
  • Efreeti
Summon Chaotic Minion VIII
Spell level: 9
Duration:  Permanent (until minion is killed or dismissed)
Range: 60'
This spell summons a single chaotic creature of 12-13 effective HD. This can be one of:
12 effective HD
  • Small Red Dragon
  • Fire Giant
13 effective HD
  • Frost Salamander
Note that none of these monsters are either undead - that is the domain of clerics, not magic users. Since these monsters are alive, they need to feed, drink and sleep. 
The monsters listed here are the ones that magic users can always summon with the appropriate spell and available effective hit dice. Others may be added to the list at the DM's discretion, such as chaotic versions of normally neutral species (such as lizardfolk, owlbears and basilisks) as well as creatures beyond the core rulebooks. 
I am aware that these spells could be dangerous, perhaps unbalancing, if they were in the hands of PCs. I leave it to the DMs to decide how this is handled. 


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