AD&D 2nd Edition » New SpellsSummon Thornwitch Spell Level: 6 School: Conjuration/Summoning Range: 30 feet Components: V, S Duration: 5 rounds per level Casting Time: 3 Area of Effect: Special Saving Throw: None Unlike normal "Monster Summoning" spells, these spells do not issue a magical call to creatures within a certain area. Instead they open a small, temporary portal to another dimension. This portal allows an incorporeal spirit to enter our world; this spirit is then "pushed" into the form to which the spell confines it. When the duration ends or the physical form of the creature is destroyed the spirit returns to its home dimension. It is impossible to destroy the spirit, but when confined in a physical form it feels pain, as it must abide by the rules of our world. Good-aligned characters will seldom cause summoned beings to fight to the death, as they disdain causing unnecessary pain to an ally. Evil beings are in no way constrained as above. Summoned creatures are controlled by the will of the summoning caster. The creature does not require the caster's complete concentration once it has been summoned, it can follow orders and is loyal to the caster, fighting even to the death if ordered. However, if another spell caster knows the same spell that is used to summon the creature he can attempt to wrest control from the original caster. Prior to the spell's completion the enemy caster must first make a Saving Throw vs. Spells (at a -1 penalty for every level the original caster is higher than the enemy caster). If this succeeds the enemy caster must then make an Intelligence check (at a -1 penalty per level of the spell). Should both succeed the enemy caster wrests control of the summoned creature away from the original caster and may control the being as if he had summoned it. Summoned creatures have their listed Hit Dice and gain a bonus of one hit point per level of the caster (Example: A Guossim Shrew has 3d8+3 Hit Points. If an 8th level Magic User where to summon such a being it would have 3d8+3+8 Hit Points). This type of summoning brings forth a Thornwitch into our world. This is a powerful, otherworldly creature usually used as an assassin. It is not evil, per se, but its powers are fell and dangerous, so only evil characters usually summon her. It appears as a beautiful woman made of wood (some people think it a wood golem at first). However, as one takes a closer look one would notice that it is studded with hundreds upon hundreds of small, sharp thorns. In combat it lashes out with its two fists, punching thorns into the foe. Should the Thornwitch suffer damage from melee attacks its body will split and thorn- studded vines will shoot out to strike. The Thornwitch uses these vines as an octopus does its tentacles, gaining two extra attacks per round with them that do 1d4+2/1d4+2 damage. Attacks made by the Thornwitch, or merely brushing up against the creature's body cause the thorns that give the creature its name to release a corrosive poison. This poison does 1d4 points of damage per round for 1d4 rounds (Save vs. Poison for half damage). In addition, any physical attack that does more than 10 hit points of damage to the Thornwitch will cause a "thorn spray". This is an additional attack that causes a spray of thorns to fly from the Thornwitch's body. Such an attack does 1d4+1 points of damage, plus poison damage as above to all creatures within a 10-foot-radius of the Thornwitch. It possesses the following statistics: Armor Class: 0 Movement Rate: 12 Hit Dice: 6d8+6 (plus one hit point per level of the caster) THAC0: 10 Attacks/Round: 2 or 4 (Punch with thorn-studded fists and Thorn Attacks) Damage/Attack: 1d6+1/1d6+1 (1d4+2/1d4+2) Special Attacks: Thorn Attack, Poison Special Defenses: +1 or better weapon needed to hit, cold attacks do only one-half damage, but fire attacks do double damage. Magic Resistance: 30%, +3 on Saving Throws vs. Spells Size: M (6 feet tall) |