AD&D 2nd Edition » New SpellsSummon Elfin-Archer Spell Level: 3 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 an Archer into our world. This being looks like a half-sized elf armed with a bow and quiver that has an unlimited supply of arrows. These arrows are coated with a powerful poison that affects all known creatures of this plane, even those normally immune to poisons. It possesses the following statistics: Armor Class: 4 Movement Rate: 15 Hit Dice: 3d8+3 (plus one hit point per level of the caster) THAC0: 10 Attacks/Round: 4 Damage/Attack: 1d4+3 (plus poison) per arrow Special Attacks: +6 to hit/+3 to damage with bow. At the cost of 2 attacks can make a "called shot ", but with full bonuses to hit. Its arrows are coated with a powerful contact poison (does 2d4+2 damage, Save vs. Poison, at a -2 penalty, for half damage) Special Defenses: +1 or better weapon needed to hit Magic Resistance: 10%, +2 on Saving Throws vs. Spells Size: S (3 feet tall) |