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       #Post#: 1254--------------------------------------------------
       Call the Hunt 
       By: Dungeon Master Date: September 3, 2025, 3:44 am
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       [center]Call the Hunt
       Spell of Krynn[/center]
       Call the Hunt (Conjuration/Summoning)
       Level: 7 Components: V,S,M
       Range: Special CT: Special
       Duration: Special ST: Special
       AE: 10-mile diameter
       Explanation/Description: This is truly an awful spell, for it
       summons the Wild Hunt itself! The druid selects a location that
       will be the Hunt’s place of summoning (see Legends & Lore, pages
       30-31, for details on the Wild Hunt) and begins to cast the
       spell. The spell cannot be started until the full darkness of
       night sets in (moonlight is no hindrance). The caster must
       continue to call the Hunt until the Hunt is heard in the
       distance, or until the first light of dawn. If first light comes
       before the Hunt, the spell did not succeed. Note that it is
       extraordinarily difficult to summon the Wild Hunt, since the
       Hunt is, by its very nature, beyond ordinary control (nor will
       the Hunt be in any way under the caller’s control if it does
       come). The Master of the Hunt has a saving throw of 2 in all
       categories, and his is the saving throw used in determining the
       success of this spell. Every half hour that the druid is casting
       this spell, 1d20 is rolled. A 1 indicates that the Master has
       felt the summons and his horn is heard in the night, 10 miles
       away.
       Thereafter, the Hunt proceeds normally. While engaged in casting
       this spell, the druid can spend only one round every half hour
       in other activities. The druid must be standing upon the spot
       which is to be the summoning source until the Hunt begins to
       come (if it does).
       Legends & Lore says: “The Wild Hunt exists in all the lands
       where Druids and their deities dwell.” However, should the
       particular campaign being played exclude the Hunt from its
       mythos, or if the DM wishes to expand the possibilities of this
       spell in other cultural settings, Call the Hunt can be used to
       summon other powers of a similar nature. The mode of casting
       would be the same, and the powers’ saving throws also would be.
       Great discretion should be employed in such a case, making the
       powers called approximately equivalent to the Hunt, which has at
       least 21 beings in it worth a total of 27,500 xp. Some suggested
       powers from other mythoi that might be called by this spell are
       as follows:
       The Wild Hunt
       As the Hunt approaches, the wind howls and thunder booms.
       Characters that see the Wild Hunt must make a successful saving
       throw vs. spell or join the Hunt, accepting the Master as their
       leader. The Hunt hurls itself against evil, and the hounds and
       Master will fight to the death. If slain, they return the
       following night.
       Guardian of Chislev
       Pure Spirit of Nature
       An Actaeon serves the Master of the Hunt
       A solitary being, the Actaeon is a protector and hero among
       woodland creatures. Some call it an "elk centaur" because, like
       a centaur, its 9-foot-tall body combines human and animal
       elements. The actaeon has the torso, arms, and facial features
       of a human, but the antlers and lower legs of an elk. Brown,
       elk-like hide covers its entire body. It does not speak. It
       appears to have ghostly light coming from its eyes AC 0; HD 20;
       hp 200; THAC0 1; #AT 3: Dmg 1d6+9 (spear +3, Strength); if slain
       returns with next Hunt; MR 25%; AL LG; SZ M; ML Fearless (20); S
       18/00, D 18, C 18,1 17, W 17, Ch 9. Often does not fight until
       most of the pack has been slain; his tactics are usually an
       immediate frontal assault on evil.
       Twenty (20) Wolves of Zhan(Chislev’s Fury)
       (20): AC 2; MV 21; HD 5; hp 30; THAC0 14; #AT 1; Ding 2d4; SA
       cause fear in pursued being, swarm (no limit on number
       at¬tacking one foe), flame tongue (1/turn, +5 to bite damage if
       attack hits); SD continuous protection from evil, cannot die, if
       slain returns with next Hunt; MR 15%; AL LG; SZ M (3' at
       shoulder); ML Fearless (20). Wolves of Zhan (Chislev’s Fury) are
       like huge beasts with green flame coming from their mouth and
       eyes.
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