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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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