Summon Animals 3 (Conjuration/Summoning)
Level: 5
Range: 1 mile radius
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
By means of this spell the caster calls up to four animals that have up to 16 hit dice or less, 12 of 8 hit dice or less, or 16 of 4 hit dice or less, of what ever sort the caster names when the summoning is made. Only animals within the range of the caster at the time the spell is cast will come. The caster can try three times to summon three different types of animals. The DM will determine the chance of a summoned animal being within range. The animals will take from 1 round to 3 turns to arrive, depending on how far away they are and their method of movement. Waterborne animals can only be summoned while in the water. The animals summoned aid the caster by whatever means they possess, staying until a fight is over, a specific mission is finished, the caster is safe, he sends them away, etc. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell.
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Teleport (Alteration)
Level: 5
Range: Touch
Components: V
Duration: Instantaneous
Casting Time: 2 segments
Area of Effect: Special
Saving Throw: None
When this spell is used the practictioner instantly transports himself, along with a certain amount of additional weight that is on or being touched by the spellcaster, to a chosen destination. Distance is not a factor, but interplanar travel is not possible by means of a teleport spell. The caster can teleport a maximum of himself, regardless of weight, plus 250 pounds, plus an additional 150 pounds for each level over 10th. If the destination area is very familiar to the caster it is unlikely that there is any error in arriving, The caster cannot control facing. Lessor known areas increase the probability of error. Unfamiliar areas present considerable peril.