[None of these spells made it into R&R2, overly specific Conjurations need not apply when you have 4000+ submissions, I s'pose. :)]
Sand Jackals.
Conjures a pack of jackals to attack the casters foes.
Conjuration (Summoning)
Level: Drd 3,
Sor/Wiz 3
Components: V, S,
M
Casting
Time: 1 action
Range: Close
(25 ft. + 5ft./2 levels)
Target,
Effect or Area: Summons one jackal / caster level
Duration: 1 round/level
Saving
Throw: None
Spell
Resistance: No
Description
Nomadic human settlements wander the region now called the
Perforated Plains, descendents displaced from their fallen city of Aurimar,
now dwelling side by side with the same wandering tribesmen they once took
back to their shining walls as slaves. These
nomads mix both simple practices with the advanced learning salvaged from
the fallen city, and old ways die hard, as the men of Aurimar are still prone
to send expendable minions to their death while they personally flee to live
another day. How fortunate for them
that the refugees included a dozen students of conjuration, willing to trade
training and service for nothing more than food and protection. The conjuror Jilaad was said to have developed
this spell to distract an opponent while he sought a more tactical view of
the engagement, preferably through some sort of spyglass…
Spell Effect
With this invocation, the caster summons up a number of
jackals that seem to rise from out of the earth. One jackal appears for every caster level, and each has the statistics
of a Small Dog (core rulebook III, pages 195-196).
[Hit Dice: 1d8+2
(6 hp), Init +3 (Dex), Spd: 40 ft., AC 15 (+1 size,
+3 Dex, +1 natural),
Attacks: 1 bite at +2 melee for 1d4+1 damage,
Face/Reach:
5 ft. by 5 ft./5 ft., Saves; Fort +4, Ref +5, Will +1, Str
13, Dex 17,
Con 15, Int 2, Wis 12, Cha 6, Listen +5, Spot +5,
Wilderness Lore
+1.* Special ability: Scent (see core
rulebook III
p. 10). Jackals receive a +8 racial bonus to Wilderness
Lore checks
when tracking
by scent.]
In all respects these creatures are treated as normal jackals
(small dogs) for the duration of the spell, exhibiting neither Celestial nor
Fiendish template characteristics, being primarily
These creatures will perform any tasks you desire for the
duration, attacking fearlessly if so directed.
Once the spell duration ends, the beasts seem to tunnel into the ground
with unnatural speed and vanish in an instant.
Material
Components: Scraps of meat equal to one meal must be tossed out over
the ground as an offering to these scavengers, which then rise up out of the
sand or earth to consume these morsels and then serve the casters will. This feast does not cost them an action (as
eating something that hits the ground is treated as a free action for many
dogs) and the jackals may be directed to attack on the same round as they
appear.
Unleash
the Hounds.
Conjures extra-planar hounds to attack the casters foes.
Conjuration (Summoning)
Level: Sor/Wiz
3
Components: V, S,
F
Casting
Time: 1 action
Range: Close
(25 ft. + 5ft./2 levels)
Target,
Effect or Area: Summons 1 war dog / 2 caster levels
Duration: 1 round/level
Saving
Throw: None
Spell
Resistance: No
Description
The expatriate Aurimarian conjurer Darmoj, now of the Far-Wanderers
tribe, developed this spell as a form of defense from the many dangers of
the Perforated Plains. His tribes’
reliance on the sleek hunting dogs of the area was mirrored in his researches.
It was perhaps the first spell of its type, and has since been transcribed
by spellcasters far from its creator’s lands.
Spell Effect
With a whistle and an expansive sweep of both hands, the
caster summons a pack of extradimensional forces resembling hounds that obey
his directives for the duration. The
spell conjures one such creature / odd level of the caster. ‘Hounds’ have the statistics of Riding Dogs
from Core Rulebook III (pg. 196).
[Hit Dice: 2d8+4
(13 hp), Initiative: +2 (Dex), Speed: 40 ft., AC: 16
(+2 Dex, +4
natural), Attacks: Bite +3 melee, Damage: Bite 1d6+3,
Face/Reach:
5 ft. by 5 ft./5 ft., Special Qualities: Scent (+4 racial
bonus to Wilderness
Lore checks when tracking by scent), Saves:
Fort +5, Ref
+5, Will +1, Abilities: Str 15, Dex 15, Con 15, Int 2, Wis
12, Cha 6, Skills:
Listen +5, Spot +5, Swim +5, Wilderness Lore +1.
A hound that
hits with a bite attack can attempt to trip the
opponent as
a free action (see page 139 of Core Rulebook 1)
without making
a touch attack or provoking an attack of
opportunity.
If the attempt fails, the opponent cannot react to trip
the hound.]
Additionally, these extraplanar hounds appear as unnatural
wolf-like shapes of luminous or dark smoldering force, depending on which
plane they are conjured from, and the entire pack must be of the same form,
either behaving as under the Celestial or Fiendish templates, as per Core
Rulebook III (pages 211-212). Rumored
variants of this spell produce hound-like creatures from the elemental planes,
or even that of shadow...
Focus: A masterwork
whistle either carved of gold and pearl for celestial hounds, or iron and
onyx to call fiendish ones.
[Note:
Elemental or Shadow Hounds would use the templates from Manual of the Planes,
which is not OGL content, and have thus been stricken from the original spell
description.]
Waves
of Sand.
The earth moves beneath the caster.
Transmutation
Level: Sor/Wiz
3
Components: V, S
Casting
Time: 1 minute
Range: Personal
Target,
Effect or Area: A 15-ft. square centered on the caster
Duration: 1 hour/level
(D)
Saving
Throw: None
Spell
Resistance: No
Description
Few sights unsettle like the wizard Khalid sitting cross-legged
on the earth reading a book and sipping cool tea, while his servant-boy holds
a parasol to shade him from the sun. For unlike most mages, he is moving as fast
as a walking man as this happens, being carried along the ground by a small
mound of soil that leaves a furrow of disturbed earth behind him. More disturbing is the rare occasion when he
travels alone and seems to walk or even jog through the wastes at the speed
of a galloping horse, dust-plume rising in his wake.
Spell Effect
Unseen forces beneath the ground cause it to ripple and
roil beneath the casters feet. These
waves of sand (or earth or soil) move the caster in any direction he wills
at a speed of 30 ft./round. If the
motion is stopped for more than a single round, the mysterious forces below
the ground depart and the spell expires.
The spell affects a patch of ground beneath the caster,
who may stand or sit as he pleases, perhaps even laying down a carpet to protect
his robes from contact with the dirt, while the ground moves beneath him and
conveys him to his destination. So
long as they remain within 5 ft. of the caster, and are not unduly disconcerted
by the movement of the ground beneath their feet, companions may be carried
along by the sand, and the caster can even enact this spell while riding a
mount, such as a camel or horse (requiring a riding or animal handling check
at DC 18 to keep the animal from leaping off of the moving ground).
The moving sands provide no stable footing for anyone other
than the caster, so that companions or a mount cannot move forwards, finding
it all they can do to remain standing and calm on this creeping wave of sand.
The caster alone may choose to ‘walk with’ this spell, as it centers
upon him as he strides forward, adding its own momentum to his own.
Any companions will fall off of the moving sands immediately and begin
to fall behind if the caster takes advantage of this increased movement rate.
The moving patch of earth is elevated a few inches above
the rest of the ground and travels over muddy ground, grassy plains, loose
gravel and snow-covered fields alike, pushing small puddles and plants and
light coverings of snow out of its way (although the ground will still be
wet in these cases, so standing is advised).
Areas of bare stone, water more than a few inches deep or ice stop
the wave of sand in its tracks, and the caster must find a way around the
obstruction, or the spell ends. Even
a stream is impassible to these earthen forces, as they cannot cross a bridge
or any but the shallowest fording.
Harness
the Winds.
Summons aerial mounts to carry allies.
Conjuration (Creation)
Level: Sor/Wiz
4
Components: V, S,
M, F
Casting
Time: 1 minute
Range: Close
(25 ft. + 5ft./2 levels)
Target,
Effect or Area: Creates one flying phantasmal steed per caster level
Duration: Special
(1 hour / level maximum)
Saving
Throw: None
Spell
Resistance: No
Description
The broken magi of the city of Aurimar now roam the Perforated
Plains, but a few, such as the conjurer Mirab, are powerful enough to craft
spells to carry themselves and their allies far above the blasted terrain
and avoid land-bound titanspawn threats. The conjurers of former Aurimar are ever moving, never settling
down, as if they are afraid to stop running from the dangers that surround
them. Others suggest that they may
be searching for something, although no one knows what that thing might be…
Spell Effect
The caster calls down from the sky a number of cloud-like
steeds in the form of hippogriffs. The
steeds loathe the touch of the earth under their feet and stand unsteadily
upon the earth to be fitted with whatever saddles or gear they are required
to carry only so long as the caster maintains total concentration. The moment he relinquishes his mental hold
on these skittish beasts, they take to the air with a leap and will carry
his party wherever he directs for up to 1 hour / caster level.
The creations of cloud and wind seem semi-solid to the touch,
and share many of the same attributes as a standard hippogriff (core rulebook
III, pages 118-119), with the exception of certain elemental abilities.
As elemental creatures, wind steeds have 60 ft. Darkvision, are immune
to poison, sleep, paralysis or stunning and cannot be critically hit.
They do possess a discernable anatomy and can be flanked. As creatures of wind, they have a damage resistance
of 10/+1 and Sonic and Electrical resistances of 10. The wind steeds possess no attack whatsoever,
and simply fly away from any danger, flying at 100 ft./round (with average
maneuverability while mounted). They
can carry a light load of 300 lbs., a medium load of 301-600 lbs. and a heavy
load of 601-900 lbs. They will not
race ahead of one another, regardless of instructions, all must remain within
close range of the caster and each other, and if one is encumbered, all will
slow to match its pace automatically.
They may be commanded to swoop low or to evade attacks or
to rise beyond archery ranges, but they can never attack, bite, claw, slam
or trample. Riders however are free
to launch spells or arrows (should their proficiencies and / or Concentration
checks allow). Once saddled, mounted
and / or otherwise equipped and released into flight, the wind steeds will
only return to the earth but once, remaining their for a single round (long
enough for riders to dismount with some dignity) before they dissipate into
a gaseous clouds breeze that return to the sky, all gear and equipment remaining
on them dropping to the ground.
Material
Components: An offering of incense or strong perfumes worth at least
50 gp.
Focus:
A small
bone whistle, carved from the wing-bone of an eagle, falcon or hawk. After a short ritual involving the offering
of scents, the whistle is blown and held to the casters lips throughout the
duration of the wind steeds’ time on the ground.
Night
Terrors.
Conjures a pair of shadow panthers.
Conjuration (Summoning)
Level: Sor/Wiz
5
Components: V, S,
F
Casting
Time: 1 minute
Range: Close
(25 ft. + 5ft./2 levels)
Target,
Effect or Area: Conjures a pair of shadow panthers for one task
Duration: 1 night
(12 hours maximum)
Saving
Throw: None
Spell
Resistance: No
Description
The nomadic tribesmen of the Perforated Plains claim a great
heritage, but today it is as the rest of their former kingdom, merely dust.
Their legacy of conjuration lives on, even in the works of Nhangya,
the dreaded penumbral lord, or, more correctly, penumbral lady, who held a
dark place in her heart for the lands of her birth and the parents who left
a sickly she-child to die at the hands of the desert.
This spell has recently come to light with her death and serves to
explain some, if not all, of the terrors that accompanied her nocturnal travels
throughout her former homeland.
Spell Effect
This spell can only be cast at night, and the creatures
conjured vanish at daybreak, regardless of the success or failure of their
mission. Once the summoning is completed,
two panthers as black as night seem to coalesce from the shadows, but the
only surety is the sight of the faintly glowing golden eyes and stark white
ivory teeth, as their hide is blackest night.
The panthers serve the caster for the night, as guardians,
warriors or even assassins. Both have
the base statistics of Leopards (core rulebook III, pages 197-198), but modified
with an additional +10 circumstance bonus to Hide checks in darkness or shadowy
areas, 60-ft. Darkvision, Damage Resistance 5/+1, Cold Resistance 5, immunity
to life-energy and ability draining effects and immunity to all Necromantic
spells. The cats are destroyed by
the touch of sunlight and take extra damage from many light related attack
spells (being treated as undead for the purpose of sunburst, etc), although they are not subject
to turning / rebuking.
[Hit Dice: 3d8+6
(19 hp), Init +4 (Dex), Spd: 40 ft., climb 20 ft.,
AC: 15 (+4 Dex,
+1 natural), Attacks: 2 claws at +1 melee for 1d3+1
damage, 1 bite
at +6 melee for 1d6+3 damage, Face/Reach: 5 ft. by
5 ft./5 ft.,
Saves; Fort +5, Ref +7, Will +2, Str 16, Dex 19, Con 15, Int
2, Wis 12, Cha
6, Balance +12, Climb +11, Hide +9*, Listen +6,
Move Silently
+9, Spot +6. Special attacks include
Pounce (Ex): if it
leaps upon a
foe during the first round of combat, it can make a
full attack even
if it has already taken a move action, Improved
Grab (Ex): to
use this ability, the panther must hit with its bite
attack. If it can get a hold it can rake with its rear
claws twice at +6
melee inflicting
1d3+1 damage each, and Scent (see core rulebook
III p. 10).
*In areas of tall grass or heavy undergrowth, the racial
Hide bonus increases
by +8.]
The cats may only be set to a single task when they are
summoned, to guard the caster or a person she designates, to attack a certain
foe or group of foes who are currently present, or to find and kill one designated
target. If the latter mission is chosen,
the panthers must be allowed to taste a sample of the targets blood, after
which they will be able to scent that targets presence within a mile and will
move through the shadows at best speed to that targets current location to
complete their mission, which they will only deem complete when they have
eaten their targets heart. A spellcaster
who is within close range and able to counterspell this casting, causes the
panthers not to disappear, but to turn and hunt down their summoner…
Focus: A pair
of matching black panther figurines, each weighing about a pound. One must be made of onyx, the other of jet,
and both set with tiny topaz eyes and insets of ivory for claws and fangs,
worth 500 gp. for the pair.
[NOTE:
The template modifications provided above would ideally be substituted with
those for a Shadow template creature on Manual of the Planes, pages 190-191,
but that book is not currently OGL content, AFAIK. If it is, I will happily revise it to suit.]
Sand Serpents.
Conjures serpents of sand to attack foes.
Conjuration (Creation)
Level: Drd 5,
Sor/Wiz 5
Components: V, S,
M
Casting
Time: 1 full round
Range: Close
(25 ft. + 5ft./2 levels)
Target,
Effect or Area: Creates 1 tiny viper / caster level or 1 giant constrictor
of sand
Duration: 1 round/level
Saving
Throw: None
Spell
Resistance: No
Description
The conjurers of the Perforated Plains are known for many
tricks, all of them to some extent deadly.
Their culture has survived its own destruction and their peoples now
wander a titanspawn filled wasteland, so it is little surprise that their
traditional tactic in battle is to send an expendable minion into battle while
they flee to safer grounds. Lacking
the slave-armies they once mustered, some now turn to conjuration magics to
cover their inevitable retreat. Sokath
was known to prefer conjuring serpents and other venomous creatures, and is
believed to have created this enchantment before his untimely death.
Spell Effect
The caster pours forth a handful of sand onto the ground
and evokes one of two options, either a hissing next of sand vipers, or a
single enormous earthen constrictor.
If the vipers are chosen, the caster creates one / caster
level, each having the statistics of the Tiny Viper (core rulebook III pages
201-202), with the exceptions being that sand vipers cannot swim, and that
their venom is not a toxic fluid, but is instead as dust, dehydrating their
victims with the same end result as normal Tiny Viper venom. Temporary Constitution damage from their ‘venom’
can be regained at one points / hour of rest, so long as a dull days ration
of water is consumed for each point lost. Once affected by the bite of a sand viper, the ‘venom’ of another
cannot affect a victim.
[Hit Dice ¼
(1 hp), Init +3 (Dex), Spd: 15 ft., climb 15 ft., AC: 17 (+2
size, +3 Dex,
+2 natural), Attacks 1 bite at +5 melee for 0 damage +
poison, Face/Reach:
2 ½ ft. by 2 ½ ft. (coiled)/0 ft., Saves; Fort +2,
Ref +5, Will
+1, Str 6, Dex 17, Con -, Int -, Wis 12, Cha 2, Balance
+11, Climb +12,
Hide +18, Listen +8, Spot +8. Special
abilities
include Scent
(see core rulebook III p. 10) and Poison (DC 11
Fortitude save,
initial and secondary damage 1d6 Con).]
Alternately, the caster may choose to call up a single huge
constrictor of earth and sand to crush his foes in its stony coils. Such a creature has the statistics of a Huge
Constrictor (core rulebook III, pages 201-202).
[Hit Dice: 11d8+11
(60 hp), Init +3 (Dex), Spd: 20 ft., climb 20 ft.,
AC: 15 (-2 size,
+3 Dex, +4 natural), Attacks: 1 bite at +13 melee for
1d8+10 damage,
Face/Reach: 15 ft. by 15 ft. (coiled)/10 ft., Saves;
Fort +8, Ref
+10, Will +4, Str 25, Dex 17, Con -, Int -, Wis 12, Cha 2,
Balance +11,
Climb +18, Hide +3, Listen +9, Spot +9. Special:
Improved Grab
(if it succeeds on a bite attack, it can constrict
automatically),
Constrict (can constrict up to Large size foes for
1d8+10 damage
/ round) and Scent (see core rulebook III p. 10).]
Either version attacks as the caster directs, and if reduced
to zero hit points fall immediately into the dust from which they were made.
Being constructs of sand, stone and earth, these creations are immune
to many forms of attack, including mind-influencing effects, poisons, sleep,
paralysis, stunning, disease, death effects or necromantic effects.
They are not subject to critical hits, subdual damage, ability damage
or drain or energy drain. They are
not at risk of death from massive damage, but when they reach 0 hit points,
they are destroyed, making them like constructs in that regard as well. They do not heal naturally, nor can traditional
healing magic repair them or restore their lives if slain. Both varieties of sand serpent have 60-ft.
range Darkvision.
Material
Components: A handful of sand or gravel that has steeped for a night
in snakes blood and then been dried. Sand
is either shaken out into small streams, which become vipers as they hit the
ground, or is poured out in one long stream to form a huge constrictor.
If tiny pebbles of gravel are used, they are thrown semi-randomly to
the ground and ‘hatch’ into vipers, or arranged in a curving line pattern
that fuses into a constrictor.