Summon Spirit

Necromancy
Level: Sor/Wiz 4
Components: V, M
Casting Time: 10 minutes
Range: Close
Effect: Question a spirit
Duration: 1 round/level
Saving Throw: Will may negate (see text)
Spell Resistance: Yes

This spell allows you to raise up the spirit of a dead human or demihuman with 10 yards, which may answer questions put to it by those present at the summoning. Of course, the questioners must speak the same language as the dead creature. Summoning a dead spirit is far from a certain or trouble-free enterprise. The base chance that a spirit will answer the summons is 50% + 1% for each experience level of you casting the spell. This chance of success also depends on your authority in the spirit world, the length of time the subject has been dead, and the specific time of day during the casting (see the table below).

Regardless of actual penalties or bonuses, the chance of success never drops below 5% or rises above 95%. If the spell fails, there is always the chance that the summoning will attract the attention of some other (potentially hostile) spirit or undead creature, either from the netherworld or the general vicinity of the caster. The chances of summoning a malicious undead are 5%, cumulative with every failed attempt by the same caster. Note that this spell in no way protects you (or those present at the casting) from the attacks of inadvertently summoned undead.

If the summoning is successful, the desired spirit slowly rises from the ground before you. The spirit's willingness to answer questions will first determine the effectiveness of the spell. If the spirit is of a different alignment than you or formerly had more hit dice than your current level of experience, the shade is entitled to a Will saving throw to resist the interrogation.

Provided that the spirit is agreeable, it can answer one question for every three caster levels you have. Summoned spirits tend to be evasive and cryptic. In general, their knowledge is limited to what they knew while alive. A spirit may also be called upon to answer specific questions about the near future, regarding actions undertaken before the next nightfall. Questions and predictions about future events are subject to the same conditions and limitations as the priest spell augury.

This spell requires a shallow pit filled with the blood from a slaughtered ram. The pit opens a symbolic link with the netherworld, while the blood serves to lure a spirit back into the world of the living. Note that the blood may also attract hostile undead (if the summoning fails). The DM may care to modify this spell so that it always summons a host of spirits (numbering 1–20) who must be individually questioned and placated before the desired shade arrives. The DM may also care to increase the chances of summoning a hostile undead (even if the spell succeeds) to reflect the caster's location and the tone of the campaign. Obviously, calling a beneficial spirit near the burial mound of a wraith may bring both creatures to investigate the unusual summons.

Modifier Condition
+5% Caster is a necromancer
+5% Caster has spirit lore proficiency
+10% Caster is a member of the Witch kit
None Subject dead for up to 1 week
–5% Subject dead for up to 1 month
–10% Subject dead for up to 1 year
–15% Subject dead for up to 10 years
–20% Subject dead for up to 100 years
–30% Subject dead for up to 1000 years
–50% Subject dead 1000 years +
–25% Spell cast by day
None Spell cast at night
+10% Spell cast at full moon
+25% cast on a holy day associated with the dead
+10% Ancestor present at summoning
–10% Spirit previously summoned within the same month

Magic in Inzeladun | Spells of Inzeladun, conversions and originals

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