
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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