Summon Spirit

The wizard can use this spell to raise up the spirit of a dead human or demi-human, which may then answer questions put to it by those present at the summoning. Of course, the questioners must speak the same language as the dead creature. Extensive preparations are required (see below).

Summoning a dead spirit is far from a certain enterprise. The base chance that a spirit will answer the summons is 50% + 1% for each experience level of the wizard casting the spell. The chance also depends on the authority of the caster in the spirit world, the length of time the subject bas been dead, and the specific time of the casting (see table).

Regardless of actual penalties or bonuses, the chance of success never drops helow 5% or rises above 95%. If the spell fails, the summoning may 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 hy the same caster. The DM may roll on the table for the priest spell, summon undead. Note that this spell in no way protects the wizard 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 the caster. The spirit's willingness to answer questions will first determine the effectiveness of the spell. If the spirit is a different alignment than the caster or formerly bad more Hit Dice than the caster's current level of experience, the shade is allowed a saving throw vs. spell to resist the interrogation.

If the spirit is agreeable, it can answer no more than one question for every three levels of the caster. Summoned spirits tend to he evasive and cryptic when questioned by the living. In general, their knowledge is limited to what they knew while alive. A spirit can 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 may also attract hostile undead (if the summoning fails). The DM might modify this spell so that it always summons a host of spirits (numbering 1-20) who must he individually questioned and placated before the desired shade arrives. The DM might 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.

Notes: Restricted to necromancers and witches; uncommon. Optionally, rare for diviners and very rare for others.

 
Type of Magic
Mage
Spell Level
4th
School
Necromancy (House Titus)
Sphere
Reversible?
No
Range
​30 ft.​
Components

Verbal

Duration
1 round/level ​
Casting Time
​1 turn ​
Area of Effect
1 dead human or demi-human
Saving Throw
Special

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