Summon Fae Ally
Effect
You summon a fae from the Feywilds of challenge rating 2 or lower; It appears in an unoccupied space that you can see within range. The fae disappears when it drops to 0 hit points or when the spell ends.
The fae is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands you issue to it (no action required) as long as they don't violate its alignment. If you don’t issue any commands to the fae, it defends itself from hostile creatures but otherwise takes no actions. If you know a specific fae in the Feywilds, you may try to summon them directly, but they may make a Charisma save to resist being called.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum challenge rating of your summoned creature increases by 2 for each slot level above 2nd.
Side/Secondary Effects
The spell leaves behind a psychic residue of heightened emotion. Until the next dawn, anyone who passes through the area where the spell was cast has difficulty controlling their impulses.
Manifestation
The spell manifests brief sounds and smells that are reminiscent of the court of the summoned fae: blood, howling winds, pine for the winter court, and sweat, flowers, and sunshine for the summer court, for example.
Material Components
Things that appeal to the type of fae you are attempting to summon, worth at least 100 gold per spell level, are needed for the spell. For some of the darker fae like Hags and Lorelei gathering these materials can be an unenviable task.
Gestures & Ritual
This ritual involves songs and tales in Sylvan, as well as a good amount of flattery for the desired fae.
Related School
Conjuration
Effect Duration
Concentration up to 1 hour
Effect Casting Time
10 minutes
Range
self
Level
2nd
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