Summoning Descriptions (Level 2)
This summoning is the same as the mage spell Speak with Animals.
Darts of Wood
This summoning is similar to the mage spell Magic Missile. A witch gets one 1d4+1 dart per level plus one additional per level after Third.
A witch can call forth a minor earth spirit which appears as a short, humanoid conglomeration of rocks and soil. The 3½ foot tall creatures have 2d4 Hit Points and 1d4 Evasion Point, with an Armor Class of 8. The EarthSprites are totally unaffected by blunt or impaling weapons. The ‘Sprites can lift up to 100 pounds.
Because of their slow speed, EarthSprites are not terribly effective in combat. They can only attack an opponent by surprise or if boxed in a corner; in these cases they attack as a Second Level fighter and do 1d10 points of damage.
These entities are more useful for their ability to extrude portions of themselves into small openings, crevices, and cracks and gradually fracture objects with applied pressure. This can weaken buttresses, jam doors, break bars from their housings, etc.
Minor Disguise can change the appearance of a person by making them seem as much as a foot taller/shorter, fifty pounds lighter/heavier, alter skin color, shift facial features, etc. Unfortunately, this summoning is relatively limited in its effect and is best used in dim surroundings, mist, or at a distance. Under good visual conditions, the disguise is easily penetrated.
|Duration||Twenty minutes per level on others; 12 hours plus one hour per level of the witch|
By summoning calming spirits which will soothe angry animals within a 50 foot vicinity. For the duration of this summoning the witch may perform no other activity, except walking slowly.
|Duration||Ten minutes per level|
|Range||Fifty foot radius|
Savior I (Wilderness)
A witch in the wilderness can summon 2d6 small animals of helpful demeanor. These creatures tend to be common woodland animals, such as chipmunks, squirrels, and small birds. The animals arrive in 1d10 melees.
With this summoning, a witch can control bodily functions—slow heart rate, reduce respiration, modulate temperature and pupil dilation, etc. With these abilities, a witch can appear dead or unconscious, slow metabolism to conserve oxygen, food or water, even regulate healing and blood loss.
When using the healing or blood flow controlling aspects, the witch is near comatose, but healing rate is tripled and blood loss can be reduced to one blood point every three hours. A more modest use doubles the normal length of time a witch may hold her breath. Poison can also be slowed with this summoning.
|Duration||See above, and 1 day per level after Third for effects requiring a coma|
A WaterSprite is a two foot tall, vaguely humanoid creature which leaves a trail of water behind it when it moves. They resemble the color of the water from which they are summoned; if called from sea water, they are clear green-blue in color and make the sound of waves climbing a beach.
WaterSprites have 2-3 Hit Points and 1d8 Evasion Point, with an Armor Class of 8. Edged weapons do only 1 point of damage and cannot critical, and impaling weapons do no damage. They attack with a blinding spray of water or a suffocating glove of water. Any opponent under six feet must save versus Dexterity on 4d6 or be blinded by spray 1-2 melees. If it blinds an opponent, it can suffocate. It suffocates an opponent by throwing a globe of “viscous” water about the head of its victim. It takes four successive To Hit rolls for the ‘Sprite to make an opponent go unconscious and by the sixth melee die. After the first melee, the ‘Sprite has a cumulative +1 bonus to hit, and the Dexterity of the victim is not counted.
During the suffocation attack, the victim is at -2 To Hit.
|Saving Throw||See above|
|Ingredient||A source of water|