You summon an ancient creature of Raleigh from the deepest trenches of the ocean. You draw a circle with a radius of 5 feet. While you cast the spell neither you nor any other creature can enter the area of the spell. A creature that teleports inside the area is repelled and takes 1d10 force damage. After casting the spell, the summoned creature of Raleigh emerges within the circle. The creature disappears when it drops to 0 hit points or when the spell ends. The creature of Raleigh is friendly to you and your companions for the duration. It takes its own turn and obeys your verbal commands (no action required by you). For the purpose of controlling the creature you do not have to share a common language with it. If you issue no command, the creature of Raleigh will defend itself but take no other actions. If your concentration is broken, the creature of Raleigh does not disappear. Instead, you lose control of the creature and it becomes hostile toward you and your companions. If the creature was summoned as part of a ritual, it is bound by stronger chains of magic. Loosing control of the creature does not turn it hostile toward you or your companions, but it will take actions to defend itself. This might include attacking you or your companions. The creature’s primary goal is to return to the ocean, although any large enough body of water might suffice.
* - (chalk, incense, sea salt)
Level
6th
Casting Time
1 Minute
Ritual
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration
1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect
Comments