This spell allows the caster to summon the Wild Hunt to hunt down another being. This spell is very dangerous for the caster, as well as being uncertain in effect. When the caster completes the spell, the Wild Hunt arrives in 1d4 rounds. When the Hunt arrives, the caster must make a charisma check. If it succeeds, the caster has convinced the Master of the Hunt that the target of the spell is worth the effort of hunting. If the check fails, the caster must make a second charisma check. If it succeeds, the Hunt simply disappears, returning to its home. If it fails, the caster has angered the Master, and the caster becomes the object of the Hunt, immediately succumbing to all the affects.
There are some bonuses to the initial charisma check. First, if the enemy to be hunted has harmed nature, there is a +1 to +5 bonus, depending on the severity and scope of the harm. Second, if the target has harmed the caster irreparably, they have advantage. Other bonuses or penalties may apply at the DM's discretion.
If the Master accepts the hunt, the Wild Hunt must next attempt to pick up the scent of its prey. This takes 2d4 hours. To pick up the scent, the Hunt must have been summoned within 30 miles of a place the target has been before. Even if the Hunt sets out to track the target, the hunt is still uncertain. There is a 15% chance that the Hunt becomes distracted by some other being while it is attempting to pick up the scent of the prey. In this case, it chases some random being for 2d4 days, then returns to the Stalking Grounds.
If the Hunt is not distracted, then it picks up the scent. When this happens, the target, wherever he or she is, must make a wis save at disadvantage. If the save fails, the quarry is stricken by a magical fear. The quarry has no other desire but to flee the Hunt, which he or she knows is pursuing. If the first save is successful, the quarry has no idea the Hunt is on his or her scent until they are actually seen, at which time another save at disadvantage must be made, with identical results if it fails. If a prey fails a saving throw, and runs in fear, then they are entitled to another save once per day, with no modifiers. If they succeed, they can stop running, and do whatever they want to. Most keep running. If they fail, they are still affected by the fear.
The Hunt always takes 2d4 days to reach the quarry. However fast the quarry moves, the Hunt moves a little faster. Once they sight their prey, their actions depend on the orders of the spellcaster who summoned them. If they were commanded to simply pursue, they will chase the being until they reach the boundary the caster set. If they have been commanded to destroy their prey, on the other hand, they will attack, using all the ferocity at their command. They will not rest until the prey is destroyed. If all the hounds, huntsmen, and the Master are killed, then the Hunt will return to the place they were destroyed in one hour, completely regenerated, and continue the chase. If they kill their quarry, then they disappear, returning to their place on the Outlands.
There is only one known way of losing the Hunt. The quarry must change planes. If they do so, they can make a Wisdom save, with disadvantage. If it succeeds, the Hunt is thrown off the scent, and returns to the Outlands. If it fails, the Hunt is able to continue tracking the creature. The Hunt will search about the area the quarry disappeared for 1d4 hours, and then will shift planes en masse to the quarry's point of arrival on the other plane. Note a being cannot enter Sigil. The Lady of Pain does not want the Hunt tearing through the streets, and bans entry to the Hunt and its prey. All portals to Sigil do not function for a being pursued by the Hunt. Finally, note that while affected by the fear effect, a caster cannot cast spells. Thus, various planeshifting spells are not castable until after the caster shakes off the effect. However, being told that changing planes is a way of losing the Hunt grants the caster an immediate saving throw to shake off the fear.
To cast the spell, the caster reads the list of things the target has done, then launches into a long speech as to why the target should be either hounded out of a certain region, or why the target should be hunted to his or her death. At the end of the hour, the caster must blow a hunting call on the horn. Within 1d4 rounds, the Hunt arrives. If the caster convinces the Master to go after the target, the Master will then offer to let the caster accompany them. He or she then has a choice as to what to do. If the caster chooses not to accompany the Hunt, nothing bad happens. The Master asks for the hunting horn, which the caster must give to him, and an indistinct figure, wrapped in the cloak the caster supplied, appears on the back of the steed. Then, the whole Hunt rides off, trying to find the target's scent. However, if the caster chooses to join the hunt, there are a few benefits. First, there is only a 5% chance that the Hunt becomes distracted. Secondly, the Hunt only takes 1d4 days to track down the target. Finally, all of the target's saves are made without proficiancy and they get to keep the material components.
There are dangers associated with riding with the Hunt, however. When the Hunt is over, the caster must make a wis save at disadvantage. If the caster fails, then he or she disappears along with the hunt, to ride with them on their eternal hunt. If the first saving throw fails, there is a 75% chance that the caster returns to his or her world 5d4 years later, much changed. If he or she does not return within this time, then they will never return. If the caster dies while on the track of the target, he or she returns with the rest of the Hunt when they take up the chase. However, if this happens, the caster must save without proficiancy at the end of the chase, or go with the Hunt.
There are some benefits to riding with the Hunt as well. Regardless of whether the caster goes with the Hunt after the chase or not, he or she gains some knowledge of hunting and hunting weapons. The caster gains the non-weapon proficiencies of Animal Handling, Nature, Survival, and the weapon proficiencies of Short Bow and Spear. These proficiencies take up no extra slots, and have no restrictions on their use.
* - (A gold and silver hunting horn worth at least 10,000 gps. A platinum scroll, worth another 10,000 gps, with the list of things the target has done to make him or her worth hunting, must also be procured. A horse of perfect quality must be found. If the caster is evil, the horse must be black. If the caster is good, the horse must be white. If the caster is neutral, the horse must be grey. In all three cases, every hair on the horse's body must be that colour. No other colour can be found, or the spell will fail. Finally, the caster must be wearing a hunting cloak, worth ten times the normal price for a cloak, the colour of the horse.)
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