This spell can only be cast in a natural body of water, where you unleash the power of the natural world by letting the food chain run its course. You summon a primal spirit that takes the form of a bait worm which appears in an unoccupied space that you can see within range. The worm is a Tiny Beast with AC 6, 1 hit point, a 2 (−4) in every ability score, a swimming speed of 10 feet, and it has the following trait:
- Fish Bait. When the worm dies, a knucklehead trout with the following trait magically appears in its space:
- Dolphin Bait. When the trout dies, a dolphin with the following trait magically appears in its space:
- Shark Bait. When the dolphin dies, a hunter shark with the following trait magically appears in its space:
- Whale Bait. When the shark dies, a killer whale with the following trait magically appears in its space:
- Shark Bait. When the dolphin dies, a hunter shark with the following trait magically appears in its space:
- Dolphin Bait. When the trout dies, a dolphin with the following trait magically appears in its space:
Roll initiative for the worm, which has its own turns. Any creature summoned as a result of this spell disappears when it drops to 0 hit points (which triggers the special trait described above) or when the spell ends (which doesn't). The summoned creatures aren't under your control, and act on the worm's initiative. The worm, dolphin, and whale defend themselves against attackers; the trout, shark, and kraken are hostile toward all creatures, including you.
If you stop concentrating on the spell before it reaches its full duration, the summoned creature doesn’t disappear for 1d10 rounds if it still has hit points.
* - (a fishing pole worth at least 1 sp)Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/11/2023 5:52:03 PM
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8
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0
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1.0
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Coming Soon
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2/11/2023 6:08:57 PM
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9
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0
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1.1
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Coming Soon
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2/11/2023 6:11:20 PM
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12
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0
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1.2
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Coming Soon
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