Evocation for Divine Assistance or Supplication
* This Spell brings to the table the prospect of a wealth of DM ideas in the guise of an emergency get out of trouble quick spell in extreme situations where the choices are bad and player actions take a decided left from what the DM has prepared for.
With this spell the Spell Caster provides a ritualistic offering to hopefully gain the favor of the gods relative to his / her/ or its Alignment and ruling over the particular terrain of the appropriate area. The creatures / beings responding to this spell (if any) reside within 8 miles of the Spell Caster and will arrive in 1 to 8 days (as the gods sends them).
Clerics:
Blood Domain -- Requires Blood Sacrifices (Willing) gets a plus to chances of success. id4 beings / creatures are sent such as Minotaur's; 1D8 Chaotic or Evil Cultists with 1 Squad Leader in command are sent to help, or 1D4 Lower Level or Hit Die beings /creatures are sent. (Unwilling) -- The ritual Fails.
Death, Death, Domain -- The Undead, Skeletons; Ghasts, Ghosts; Ghouls, Wraiths; or Weights.
Life Domain -- Good Aligned Light Infantry Soldiers;
Moon Domain -- Unicorns; Level 1 to 3 Sylven Elven, Eldarin Elven, or Level 1 to 3 Dwarven.
Nature Domain -- Panthers, Wolves, Level 1 to 3 Human Fighters, High Elves, or appropriate Sorcerers / Sorceresses of roughly equal power.
Night Domain -- Foxes; any Night Creatures; Dark Elves; Faeries; Leopards; or Shadows or Shades.
Order Domain -- Level 1 to 3 Paladins.
Peace Domain -- Level 1 to 3 Paladins; or 1 Avatar.
Trickery Domain -- The illusion of 1D6 Fighters.
Twilight Domain -- Weights; Wraiths; or 1D6 Level 1 to 3 Fighters.
War Domain -- 1D8 War Hounds or 1D8 level light infantry patrol or 1 to 3 fighters or archers.
Druids:
Circle of Dreams -- Causes a brief sleep or stupor (Morphia) for 1D6 rounds. While in this state, Morphia mat sent 1D4 Nightmares to affect the enemies sleep; or 1D4 Lesser creatures / beasts 1 to 4 Hit Dice; or 1D6 Light Footmen (Any one Race). Alternately A Dream Warden Might be Sent. All characters subjected to these encounters, may respond accordingly and use Psionics if available.
Circle of Stars -- This is related to the Realms of the Stars or Spelljammers, using the lower Hit Die creatures from the Cthulhu (i.e.,. the Bybee), the Nehwan Mythology low Hit Die creatures or Races such as the Kalman from the Deities and Demigods Reference Supplement, or a lower Hit Die creature or Race based upon the Space Based setting from the Spelljammers Set.
Circle of the Blighted -- (much like the Cleric's Death or Death Domain) in that, Undead Skeletons; Ghasts; Ghosts; Ghouls; Wraiths; or Weights.
Circle of the Land -- This version of this spell is somewhat more difficult to enact. It requires some spilt blood sacrificed by the Spell Caster to enact. The Focus of this spell rests in gaining the favor / aid of Ancient Elemental gods to gain their favor in dire circumstances. In response, if so determined (only a 12% chance), lower level elementals of the appropriate type are sent. One Example comes from "Hercules, The Legendary Journeys" TV show, wherein the Greek Mythological Earth Mother (I forget her name now; but it was not Gaea) helped her son (a Giant) that healed every time he touched thew Earth. Hercules defeated this Giant (an Earth Elemental) by killing him and placing his corpse in the top of a tree beyond Earth's easy reach. Similar help might be possible here.
Circle of the Land -- Any lower Hit Die Earth Elementals; Local beings / creatures of the Land; or possibly Treants, or Plant -Based Creatures as appropriate.
Circle of the Land (Arctic) -- this offers the act of desperation assistance from the gods of Winter; Cold; and Ice. Assistance from these gods might come as Snow Men or Snow-Bases Creatures; Ice Elementals; Local Typical Lower Level 1 to 3 or the Hit Die Equivalent; or 1D8, 1 to 7 Light Infantrymen and 1 Squad Leader to Command.
Circle of the Land (Coast) -- may include such respondents (if this call is answered) as amphibious beings / creatures like Mermen / Mermaids; 1D8 Deep Dwarves or Deep Gnomes with 1 Squad Leader in command, Sea Serpents; or Sea-Based beings / creatures including such as Hippocampi; Octopi; Squids; Dolphins or Proposes.
Circle of the Land (Desert) -- Lesser Lower Level or Hit Die beings / creatures; Sun Bleached Skeletons; Fresh Corpses; Scorpions, Scarabs; Mummies; Arab / Egyptian / Israeli / Nomadic 1D8 Level 1 to 3 Light Infantry or Light Cavalry with 1 Squad Leader arrive to help.
Circle of the Land (Forest) -- might be 1D8 Light Infantry Men or Light Horse Men with 1 Squad Leader; lesser (Lower Hit Hie) Treants; Wolves; 1D8 Foresters with 1 Leader; 1D8 Were Creatures Level 1 to 3 or Lower Hit Dice; or Sylven Glenn or Feywild: 1D8 Elven (Eldarin, High Elven, or Half Elven), or Satyrs may arrive, with 1 Squad Leader, but never any Sylven, Light Infantry, or Elven Archers with 1 Squad Leader (a Patrol) or forces on the move; Amazons are never used. They are too wild and love their freedom and individuality to much to serve. Rebellious.
Circle of the Land (Grassland) -- 1D8 Light Infantry Men Level 1 to 3, with 1 Squad Leader; Ankhegs; Stags; 1D8 Centaurs Level 1 to 3, with 1 Squad Leader. Amazons are never used. (Please see above).
Circle of the Land (Mountain) -- a Squad of 1D8 Dwarves Hill or Mountain (As Appropriate) arrive with 1 Squad Leader. Lower Level / Hit Die beings / creatures may be sent (if deemed warranted) and will come from one Race or Species of a Lower Level / Hit Die species local to these mountains or existing caves or cavern system.
Circle of the Land (Swamp) -- Beings / Creatures summoned / sent might include Bullywuggs; Lizard Men; 1D8 Light Footmen with 1 Squad Leader Swamp Raiders / Bandits; Lizard Men; Some other beings / creatures of one Race or Species of 1 to 3 Levels or Hit Dice. 1 Swamp Hind or Witch might alternatively be possible.
Circle of the Land (Underdark) -- This Version of this Spill is somewhat difficult to use, as the typical god of the Underdark is Lolth with some intervention by way of their realms / spheres of respective influence, these gods are Hades; Hel; Hera; and gods of the beings or creatures that dwell in the Earth or their counterparts in other lands. The beings / creatures summoned / sent might include a patrol of 1D8 Dark Elves or Derro-Dwarves with 1 Squad Leader; Driders; one or more Purple Worms; Burrowing creatures; or other Low er Level or Hit Die beings / creatures.
Circle of the Moon -- 1D6 Moon Cows; 1D6 Pegasus; 1D8 Sylven Elves Light Infantry or Archers with i Squad Leader.
Paladin (Oath of Devotion) -- 1D5 Paladin Reinforcements plus 1 Squad Leader.
Paladin (Oath of the Ancients) -- 1 Lawful Good Naga Guardian (Same as a regular Naga, except for the alignment); 1D4 lesser Cthulhu beings / creatures from the Deities and Demigods Sourcebook.
Paladin (Oath of the Open Sea) -- Up to 1D8 lower Level or Hit Dice beings / creatures including 1 Squad Leader, Pirates, Sea-Based Beings; 1/2D6 Hippocampi; 1D8 Mermen or Mermaids; or the equivalent.
Paladin (Oath of the Watchers) -- 1D3 Watchers; 1d6 Angels including 1 Head Angel; 1D6 Humanoid Angels including 1 Leader; 1 large White Dove carrying a spell / miracle from God.
Ranger (Drakewarden) - Up to 2D8 Level 1 to 3 Light Infantry with 2 Squad Leaders are sent; or 1 Trent; 1D3 Gryphons; 1D8 Hypogriphs, with 1 leader.
Ranger (Fey Wanderer) -- 1 to 3 Satyrs are sent; Levels 1 to 3, or up to1D8 Sylven Elves, Eldarin Elves, half Elves including 1 Squad Leader; or 3D8 Wood Elves including 3 Squad Leaders.
Ranger (Gloom Stalker) -- Up to 1D8 Skeletons including 1 Squad Leader (in name only, only remembers the assign mission and leads their attacks.
Ranger (Horizon Walker) -- Up to 1D8 Sun Elves Levels 1 to 3, including 1 Squad Leader (Archers with i Great Sword Leader).
Rogue (Arcane Trickster) -- An illusion --- Up to 1D8 of any type of local forces by type or Race with 1 Squad Leader are sent to help or as a distraction.
Sorcerer / Sorceress (Divine Soul) -- 1 to 3 Angels with 1 Senior Angel Leader; 1D4 Cherubim; 1D6 forces of the appropriate deity are sent to help; 1 Lower Level or Hit Dice being / creature is sent as a representative of the deity receiving the request.
Sorcerer / Sorceress (Lunar Sorcery) -- Similar to the Cleric (Moon Domain) or Druid (Circle of the Moon); the DM may refer to either for this spell.
Sorcerer / Sorceress (Shadow Magic) -- A response from this spell calls upon the gods of Shadow and if this spell works, may call forth Lower Level or Hit Dice beings / creatures from the Realm of Shadow, such as 1D6 Shadow Demons (No Squad Leader involved -- are too Chaotic, Quarrelsome, Self-Interested, and Self-Serving to follow any but the orders put directly to each Shadow Demon). Other beings or creatures might otherwise be sent.
Sorcerer / Sorceress (Wild Magic) -- In as much Wild Magic can be wild and free, governed by nature and need, this Supplication is lain before the gods and forces of nature, life, and survival (including Artimis and Pan). Responses that may result include a choice between a Zephyr; 1D6 Satyrs with 1 Leader; 1D8 Sisters oft he Wild Hunt with 1 Leader; The Golden Hind; 1D8 Elven (Soldiers / Mischief Makers / or Archers) (Sylven, Eldarin, High Elven, or Wood Elves) with 1 Squad Leader or Leader to command them; or 1D8 Imps.
Warlock / Witch (Wizard -- the Witches' Counterpart) The Archfey) -- (Similar to the Wild Magic Selection from Above), except each possible form of help (where possible) is cut in half. And in extreme situations 1 lesser divine being might be sent as a representative to evaluate the need and the Casting Character's Faith and to command the resources. Sometimes a Succubus or Incubus will be sent to evaluate or tempt the Supplicant first, before deciding weather or not to provide the requested aid,
Warlock / Witch (Wizard) Celestial -- Calls forth the aid from the Celestian. If Warranted, Needed, and Deserved, aid may take the form of an Avatar; Illandra (the Far Wanderer); or 1D8 Winged Female Warriors (Similar to the Valkyrie) but without any horses as the Celestian provides their wings for travel)
Warlock / Witch (Wizard) The Fathomless -- This version of this Spell has to do with beings / Creatures from the Depths; the Briny Deep; the Depths of Space; the Great Beyond the Supplication for aid is from a being or person in need within one extreme in place. I.e., Sea; Space; the Outer Void (where the Ancient gods or Old Ones were banished before the Dawn of Time; Or Some Other such extreme like the upper, lower, or middle planes. All though help is almost always unavailable or not given, if the frantic request for aid falls on a friendly or receptive ear, most often a sentinel or representative of the immediate plain or realm is sent to either retrieve the supplicant and to return him / her / or it back to their home realm or alternatively, to mercifully put them out of their misery. Failing this, if such help cannot help, the Spell Caster is either left to their own devices (good, bad, or indifferent) or in extreme cases, Squad of 1D8 beings from the immediate area or the equivalent Lever or Hit Dice creatures from the same will be sent to help or to rescue this Spell Caster.
Warlock / Witch (Wizard) The Fiend -- Requests for help herein are often ignored. These supplications come from "the pits," or "Hell" or possibly the "Abyss" where only the Damned reside. Anyone foolish to venture herein most often deserves their fate. But in extreme circumstances, wherein the trespassers are trying to do some good, 1D8 beings / creatures or the like inhabitants are sent as an aid or to rescue the Spell Caster. Sometimes a Succubus or Incubus will be sent to evaluate or tempt the Supplicant first, before deciding weather or not to provide the requested aid,
Warlock / Witch (Wizard) The Genie -- This aid may arrive from any source where the Spell Caster is imperiled outside of their own native realm. A deity on any of its followers behalf can send some help to the Spell Casting Supplicant. Such help will be beings / creatures native to the deities' sphere of control but will be of a form a Genie might invoke or provide. If a Genie is sent, it will be a Genie whom has earned its freedom or in rare cases, an Efreet. In such cases, the Genie or Efreet will not be bound to the Spell Caster; or a bottle; or to any other such device. And they will usually not grant wishes beyond completing their task, so wills the Great Haji.
Warlock / Witch (Wizard) The Great Old One -- Similar to Paladin (Oath of the Ancients), Assistance might take the form of lesser beings / creatures sent from the Outer Void from the Cthulhu Mythos from the Deities and Demigods Sourcebook.
Warlock / Witch (Wizard) The Undead -- With this version of this Spell, the Lords of the Dead receive a Supplication from the Spell Caster for the second most formidable aid they can provide. If worthy and if the need is great, the gods of the Underworld can answer by sending up to 1D8 Dead Soldiers; Zombies; Ghosts; Wraiths; or other Dead to help with 1 Squad Leader of Levels 1 to 3; The walking Dead will serve to aid the Spell Caster in need. If these beings / creatures are deemed insufficient to the task, 1D8 Lesser Demons or Lesser Devils will be sent.
Warlock / Witch (Wizard) The Undying -- this Spell requests the Greatest of the Blessings Bestowed by the gods of Death and can only be given with the blessing of a greater god (such as Zeus), With this Spell, 1D5 Vampires with one Vampire Lord or other (Undying Non-Immortals) will be sent, or Death will be suspended for the Spell Caster until the head is removed from the body or the danger is past. Then, Nature will take its normal course. Alternately, Cerebus or 1D8 Hell Hounds might be sent with or with out this first remedy.
Wizard Ancient Wizard of the One Power (Aes Sedai) Male (Only), 1D8 Remaining -- all others are dead) and Female -- Male Aes Sedai Untainted -- God May send 1D6 Angels to help if warranted and deserved; 1 to 3 (1/2D6) Seraphim or Cherubim are sent; 1 Humanoid Angel is sent; 1D8 Lesser Angels or 1 to 3 (1/2D6) are sent with 1 Senior Angel to help (performs miracles). Male Aes Sedai (Powers Tainted by Shia Tan) -- This Spell Does Not Work. Female Aes Sedai -- work as for Male Aes Sedai (Pre-Taint) above -- blessed with +2 to AC, Attack / Defensive Hits, and to all Saves. .
Wizard Blood Magic -- This version of this Spell is related to Sacrificial Magic, War Spells and the Realm of Death and the gods thereof. Death and renewal. Hades and Persephone`. The Spell Casters who may use this spell, dabble in the Spirit World; purveyors of War and Doom with the promise of rebirth and creation. The gods who answer these supplications tend to send help in the form of Soldiers of any Humanoid kind up to 1D8 with 1 Squad Leader (Heavy Infantry) who will fight until dead and then rise up as Skeletons to fight again.
Wizard (School of Conjuration) -- With this School, help might come by way of the gods of Magic, if successful. Hel, Hecate or another god of Magic cold send 1D4 Spell Casters plus 1 Senior to command them. Further forces can be summoned or created by way of summoning spells or conjuration. This version of this spell is exempt from the forces progression list per Spell Level near the bottom of this page.
Wizard (School of Enchantment) -- Spell Casters seek help with this Spell through Hecate; Hell; or other gods of Magic. While these gods typically encourage creativity, self reliance, fortitude, and determination so the best offering to these gods when seeking help is to work out their own plan for salvation. If this Blessing is received, the Spell Caster is granted a spell increase 1D6 times in Damage; Effects; Range; or a Saving Throw at a critical moment. Only one benefit is granted, if any. Usually, it is the next spell chosen by the Spell Caster to cast that gains this multiplier. To one main valid rule is that there is always a way to resist; i.e., no over powered omnipotent spells. By way of this spell, the Spell Caster might choose to enchant some item or group of items to serve his and possibly this deities' needs. The nature of the chosen spell and the specifics of this spell must be announced up front as a kind of pause in time for the casting of this chosen spell.
Wizard (School of Evocation) -- By means of this spell, the Spell Caster requests direct intervention by the god directly. As an answer, if one is given, the deity might grant a small boon; send an avatar; or other representative(s) the deity deems equal to the task. Or if the problem is severe enough. this deity might come itself.
Wizard War Wizard -- There are very few War Mages left. But if there is one with great enough need and in desperation, the god of War might send a force Gated to help the Supplicant, but only if he / she / or it is engaged in battle for him / her / or itself. This Force will be up to 3D8 troops of any species / Race / or any creatures of a type of roughly equal challenge rating to help. To this help night be added extra forces as listed below.
All creatures / beings summoned and sent if any, come totally from inhabitants of the particular terrain the player(s) are in. And will only come if; the the Supplication due to genuine desperation and the gods deem this as a necessary request for aid. Otherwise, at best, nothing happens. The Character(s) must handle things for themselves. At worst, divine judgement / retribution occurs. The ritual offering for this spell must be thoughtful and appropriate to the god(s); alignments involved; and request. Aid, if any, may come in any appropriate form.
If the help comes in the form of protectors, please refer to the lists from above. The help is only as suggested, but the equivalent in Hit Dice or Challenge Points in one race or creature type may be substituted by the DM.
For instances calling for forces to assist the supplicant, This Spell is enhanced by level increments from Character Spell Level 7. As a Level 7 Spell, the results are as listed above.
At Spell Level 8, any troop forces sent will be altered as follows: 1D8 additional soldiers of a type beings / creatures of 1st through 3rd Levels or 1to 3 Hit Dice are summoned per extra Spell Level beyond Level 7, with 1 Squad Leader per 7 Soldiers or Troops or fraction there of.
At Spell Level 9, up to 16 Soldiers (including 2 Squad Leaders) total are sent as 1 Platoon, 1 Lieutenant will Command, per 16 Soldiers / Troops, with up to 2 Squads or the fraction thereof sent (including Squad Leaders).
At Spell Level 17 up to 64 Soldiers or 4 platoons, Spell Level 16 (with the 1 Squad (1D6) added per additional Spell Level, for a total of , or a fraction there of, there will be an additional Commander or the equivalent to command the entire unit.
At Spell Level 33 with up to 8 platoons, or 128 Soldiers or the fraction there of, there will be 2 Commanders and 1 Guidon Bearer / Messenger per platoon for a total of 8 platoons. To this, there will be 1Guidon Bearer, 1 Lieutenant Commander and 1 General added
Should advancement of the size of this army warrant it, after an added 32 Spell Levels for a total of Spell Level 65, when there are 32 platoons, the platoon structure is more or less the same, except, 1 Standard Bearer will be added along with 2 Generals, a Force Command Bearer, and a Force Commander or a representative of the Lessor god who sent them or alternately this deity might show up instead. In this case, as before, the Standard Bearer acts as the Force Commander's Second with the General now acting as the Second in Command. The Force Command Standard Bearer serves as the rallying point and heads the Base Camp and Command Body Guards' Commander. An additional Flag bearer and musical instruments serve as a National / Kingdom Symbol and plays marching and command signals for the troops in conflicts.
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