As you complete this ritual, several medium creatures, between 1 and 5, appear within 10 feet of you. You can only summon small, medium or large creatures with this spell. These creatures are spirits that assumes the form of a creature of your choice so long as you have seen it and it is of your CR or below. The creature has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) in addition to its normal type. Additionally, if the creature has an Intelligence less than 10, its Intelligence becomes 10, and it gains the ability to understand and speak one language of your choice that you speak.
When the creatures created by this spell appear the spirits that they are formed from become the form determined by the caster. These spirits become living entities with their own thoughts, feeling, and even their own, newly created, souls.
Even the created creature’s appearance can be in part determined by the caster. You decide what the creature will look like, including height, weight, facial features, sound of their voice, hair length, coloration, and distinguishing characteristics, if any. If the creature being created is bipedal, you can't use this spell to make them quadrupedal, and vice versa. You cannot use this spell to create undead and most forms of constructs, excluding warforged. You may choose to have the creatures created be wearing mundane clothes with an appearance of your choice upon their creation.
You may bestow abilities upon these creature that they wouldn’t otherwise have. For example, you humans with troll’s regeneration, or the ability to breath underwater. However, in order to do this, you require a piece of a creature that had that ability at the time the piece was taken, that material must be fresh. Casting gentle repose on a fresh material, to keep it fresh, works for the purposes of this spell.
The created creatures regard you, the caster, as a trusted friend. These creatures are inclined to accompany the caster to almost any place. However, these creatures do have a sense of self preservation, and will not actively comply with any action they decide could be a danger to their life. For example, they will not willingly walk off a cliff, go to certain planes of existence, or otherwise endanger their own life within reason. Each created creature can attack and will defend themselves, if able. Each creature can perform any task a normal human could perform, if their form allows for it.
For every creature that is made by this spell the material cost of this spell is increased. 1 creature 1 platinum coin, 2 creatures 2 platinum coins, three creatures 4 platinum coins, and so on. The cost of this spell is also affected by the size of the creature, no bigger than large.
Creatures of medium size and below have the same material cost, but the cost is doubled for creatures of size large. You may even make creatures that are normally of a smaller size bigger, up to large. This also works in reverse to some degree. For example, large creatures can be made medium this way. You can create a creature that would normally be huge by reducing its size. Changes in any of the created creatures’ size cannot be greater than two size categories greater or less than what their “normal form” would be. Normal form is defined as the average size of the race they appear to be, if they appear to be of any known race.
Size is set as part of the ritual before the creatures have been created. Increasing or decreasing a creature’s size when creating them with this spell can affect how many creatures you can create with this spell. The base limit for the number of creatures you can create with a single casting of this spell is five. Medium creatures take one slot, small creatures take ½ of one slot, large creatures require 2 slots, and so on. For example, if you only make small creature the max you can summon is 10. The more you reduce the size of the creatures the more of them you can make.
You may bestow up to 5 levels of experience to each creature you create, however, the source of that experience is you, you must sacrifice your own experience in order to empower your creations. If you wish to give your creations class levels, you must source the experience from a sufficiently powerful being of that class. (You must have the caster touch someone of that class.) The creature with the class levels that is losing their experience must be willing for the spell to have an effect.
When created each creature can gain experience of their own. Each creature gains an alignment of the caster’s choice, but their starting alignment must always be in part neutral. Therefore, the creature created can be true neutral, chaotic neutral, neutral good, and so on. The creatures created by this spell have the same requirements to live as the creature whose form they are given, the need to eat, to breath be it water or air, and so on. They can learn new things as well.
You have an instinctive bond with your created creatures that allows you to fight as a seamless team. While within 100 feet of any of your creatures created by this spell, you can make any spell you cast that targets only you also target you’re the creatures created by this spell. While your creatures are within 1 mile of you, you can communicate with them telepathically.
When the created creature drops to 0 Hit Points, the creature disappears, leaving behind no trace. If the caster has an orb of crystal worth between 100-500 GP on their person, or in an extra-dimensional storage space that is on their person, when a creature the caster created with this spell dies the spirit flows into that crystal. If multiple of the caster’s creatures, created by this spell, die the spirits all flow into the same crystal, each crystal can hold one spirit for every 100 GP the crystal orb is worth. You may use this orb multiple times, should you choose to summon the spirits one at a time, you may also choose to increase the creatures level when re summoning them, the maximum level any creature created by this spell can be created as or brought up to is level 5.
Casting this spell again can re summon a creature previously created by this spell from the same caster. To do so requires the soul of the created creature. Upon its re summoning it appears within 10 feet of the caster at full health.
You may choose to summon new creatures instead of changing a previously created creature. However, using the orb containing the soul of a dead creature created by this spell will always result in that creature being revived.
You may choose to change the level of a creature that is being revived via this spell. You may reduce that creatures’ level to zero, however you may not increase its level to more than 5. When reducing the level of a creature during the process of reviving it via this spell the caster must have a place to store those levels the creature is losing. This experience can be transferred to another creature that the caster is touching or can be given to a new creature being created alongside the creature being revived.
You may use the orb as part of a resurrection spell in order to bring back the creature. However, if this is done the creature is no longer bound to you and is free to be its own person. If the creature dies after being resurrected, not by use of this spell, that creature’s soul departs for the afterlife. This creature can be raised from the dead as normal.
If you the caster dies, all creature you have created by this spell are set free.
After casting this spell, you gain 5 levels of exhaustion. You decide whether to give class levels to any of the creatures you summon with this spell.
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11/10/2019 12:28:48 AM
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