The caster invokes animal spirits to summon fourth a mundane animal. The caster must be familiar with the animal type and have some material remnant to expend in casting the spell.
Manifestation: Roll 1d4: (1) An egg shimmers into existence, then hatches into the animal summoned; (2) A flash of dark clouds and the animal appears; (3) The animal's skeleton appears first, then organs appear, then muscles knit them together, then skin grows, and the animal appears; (4) animal erupts from the ground fully formed.
Corruption: Roll 1d8: (1) The caster takes on a minor facial trait of the animal he attempted to summon; (2) The caster emits an odor which humanoids find strange, but animals find irresistible; (3-5) Minor Corruption; (6-7) Major Corruption; (8) Greater Corruption.
Misfire: Roll 1d4: (1) The caster inadvertently summons a swarm of aggravating insects; (2) Instead of summoning an animal, the caster inadvertently sends one away: The caster's familiar or the next closest mundane animal vanishes for 1d4 rounds only to return dirty, wet and angry; (3) The caster summons only part of an animal, causing a pile of bloody viscera to appear; (4) The caster correctly summons an animal but incorrectly places it inside a nearby building or terrain feature, or the floor/ground if there is no other nearby feature - the animal dies instantly and its body is difficult to recover now that it is fused with the object.
Roll 1d20 and add your Spellcasting modifier and proficiency bonus: (1) Lost, Failure and roll 1d6: (1) Corruption and Misfire, (2-3) Corruption, (4+) Misfire; (2-11) Lost and Failure; (12-13) The caster summons one mundane animal of 1 CR or less. The animal remains for 1 hour, though it hungers, thirsts, and rests as normal. The animal obeys the caster's commands within normal bounds - suicidal commands or those contrary to its nature have a 50% chance of releasing the animal from service, in which case it returns from where it came; (14-17) The caster summons one mundane animal of CR 2 or less, or two animals of CR 1 or less. The animals remain for up to 1 hour, though they hunger, thirst, and rest as normal. The animals obey the caster's commands within normal bounds - suicidal commands or those contrary to their nature have a 50% chance of releasing the animals from service, in which case they return from whence they came; (18-19) The caster summons one mundane animal of CR 2 or less, or two animals of CR 1 or less. The animals remain for up to 2 hours, though they hunger, thirst, and rest as normal. The animals obey the caster's commands within normal bounds - suicidal commands or those contrary to their nature have a 50% chance of releasing the animals from service, in which they return from whence they came; (20-23) The caster summons one mundane animal of CR 4 or less, two animals of CR 2 or less, or four animals of CR 1 or less. The animals remain for up to 2 hours, though they hunger, thirst, and rest as normal. The animals obey the caster's commands within normal bounds - suicidal commands or those contrary to their nature have a 25% chance of releasing the animal from service, in which case they return from whence they came; (24-27) The caster summons one mundane animal of CR 8 or less, two animals of CR 4 or less, four animals of CR 2 or less, or eight animals of CR 1 or less. The animals remain for up to 2 hours, though they hunger, thirst, and rest as normal. The animals obey the caster's commands within normal bounds - suicidal commands or those contrary to their nature have a 25% chance of releasing the animals from service, in which case they return to whence they came. (28-29) The caster summons one mundane animal of CR 8 or less, two animals of CR 4 or less, four animals of CR 2 or less, or eight animals of CR 1 or less. The animals remain for up to a day, though they hunger, thirst, and rest as normal. The animals obey the caster's commands within normal bounds - suicidal commands or those contrary to their nature have a 10% chance of releasing the animals from service, in which case they return to whence they came; (30-31) The caster summons one mundane animal of CR 16 or less, two animals of CR 8 or less, four animals of CR 4 or less, or eight animals of CR 2 or less. The animals remain for up to a day, though they hunger, thirst, and rest as normal. The animals obey the caster's commands within normal bounds - suicidal commands and those contrary to their nature have a 10% chance of releasing the animals from service, in which case they return to whence they came; (32+) The caster summons a group of mundane animals. All animals need to be of the same type, and the total Challange Rating must be 100 or less. The herd remains for up to a week, though they hunger, thirst, and rest as normal. The animals obey the caster's commands and even undertake suicidal commands or those contrary to their nature.
Minor Corruption: Roll 1d10: (1) The caster develops horrid pustules on his face. These pustules do not heal and impose a -1 penalty to Carisma; (2) The caster's skin on one random portion of their body appears to melt. Like wax, it flows and reforms into odd puddles and shapes. This is an ongoing, constant motion that itches constantly and repulses others; (3) One of the character's legs grows a number of inches equal to a roll of 1d6, loosing 5 feet of movement; (4) Roll 1d4, the caster's eyes: (1) glow an unearthly color, (2) gain light sensitivity (-1 to all rolls in daylight or any similar effects), (3) gains 60 feet of Darkvision, (4) become large and unblinking, like a fish; (5) The caster develops painful lesions on his chest and legs and open sores on his hands and feet that do not heal; (6) Roll 1d6, the caster's ears: (1-2) become pointed, (3) fall off but they can still hear as normal, (4) enlarge and look like an elephant's, (5-6) shrivel and fold back; (7) The caster constantly shakes and cannot remain silent due to chattering teeth, gaining disadvantage on Dexterity and Charisma based rolls; (8) The caster's facial appearance is permanently disfigured according to the magic that was summoned. If fire magic was used, their eyebrows are scorched and his skin glows red, if cold magic was used, his skin is pasty white, and his lips are blue. If ambiguous magic was used, his appearance grows gaunt and permanently loses 5 pounds; (9) Roll 1d4, the caster's hair: (1) turns bone white, (2) turns pitch black, (3) falls out completely, (4) sticks straight up; (10) The caster passes out. He is unconscious for 1d6 hours or until awakened by vigorous means.
Major Corruption: Roll 1d10: (1) The caster slowly weakens over 1d4 months, suffering a -1 penalty to Strength for each month; (2) A duplicate of the caster's face grows on their back. It can be operated independently; (3) The caster loses 2d10 pounds in one month and suffers a -1 penalty to Constitution; (4) The caster gains 6d12 pounds in one month. The weight gain imposes a -1 penalty to Dexterity, and the caster's speed is reduced by 5 feet; (5) The caster crackles with energy of a type associated with the spells he mostly has; (6) The caster's height changes by 1d20-10 inches. There is no change in weight, the caster's body grows fatter or thinner depending on the change; (7) Roll 1d4, the caster's: (1) fingers elongate into claws, making unarmed strikes with his hands deal 1d6 slashing damage instead, (2-3) feet become hooves, (4) legs become goatlike; (8) Roll 1d10, the caster's skin turns: (1) albino, (2) pitch black, (3) clear, (4) shimmery, (5) deep blue, (6) Malevolent yellow, (7) ashen and pallid, (8) Textured and colored like a fish, (9) hairy with thick, bear-like fur, (10) scaly like a reptilian; (9) Small horns grow from the caster's forehead. This appears as a ridge-like, simian forehead for the first month, then buds for the second moth, goat horns after the third month, and finally, bull horns after six months; (10) The caster's tongue forks, and their nostrils narrow to slits. The caster is able to smell with his tongue like a snake.
Greater Corruption: Roll 1d10: (1) A sliver of soul energy is claimed by a demon lord. The caster experiences unearthly pain, suffering 3d6 damage, a permanent -2 to all ability scores, and a permanent disadvantage to all skill checks; (2) The caster's flesh falls off in zombie-like chunks. The caster loses 1d4 HP per day. Only magical healing can stave off the decay; (3) The caster's head becomes bestial in a painful overnight transformation. Roll 1d6: (1) snake, (2) goat, (3) bull, (4) rat, (5) Insect, (6) fish; (4) The caster's limbs are replaced by suckered tentacles. One limb is replaced at random each month for four months. At the end of the four months, it is impossible to hide the caster's inhuman nature; (5) Small tentacles grow around the caster's mouth and ears. The tentacles are maggot-sized at first but grow at a rate of 1" per month to a mature length of 1'; (6) Third Eye. Roll 1d4 for location: (1) middle of forehead, (2) palm of hand, (3) chest, (4) Back of head; (7) Fingers on one hand fuse while the thumb enlarges. After one week, the hand has transformed into a crab claw. The caster gains an unarmed strike for 1d6 damage and can no longer grasp normal weapons and objects; (8) The caster grows a tail over 1d6+1 days. Roll 1d6: (1) scorpion tail that can attack for 1d4 piercing damage plus poison (DC 10 Constitution save), (2) scaly snake tail, (3) forked demon tail (+1 bonus to Dexterity), (4) fleshy tail ending in a usable third hand, (5) fused cartilaginous links ending in spiked stump that can attack for 1d6 bludgeoning damage, (6) bushy horse's tail; (9) Roll 1d4. The caster grows: (1) scales, (2) gills, (3) feathers, (4) webbed feet; (10) The caster grows a beak in place of his mouth. Transformation starts as a puckering of the lips that slowly turns into a full-fledged bird or squid beak over the next 1d12 months. The caster gains a bite attack for 1d4 damage.
* - (Some remnant of the chosen animal)
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