Call Hunt
- SchoolConjuration/Summoning
- SphereAnimal, Summoning
- ComponentsV, S, M
- RangeSpecial
- Area10-mi. diameter
- Casting timeSpecial
- DurationSpecial
- SaveSpecial
This truly awful spell summons the Wild Hunt. The druid selects a location to which the Hunt will be summoned (see “The Wild Hunt” section), and begins to cast the spell. The spell cannot be started until the full darkness of night sets in, though moonlight is no hindrance. The caster must call the Hunt until it is heard in the distance, or until the first light of dawn. If first light comes, the spell did not succeed. The Hunt is not under the caller's control in any way if it does come.
The Master of the Hunt has a saving throw of 2 in all categories, and this saving throw is used to determine the success of this spell. Every half hour (hat the druid continues to cast the spell, 1d20 is rolled. A 1 indicates that the Master has felt the summons and his horn is heard in the night, 10 miles away. Thereafter, the Hunt proceeds normally. While casting this spell, the druid can spend only one round every half hour in other activities.
Notes: Restricted to druids. (Updated from Dragon Magazine.)
Sources: Priest's Spell Compendium