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WizardLv. 5

Summon Darsson

When summon Darsson is cast, it opens a line of communication with the mage, waking him if need be (though the spell is ineffective if cast when Darsson is unconscious). An image of Darsson's head appears before the person who cast the spell; Darsson can see, hear, and speak through the image. Spells cannot be cast through the image in either direction. The image provides enough information for psionic contact to work, but normal range modifiers still apply; Darsson is not considered to be within line-of-sight, even though his image is.

If the person who casts summon Darsson is one of Darsson's friends or utters a code word known to Darsson and identifying that person as a friend of a friend, Darsson forgoes the saving throw he would normally receive against the spell and allows himself to be summoned to the caster.

If Darsson does not know the caster of the spell and no code is mentioned, the caster has a short time (up to 10 seconds) to explain himself or herself. If the caster is slow, Darsson prompts the person to explain the reason for casting the spell. If the explanation is reasonable, or if a good reward is offered, or if for some other reason Darsson feels he should go to the caster's aid, he forgoes the saving throw. In certain cases, he might go simply to see how the caster came into possession of the spell-and to mete out punishment if such is deserved.

If Darsson does not wish to be summoned for any reason, he receives a saving throw vs. spell. Since he is a 16th-level mage, he needs roll only a 6 or better on a d20 to succeed in his saving throw (possibly altered by items in his possession).

If Darsson fails his saving throw, or if he willingly forgoes his saving throw, he instantly arrives within 10 yards of the caster of the spell. He has some choice about where he arrives and, having seen the scene through his image, chooses a place that appears advantageous for him. If he is not on friendly terms with the caster of the spell, Darsson can choose to arrive in a place that gives him a distinct advantage.

Darsson arrives with whatever equipment and clothing he has on at the time, as well as whatever he can grab in the few seconds between notification and transportation. This has on occasion led to some embarrassing situations, such as the time a friend summoned Darsson from a bath to help him against a mind flayer. Fortunately, Darsson is never too far from his magical items, and he is never without spells.

If he is summoned into a dire situation, Darsson should be able to defend himself. If frivolously or maliciously summoned by someone with no right to use the spell, Darsson is more than capable of causing enough damage to inspire more politeness in the future-if the offender lives.

Note: This rather unusual spell was created by Darsson to allow his friends to summon him, presumably in times of great need. Few mages would do such a thing because it impinges upon their time, and because it is potentially dangerous -partly because an astute study of the spell will reveal the mage's true name, possibly giving another great power over the mage.

Still, because of the many upheavals in his life, Darsson cares deeply for his friends and created this spell so that he might be able to help them in times of need. He has placed the spell on scrolls for a select few, and it is recorded in Darsson 's Notes as well as a few of Darsson's other spellbooks and notebooks.

Since Darsson has many friends who are not mages, he created the summon Darsson spell so that it can be placed onto a scroll that can be activated by non-mages. If summon Darsson is placed on a scroll by a mage capable of casting it (such as Darsson himself, as is usually the case), it can be activated by any person capable of reading.

Notes: Very rare spell from the Forgotten Realms setting. Known to be in Darsson's Notes.

Sources: Pages From the Mages · Wizard's Spell Compendium

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