Call to Adventure (5e Spell)
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|6th-level Conjuration (ritual)|
|Casting time:||10 minutes|
|Components:||V, S, M (a sword, a shield, a holy symbol, a non-magical wand, a lock pick, 10 berries, a throwing star, an arrow, and a gem worth 20 GP, all of which are consumed by the spell)|
You summon a team of 2d4 adventurers from across the multiverse whose total levels do not exceed your own.
- They may be an existing team, or they may not know each other, or anything in between.
- The adventurers summoned will be of varying classes, races, and alignments. They will be equipped as adventurers.
- They will have similar levels to each other. So, for example if you are a 14th level caster and 5 characters show up, 4 of them will be level 3 and 1 will be level 2.
- You do not control the characters summoned, nor do you determine their classes, races or alignments, nor whether they are an existing team.
- Call to Adventure is a dangerous spell to cast, and may even result in your death
- When you cast this spell it always results in a double surge of wild magic. Roll twice on the wild magic table on page 104 of the PHB.
- Any damage caused by the wild magic does not affect the characters summoned.
- Shape change or polymorph wild magic effects on you are permanent until dispelled.
- A roll of 99-00 results in feeblemind on yourself.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher you may choose to have the number of adventurers that you summon equal the spell slot level used.
- If you use a 9th level spell slot, you may choose the number of adventurers that show up anywhere in a range of 2 to 17 adventurers. You also don't need to make wild magic rolls anymore.