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.)
The Wild Hunt
The Wild Hunt exists in all the lands where druids and their deities' dwell. It appears in Celtic lands when there is a great force of evil in the land. As the Hunt approaches, the wind howls and thunder booms. Celts and good characters that see the Wild Hunt must make a successful saving throw vs. spell or join the Hunt, accepting the Master as their leader. The Hunt hurls itself against evil and the hounds and Master will fight to the death. If slain, they return the following night.
Master of the Hunt: AC 0; MV 18 (chariot): HD 20; hp 200; THAC0 1; #AT 3: Dmg 1d6+9 (spear +3, Strength); SA Trample (chariot: 3d10); SD cannot die, if slain returns with next Hunt; MR 25%; AL LG; SZ M; ML Fearless (20); S 18/00, D 18, C 18, I 17, W 17, Ch 9. Appears as a dark-skinned man carrying a large spear, wearing an antlered helmet, and driving a chariot. Often does not fight until most of the pack has been slain; his tactics are usually an immediate frontal assault on evil.
Hounds (20): AC 2; MV 21; HD 5; hp 30; THAC0 14; #AT 1; Ding 2d4; SA cause fear in pursued being, swarm (no limit on number attacking one foe), flame tongue (1/turn, +5 to bite damage if attack hits); SD continuous protection from evil, cannot die, if slain returns with next Hunt; MR 15%; AL LG; SZ M (3' at shoulder); ML Fearless (20). The hounds are as huge beasts that may appear normal but can transform into magical animals with green flame coining from their mouth and eyes.