Lohocla's Monster Summoning 1_2 Pint
(Conjuration/Summoning)

Range:  20 yards
Components:  V, S, M
Duration:  1 rounds + 1 round per level
Casting Time:  2
Area of Effect:  Special
Saving Throw:  None

This chaotic spell is respectfully named for the Guardian of Alcohol, Lohocla. Actually the spell was created by a wizard, with a fondness for booze, who wanted to pay tribute to the "King" with a powerful low-level spell. When Lohocla found out about this tribute, the wizard was lavishly rewarded with many bottles, barrels, and jugs of excellent wine, beer, ale, and mead. They became quick bar buddies with a hefty tab. Anyhow, the spell isn't as grand and powerful as it may seem. Although the spell can give great rewards, it can equally cause as much trouble. Thus, it is a low-level spell that few wizards would add to their collection. Only the most foolish of wizards take such an unpredictable spell. Luckily most adventurers are foolish.
Within one round of casting this spell, the wizard magically conjures monsters that have a relationship to alcohol (no matter how minute). Roll on Table A to see what monsters are summoned. When a wizard reaches ninth level, he may, at his option, modify the die roll by 1 (up or down), thus giving him a choice of three monsters. Say a 9th-level wizard rolls a 2. He can now decide to summon a throat leach, a Saint-Bernard dog, or a Clydesdale horse.
Every four levels, the wizard gets an extra roll on the table if he wants. Thus, at fifth level, the wizard gets two rolls, at ninth level he gets three rolls, at thirteenth level he gets four rolls, etc.

Table A: Monsters summoned (1d30).

Roll	Monsters Appearing	Found in	Freq.	HD
1	1d6 throat leaches	FF 88	comm	1 HP
2	1 dog, Saint-Bernard	Alcohol Guide	comm	2+2
3	1 horse, Clydesdale	Alcohol Guide	comm	3+3
4	1d20 leprechauns	MC2	unco	2-5 HP
5	2d4 satyrs	MC1	unco	5
6	1d2 boozeworms	Alcohol Guide	rare	2 HP
7	10d10 sprites	MC1	rare	1 HP
8	1d2 oozes, crystal	MC1	rare	4
9	1d8 centaurs, sylvan	MC1	rare	4
10	1 milwaukee	Alcohol Guide	rare	5
11	1 succubus	MC Outer Planes	rare	6
12	1 patch of mould, brown	MC2	very	-
13	1 hummingbird, alcohol	Alcohol Guide	very	2 HP
14	1 alchemy plant	MC9	very	1
15	3d10 skeletons, yo-ho-ho	Alcohol Guide	very	1+2
16	1d100 ants, red alcohol	Alcohol Guide	very	2-3
17	1d100 ants, black alcohol	Alcohol Guide	very	2-3
18	1d4 gremlin, fremlin	MC Greyhawk	very	3+6
19	5d10 horses, volatilis Cly.	Alcohol Guide	very	4
20	1d20 horses, pravus Cly.	Alcohol Guide	very	5
21	1 dragon, kodragon	MC Dragonlance	very	5
22	1d4 korreds	MC1	very	6+1
23	1d12 elephants, pink	Alcohol Guide	very	11
24	1 luch	Alcohol Guide	very	11+
25	1 dragon, alcohol	Alcohol Guide	very	13+
26	Reroll on Table A with a cumulative -1 to the die roll
27	Reroll on Table A with a cumulative -3 to the die roll
28	Roll twice on Table A ignoring rolls greater than 25
29	Roll thrice on Table A ignoring rolls greater than 25
30	Special: roll on Table B
Any modified rolls less than 1 are treated as a 1.

Table B: Special I (1d100).

	Roll	Monsters Appearing	See...	Freq.	HD
	1-15	1d2 Malus Succubus (avatars)	Malus	very	6
	16-30	The Wines (avatar)	Vinumus	very
	31-45	1d12 Boozies (avatars)	Ebrietas	very	15
	46-60	6 Swissyries (avatars)	Excitarus	very	15
	61-70	4 Excitarus' dogs (minions)	Excitarus	uniq	10
	71-75	2 Berry & Grape (minions)	Vinumus	uniq	15
	76-80	1 Seltzer (human)	Ebrietas	uniq	7
	81-90	The Guardian Of Alcohol		uniq
	91-95	Bartles & James (gods)	Vinumus	uniq
	96	Ebrietas (god)		uniq
	97	Malus Temulentia (god)		uniq
	98	Vinumus (god)		uniq
	99	Excitarus (god)		uniq
	00	Special: roll on Table C
All creatures and gods mentioned above can be found in the Net Alcohol Guide.

Table C: Special II (1d30).

	Roll	Result
	1-5	Reroll on Table B with a cumulative -10 to the die roll
	6-10	Reroll on Table B with a cumulative -20 to the die roll
	11-15	Reroll on Table B with a cumulative -30 to the die roll
	16-20	Reroll on Table B with a cumulative -40 to the die roll
	21-22	Roll on Table B, twice
	23-24	Roll on Table B, thrice
	25-26	Roll on Table B, four times
	27	Roll on Table B, five times
	28	The wizard may choose from Table A
	29	The wizard may choose from Table B (1-80: no gods)
	30	The DM should reward such great dice rolling with a wish or some great item of alcohol nature.
Any modified rolls less than 1 are treated as a 1.

The monsters appear anywhere within the spell's range, as desired by the wizard. If the monster is from Table A, roll on Table D to see how the monster or monsters will react.

Table D: Monster Reactions (1d12).

	D12 Roll	Reaction
	1-6	They attack the spell caster's opponents to the best of their ability until either he commands that the attacks cease, the spell duration expires, or the monsters are slain. If no opponent exists to fight, summoned monsters can, if a wizard can communicate with them and if they are physically able, perform other services for the summoning wizard.
	7-10	They attack the spell caster and his comrades to the best of their ability until the spell duration expires, or the monsters are slain.
	11-12	They act independently of the caster and will act according to intelligence, alignment, morale, and the DM's wishes.

The creatures vanish when slain. Creatures summoned through tables B or C do not check morale.
The material components of this spell are a tiny bag, a small candle (not necessarily lit), and half a pint of pure grain alcohol.

