Call Ghost Pack (Priest Spell)

This spell calls any ghost pack within three miles, to come to the caster.
The pack travels to the caster at a normal walk­ing pace, and once there it loyally obeys any one simple command issued by the caster, for example. “kill them” or “protect me.” When the task is com­pleted or the spell ends the pack leaves. The dura­tion is measured from the time the pack arrives, not from when the call was issued.
Affected ghost packs become tame and loyal, not obsessive and suicidal. They still have their normal urges and instincts (for example, to hunt), and have no desire to be destroyed. They might be distracted by apparent prey, mates, and so on. They never obey suicidal commands.
As a general rule, in any place where a ghost pack can be found (towns, farmland, etc.) there is still only a 25% chance of such a pack actually ex­isting. To cast this spell with any certainty, the shaman must pick a place where he or she knows that a ghost pack roams.
The spell requires the tail, pelt, claw, or skull of any predatory animal, which is not consumed in the casting of the spell.
Notes: Restricted to shamans, uncommon.
Ghost Pack: AC As animal; MV as animal; HD as animal; THAC0 as animal; #AT as animal; Dmg as animal; SA As animal; SD +1 or better magical weapon to hit; AL N; SZ as animal; ML Champion (15-16); XP Animal +2 HD. These are predators, such as wolves or lions, destroyed by encroaching civilization. The ghost pack haunts settled areas.
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells