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Megan's Magical Menagerie

Megan's Magical Menagerie

Megan's Magical Menagerie

3rd-level conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small, velvet-lined box containing several animal crackers or carved wooden trinkets)
Duration: Concentration, up to 1 hour

You whistle a jaunty, chaotic tune and toss your material components into the air. They vanish in a burst of multicolored confetti and the smell of toasted cinnamon, replaced by a collection of conjured spirits that take the form of beasts.

Roll a d6 to determine which group of creatures from the Menagerie Table appears in unoccupied spaces that you can see within range.

Menagerie Table

d6Resulting Summons
1The Aerial Acrobatics: 4 Giant Owls or Pteranodons
2The Forest Friends: 8 Giant Badgers or Wolves
3The Heavy Hitters: 2 Brown Bears or Dire Wolves
4The Slithering Surprise: 4 Giant Constrictor Snakes
5The Stampede: 2 Elks and 4 Boars
6The Apex Pair: 2 Lions or Tigers

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics.

These creatures are considered fey or celestial (your choice) rather than beasts, and they disappear in a shower of glitter when they drop to 0 hit points or when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose one of the following scaling options:

  • Volume: The number of creatures summoned from the table is doubled for a 5th-level slot, tripled for a 7th-level slot, and quadrupled for a 9th-level slot.
  • Power: Instead of rolling on the table, you summon a "Master of the Menagerie." At 4th level, you summon one beast of Challenge Rating 3 or lower. For every two slot levels above 4th, the maximum CR increases by 1 (CR 4 at 6th level, CR 5 at 8th level).

Lore: Megan’s "Pet Paralysis." The spell was penned by Megan "The Many-Pet" Marigold, a wizard of the High Marches who was notoriously indecisive. Legend says she could never decide which familiar to bring to the Archmage's Ball, so she developed this weave to ensure she was never seen without a chaotic, rotating entourage. Critics of her work often point out that the creatures seem remarkably enthusiastic, likely because Megan’s weave imbues them with a permanent "sugar rush" effect, evidenced by the faint scent of ginger and honey that lingers in the air after they vanish. A level 3 spell that summons a random selection of creatures scaling with power and volume at higher levels