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Capture Monster

To a monster trainer, a monster is any creature that does not have class levels. Most monsters’ natural aura (as seen by classes with the ability to detect auras) is simple. This makes it easy for a trainer to blend their own essence with the monster’s while capturing it. When a trainer class, feat, or other monster trainer content refers to monster, it refers to the creatures a trainer can capture.

Monsters with a CR above the trainer’s level, as well as those with class levels, have auras which are more complex. The capture monster spell is generally unable to manipulate such creatures. This distinction is why monstorin are a prominent race in the Kingdom and not just an odd collection of creatures for trainers to capture.

School universal; Level trainer 0


Casting Time 1 standard action
Components none


Range close (25 ft. plus 5 ft. per 2 levels)
Target One monster
Duration instantaneous
Saving Throw Will negates, see text; Spell Resistance yes


The target is captured and drawn into your aura. Its body is removed from combat until you call upon it again. The target gets a +5 bonus to its save while at or above half its total hit points. It gets a +2 bonus while at or above one-quarter of its total hit points. You add your Charisma bonus (if any) to beat the subject’s spell resistance.
Monsters with a CR above your level, an already captured monster, and any creature with class levels cannot be captured in this way. Mindless (Int –) creatures are immune to capture monster and must be obtained by other means.

Section 15: Copyright Notice

Mystical: Kingdom of Monsters, © 2015, Northwinter Press; author Kevin Glusing.