Summon Swarm

The swarm of small animals drawn by the summon swarm spell will viciously attack all creatures in the area chosen by the caster. Creatures actively defending against the swarm to the exclusion of other activities suffer 1 point of damage for each round spent in the swarm. Those taking other actions, including leaving the swarm, receive damage equal to 1d4 points +1 point per three levels of the caster, every round. Note that spellcasting within the swarm is impossible.
Dice Roll Swarm Type
01-40 Rats
41-70 Bats
71-80 Spiders
81-90 Centipedes/ beetles
91-100 Flying insects
The swarm cannot be fought effectively with weapons, but fire and area effects can force it to disperse by inflicting damage. The swarm disperses when it has taken a total of 2 hit points per caster level from these attacks. A protection from evil spell keeps the swarm at bay, and certain area-effect spells, such as Gust of Wind and Stinking Cloud, disperse a swarm immediately, if appropriate to the swarm summoned (e.g., only flyers are affected by a gust of wind).   The caster must remain stationary and undisturbed to control the swarm; if his concentration lapses or is broken, the swarm disperses in two rounds. The swarm is stationary once conjured.
School: Conjuration/Summoning
Level: 2
Rarity: Common
Range: 60 yards
Components: V, S, M
Duration: Special
Casting Time: 2
Area of Effect: 10-foot cube
Saving Throw: Negates
Material Components:
a square of red cloth

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