Conjuration/Summoning [calling]
Cleric Version
Level Cleric 6
Components V, S
Casting Time 9 segments
Range 30-ft.
Area of Effect Creatures called
Duration 2 rounds per caster level
Save None
Illusionist Version
Level Illusionist 6
Components V, S
Casting Time 6 segments
Range 30-ft.
Area of Effect Creatures called
Duration 1 round per caster level
Save None
This spell allows the caster to magically call a number of mammals to attack their foes.
When the spell is cast, the caster must select the hit dice category of the creatures to be called.
The GM will determine the specific creature type randomly and a total of 1 hit die per caster level can be called. Enhanced hit dice are counted as 0.25 of one hit die per plus.
Each round, the caster can use an innate ability (magical control; concentration not required) to direct the creatures as desired, otherwise the creatures will continue actions from the previous round. The caster can control creatures from multiple castings of this spell as desired. Individual creatures in a group can be made to attack different targets (but each command requires the use of an innate ability).
The mammals will appear in the area at the end of the round the spell is cast (location can be anywhere in the range of the spel). The creatures can be commanded immediately upon arrival.
* HD is the hit dice cost of the creature. The caster may summon a maximum of 1 hit dice per level (and fractional values must be below this value).
** If in or on water, only swimming creatures will be called (seals [1.00-7.00], dolphins [2.50], walrus [5.00-6.00], or whales [up to 36.00]).