Nature's Horde (Animal Sphere)

School conjuration (summoning); Level vicar 20; Sphere animal


Casting Time 1 round
Components V, S, DF


Range close (25 ft. + 5 ft./2 levels)
Effect a horde of summoned creatures
Duration 10 min./level
Saving Throw none; Spell Resistance no


This powerful spell is similar to the summon nature ally XI spell, but you can summon to your side a horde of creatures from the natural world. The summoned horde appears where you designate and the creatures act immediately, on your turn. They attack your opponents to the best of their ability. You can automatically communicate with the creatures, allowing you to direct them not to attack, to attack particular enemies, or to perform other actions as you command.

Unlike other summon nature ally spells, if a summoned monster has the ability to conjure another creature, it may do so once while the spell is in effect. It can also use any teleportation or planar travel abilities. However, any creature conjured by a summoned creature in this way cannot summon or otherwise conjure additional creatures, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).

The spell conjures any combination of the following creatures, but may not exceed the maximum number of creatures of a given list level. You can summon a maximum of 1d2 creatures from the 9th level list, 1d3 creatures from the 8th level list, 1d4+1 creatures from the 7th level list, 1d6+1 creatures from the 6th level list, 2d4+2 creatures from the 5th level list, and 2d6+2 creatures from the 4th level list. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the summoned creatures are neutral unless otherwise noted.

Once the spell effect expires, all summoned creatures instinctively return to their homes, during which time, they will not attack you or any of your allies. After the time expires, the creatures behave normally.

When you use this spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.