Planar Army
(Chaos, Evil, Good, or Law Sphere)
School conjuration (calling); Level vicar 20; Sphere chaos, evil, good, and law
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CASTING
Casting Time 10 minutes
Components V, S, M (offerings worth 5,000 gp), DF
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EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect an army of called outsiders (see text), each member of which cannot be more than 30 ft. apart when they appear
Duration instantaneous
Saving Throw none; Spell Resistance no
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DESCRIPTION
By casting this spell, you request your deity to send you an army of outsiders too aid you against enemy forces. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment.
Once the casting is complete, a divine herald appropriate to your deity’s alignment is called, ready to call his army to battle. You must ask the creature and his army to enter battle on your behalf in exchange for a payment from you. You must be able to communicate with the creature called in order to bargain for its services.
The creature called requires a payment for its services. This payment takes the form of 5,000 gp worth of gold or magic items donated to an allied temple, or a gift given directly to the creature. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes 1 round, so any actions by the creature begin in the round after it arrives. Once the payment is given, the divine herald calls his army into battle, which consists of 200 Hit Dice of creatures appropriate to your alignment, no individual creature of which can exceed 15 Hit Dice.
The type of divine herald and the compliment of his army is determined as follows.
Army of Anarchy: This army is lead by the First Blade. When called, the army consists of any combination of chaotic neutral creatures. Typically, these are valkyries, einherji, and janni. In addition, a faint reddish haze that does not hamper vision covers the battlefield and grants you and your allies the benefits of the cloak of chaos and word of chaos spell.
Army of Order: This army is lead by the divine herald known as the Herald of Law. When called, the army consists of any combination of lawful neutral creatures. Typically, these consist of inevitables and axiomites. In addition, a faint silvery haze that does not hamper vision covers the battlefield and grants you and your allies the benefits of the shield of law and dictum spell.
Celestial Army: This army is lead by the Hand of the Inheritor (LG), the Sunlord (NG) or the Herald of Freedom and Justice (CG). When called, the army consists of any combination of archons (LG), angels (NG), or azatas (CG). Typically, these are trumpet archons, shield archons, legion archons, and hound archons (LG), astral devas, monadic devas, movanic devas, and cassisians (NG), or ghaeles, lillends, bralanis, and lyrakiens (CG). In addition, a nimbus of light that does not hamper vision covers the battlefield and grants you and your allies the benefits of the holy aura and holy smite spell.
Fiendish Army: This army is lead by the Herald of Hell (LE), The Stabbing Beast (NE) or Herald of the Demon Queen (CE). When called, the army consists of any combination of devils (LE), daemons (NE), or demons (CE). Typically, these are glabrezus, succubi, vrocks, and quasits (demons), ice devils, horned devils, bone devils, and imps (devils), or thanadaemons, derghodaemons, piscodaemons, and cacodaemons (daemons). In addition, a mist of darkness that does not hamper vision covers the battlefield and grants you and your allies the benefits of the unholy aura and unholy blight spell.
At the end of combat (whether you are victorious or not), the divine herald and his army return to their home planes (after reporting back to you, if appropriate and possible). When using this spell to call a chaotic, evil, good, or lawful army, it is a spell of that type.