Summon Swarm– 2nd Level Wizard Spell (Player’s Handbook)

Summon Swarm– 2nd Level Wizard Spell (Player’s Handbook)

Summon Swarm– 2nd Level Wizard Spell (Player’s Handbook)





Summon Swarm


(Conjuration/Summoning)




Range: 60 yds.

Components: V, S, M

Duration: Special

Casting Time: 2

Area of Effect: 10-ft. cube

Saving Throw: Neg.





The swarm of small animals (roll on following table to determine type, or the
DM can assign an appropriate creature) 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 each 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 (for
example, 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.


The material component is a square of red cloth.




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