Summon Ancestral Guardian

Summon Ancestral Guardian

Conjuration (Summoning)
Level: Artificer* 3, Bard* 3, Cleric*/Oracle * 3
Components: V, S, F/DF (stone or metal image of your ancestor)
Casting Time: 1 Standard Action
Range: medium (100 ft. + 10 ft./level)
Effect: two summoned ancestor spirits
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: yes
  This spell can only be cast by dwarves, or those with dwarven heritage.
  You call the spirits of two ancestors to manifest in the mortal world and attack your enemies.
  Each appears as a transparent image of a powerful, wise dwarf armed with a traditional dwarven weapon of your choice.
  The spirits attacks have the same threat range and critical multipliers as a real version of the weapon it wields, and deal 1d8 physical damage (bludgeoning, piercing, or slashing, according to the weapon the spirit wields) per hit, +1 point per three Caster Levels (maximum +5 at 15th level). They use your Base Attack Bonus (possibly allowing them multiple attacks per round in subsequent rounds) plus your Wisdom modifier as their attack bonus.
  These spirits strike the opponent(s) you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. The two spirits can attack the same opponent or separate ones.
  These spirits move and attack at your direction, each able to attack different targets and dealing .
  The spirits always strike from your direction. They do not get a Flanking bonus or help a combatant get one, nor do the occupy the space they are in.
  If a spirit goes beyond the spell range, if it goes out of your sight, or if you are not directing it, it returns to your side and waits.
  Each round after the first, you can use a Move Action to redirect the spirits to new targets. If you do not, they continue to attack the previous round's targets. On any round that a spirit switches targets, it gets one attack. Subsequent rounds of attacking that target allow it to make multiple attacks if your Base Attack Bonus would allow it to.
  Even if the weapon wielded is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a Move Action.
  The spirits cannot be attacked or harmed by physical attacks, but Dispel Magic, Disintegrate, a sphere of annihilation, or a rod of cancellation affects them. A spiritual's AC against touch attacks is 10. Your ancestors are not harmed if these manifestations are destroyed.
  If an attacked creature has Spell Resistance, you make a Caster Level check (1d20 + Caster Level) against that Spell Resistance the first time the spirit strikes it. If the spell is successfully resisted, that spirit is dispelled. If not, the spirit has its normal full effect on that creature for the duration of the spell.

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