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.
