Conjuration (Summoning) [Evil, Fire]
- Level
- Cleric 7
- Components
- V, S, DF
- Casting Time
- 1 standard action
- Range
- Medium (100 ft. + 10 ft./level)
- Area
- Cylinder (40-ft. radius, 40 ft. high)
- Duration
- 3 rounds
- Saving Throw
- Fortitude negates, Reflex half (see text)
- Spell Resistance
- Yes (see text)
When you cast this spell, the sky in the affected area turns a dark red color, the air becomes stifling hot, and the ground becomes dry and cracked. A moment later, a thick red rain begins to fall, accompanied by the noxious stench of burning blood.
The blood rain coats all creatures in the area; all living creatures except evil outsiders must succeed at a Fortitude save or be nauseated for as long as they remain within the effect and for 1d3+3 rounds thereafter. Creatures that enter the area during the spell’s duration are also subject to this effect, but those that exit the area and then re-enter need not save again. The blood rain also coats all surfaces in the area, making them slick and slippery, as if a sleet storm had been cast, requiring appropriate Balance checks for moving within the spell’s area. These effects are not subject to spell resistance.
At the same time, large meteors, wreathed in fire and smoke, appear in the sky and come crashing down, exploding in fireballs that blanket the area. For three rounds, starting with the round in which you cast the spell, all creatures in the area take 1d8 points of fire damage per 2 caster levels (maximum 10d8). Unattended objects also take this damage. A successful Reflex save halves the damage, and spell resistance applies.