Conjuration (Summoning) [Evil]
- Level
- Cleric 8, druid 8, sorcerer/wizard 8
- Components
- V, S, M/DF
- Casting Time
- 1 standard action
- Range
- Long (400 ft. + 40 ft./level)
- Area
- Cylinder (100-ft. radius, 40 ft. high)
- Duration
- 1 hour/level
- Saving Throw
- Fortitude partial; see text
- Spell Resistance
- Yes; see text
This spell may only be cast on an area of natural terrain. Mire of Minauros infuses the target area with the essence of Minauros, the corrupted, demon-infested realm of endless swampland.
Deep bogs
A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.
The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a −10 penalty on attacks against creatures that aren’t underwater.
Altered Terrain. When the spell is cast, all solid ground in the area is immediately transformed into deep bog (see sidebar).
Noxious Vapors. The area of the mire of Minauros takes on the temperature and humidity of a steaming jungle, and the air becomes filled with noxious vapors. All living creatures in the area must succeed at a Fortitude saving throw or become nauseated for as long as they remain in the spell’s area. 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. A creature within the mire can hold its breath to avoid inhaling the poisonous fumes, but must still succeed at a Fortitude save or be sickened. (See the Dungeon Master’s Guide, p. 304, for more information about holding one’s breath.) This is a poison effect, and poison resistances and immunities apply.
Damaging Precipitation. When the mire manifests, acidic rain and razor hail begin to fall in the area. All creatures in the spell’s area take 1d6 points of acid damage per four levels (maximum 5d6) and 1d6 points of slashing damage per four levels (maximum 5d6) each round with no save. Unattended objects also take this damage. Spell resistance applies to these effects. This precipitation lasts for five rounds, then stops.
Summoned Fiends. In the second round of the spell’s duration, dark shapes become visible under the bog’s surface, and demons subsequently begin to emerge from the swamp, as follows:
- Round 3: 1d4 fiendish chuuls
- Round 4: 1 hezrou
As soon as each of the fiends arrives, it attacks any creature within the spell’s area. If the caster speaks Infernal, the fiends may be commanded not to attack, to attack particular enemies, or to perform other actions. If there are no enemies to attack, or when one minute has elapsed, the fiends retreat beneath the bog’s surface; they may be recalled, at any time during the spell’s duration, as a full-round action. They do not leave the confines of the spell’s area in any case. The demons are immune to damage from the rain and hail (as if they had unbeatable spell resistance against those effects).
Arcane Material Component
A piece of rotting plant matter and a vial of unholy water.