Level
9th
Casting Time
1 Minute
Range/Area
Self 60 ft.
Components
V, S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect

You call upon your source of magical power or to a divine force to bring forth a large army to your aid. you can only cast this in an open area that is at least 100 feet in radius. you can choose from one of the following options in the table below unless specific prerequisites are not present. once summoned, the army obeys all commands you give to it for one month unless all summoned creatures are killed or you dismiss them as an action. after a month has passed the surviving summoned creatures disperse and follow their natural alignment. after you cast this spell, your take 3d10 necrotic damage and your hit point maximum is reduced by that amount until you rest for 1d4 days. you cannot cast any more 9th level spells until you take a long rest. there is also a 20% chance after you cast the spell, you won't be able to cast it until a year has passed.

  • Army of Men (No Prerequisite). You Bring forth an armed force of men of any race either of your race or of a race chosen by the DM. you create 4d10 + 15 Guards or Bandits,  3d10 + 5 Scouts or Thugs, 3d8 + 4 Knights or Veterans on Armored Riding Horses, 1d4 + 1 Mages and Gladiators, and one Warlord wielding one very rare magic item. they all share your alignment unless they have prerequisites that deny them a perfect match, if so they instead take an alignment that is one part away from yours (I.e. a LG player summons Thugs that are LN). Potential Backlash: every encounter that the summoned creatures combat, there is a 5% chance that 1d6 members of the Army (other than the Warlord) will leave the army and potentially become hostile towards the player that summoned them and their allies.
  • Maglubiyet's Army (Prerequisites: unless you are a goblin of any of the classes or a cleric devote to maglubiyet, you must be a Warlock or a Wizard. 500 GP worth of stolen goods.). you open up the sky above you into the Dark plane of Acheron to bring about a goblin army. you create 5d10 + 10 Goblins, 2d10 + 5 Worgs ,1d6 + 1 Goblin Bosses, 3d8 + 4 Hobgoblins, 2d8 Bugbears, 1d4 + 1 Bugbear chiefs, 2d4 Hobgoblin Captains, 1d4 + 1 Hobgoblin Devastators, and one Hobgoblin Warlord with two Rare Magic items and 1d4 Wyverns. Potential Backlash: every encounter that the summoned creatures combat, there is a 10% chance that 1d6 members of the Army (other than the any of the Hobgoblins) will leave the army and potentially become hostile towards the player that summoned them and their allies. there is a 1% chance that there are 1d4 Nilbogs and a Barghest hostile towards the summoner and hidden in the ranks of the regular goblins.
  • Army of the Dragons Breath (Prerequisites:  Cleric (of Bahamut or Tiamat), Druid, Warlock, or Wizard class. 1,000 GP worth of treasure from a dragon's hoard. a Dragon scale with corresponding coloration of the draconic creatures you wish to summon). you cover the area with great power that corresponds with the Dragon scale you use in your casting. for the casting time, all creatures within 100 feet of you must make a dexterity saving throw or take 2d6 acid, cold, fire, poison, or lightning damage every round they are within the area. you summon 4d8 + 12 Kobolds, 2d8 + 10 Winged Kobolds and Kobold inventors, 2d6 + 6 Kobold Dragonshields and Kobold Scale Sorcerers, 1d10 + 5 Guard Drakes, 1d4 Half Dragon Veterans, and one Young Dragon. each creature that varies depending on the coloration of a dragon has its variant abilities based on the scale that you used during the casting (I.e a caster who used a Silver dragons scale will get a Young Silver Dragon and Half Silver Dragon veterans (Guard Drakes and Kobold Dragonshields will use their chromatic counterparts if a metallic dragon scale is used)). Potential Backlash: every encounter that the summoned creatures combat, there is a 5% chance that 1d6 members of the Army (other than the Young Dragon and the Guard Drakes) will leave, weather or not they become hostile is weather they are summoned by using a Chromatic Dragon scale or a Metallic Dragon scale.
  • Hordes of the Lower planes (Prerequisite: Warlock or Wizard classes. a offering of either your own blood or of the blood of 10 humanoids, a Large or Large monsterosity or beast, or a Celestial.) you crack the earth beneath you and make way for fiends of the lower planes, they can either be Demons or Devils but not both. you summon 3d10 + 10 Quassits or Imps, 2d6 + 2 Bearded Devils or Bulezau, 1d6 Barbed Devils or Barlugas, 2 Chain Devils or Hezrou, and one Erinyes or Nalfeshnee. Potential Almost Definite Backlash: the army will instead only stay with you for 1d10 + 2 days before it disperses, however this doesn't mean they plan on leaving you alone. the devils might try to buy you out in order for extended service, while the demons will either kill you once they are done or spread their evil across the world, a big problem indeed. there are also 1d4 Succubi or Inccubi trying to gain your favor lead by a Rakshasa that uses them to use you. there is one Arcanaloth willing to give you 1d6 + 2 Hell Hounds, if you sign his contract. you might attract the attention of an archdevil or a demon lord due to your actions, weather they approve or disapprove of it, you are probably not going to have a good time in any situation with them.
  • Valiant Guards of the Upper planes (Prerequisite:  Cleric or Warlock (of the Celestial). a Holy Symbol of a good or neutral deity worth 1,000 GP). you call out divine words as heavenly light beams down onto the area, any fiends or undead within it are blinded and take 6d6 Radiant damage. you summon 2d12 + 10 knights Riding Pegasi, 2d6 + 2 Couatls, 2d4 Priests lead by a War Priest, and one Deva, or if cast by one favored by a deity, one Planetar. all non-celestial creatures share the same alignment as the deity you called upon. Potential Blessings: before the army returns to the upper planes, there is a 10% chance you might gain the service of one of the knights or priests who is a revived devote of the god you called upon. the Angel that accompanies the Army might also bestow a Supernatural gift such as one described in the Dungeon Master's Guide.
  • Wrath of Nature (Cleric (Nature Domain), Druid, or Warlock (Archfey) classes. land must be fertile with plants and wildlife, an ivory horn worth 100 GP that is blown as a somatic component.). you call forth on the forces of nature to release their most powerful and even their most vile of creatures onto your enemies. you summon 6d10 + 10 Sprites, 2d12  + 10 Dryads, 2d8 + 4 Displacer Beasts, 3d6 + 6 Tribal Warriors with 2d4 Wolves or 3d6 + 6 Dire Wolves, 2d4 + 2 Shambling Mounds, and two Treants with 4 Awakened trees. Potential Backlash: there is 10% chance that other beasts, fey, monstrosities, and plants might become attracted to your call, not all of them will automatically be loyal to you. every encounter that the summoned creatures combat, there is a 20% chance that 1d8 that creatures other than the Treants will become lose and return to the wild.
  • The Elemental Armies of the Inner Planes (Prerequisite: must be cast in an area where a specific element is dominant (I.e. A volcano for Fire, in clouds for air)). you conjure elementals both weak and strong to your aid, opening a portal that leads to their home plane. during the casting, you exude an elemental force out from you, it deals 3d6 fire, cold, thunder, or Bludgeoning damage. Depending on what area you cast this spell, you summon one of the four armies shown below. (Air): you Summon 4d10 + 10 Aarakocra, 2d10 + 5 Griffons, 1d8 + 2 Air Elementals, 1d6 Invisible Stalkers and Air Elemental Myrmidons, and one Djinni wielding one Rare magic item and able to cast a wish. (Earth): you Summon 3d10 + 5 Gargoyles, 1d8 + 2 Earth Elementals and Xorn, 1d6 Galeb Duhr and Earth Elemental Myrmidons, and one Dao wielding two Treasures and able to cast a wish. (Fire): you summon 3d12 + 8 Magmins, 3d8 + 10 Fire Snakes, 3d6 + 8 Azers, 1d8 + 2 Fire Elementals and Salamanders, 1d6 Fire Elemental Myrmidons, and one Efreeti wielding one Rare magic Weapon and able to cast a wish. (Water): you summon 2d10 + 10 Sahuagin, 2d4 Sahuagin Priestess, two Sahuagin Barons, 3d6 + 4 Water weirds, 1d8 + 2 Water Elementals, 1d6 Water Elemental Myrmidons, and one Marid Wielding one treasure and two uncommon magic items and able to cast a wish. for all wishes, you can only use it to cast a spell of 6th level or lower, create an uncommon or lower rarity magic item, revive up to three creatures that have been dead for atleast 10 years, or any other limits that the DM sees as fair. Potential Backlash: there is a 10% chance that 1d6 non-elementals in the army will leave and potentially become hostile towards you. there is a 20% chance that a one mile area of the location you used to summon this army becomes a gateway to the plane which you summoned the army from.
* - (A large gold rod adorrned with diamonds, rubies, and sapphieres, and carved with runes of summoning that intotal is worth 10,000 GP, any other material prerequisites for choosen summon. all material components are consummed at the end of the casting)

Available For: Cleric (Legacy) Druid (Legacy) Warlock (Legacy) Wizard (Legacy)

Inquisitive_B

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