Rime-Fang Spirit Wolf
Rime-Fang Spirit Wolf
Source Lynte Homebrew
School conjuration (summoning) [cold]; Level arcanist 4, druid 4, magus 4, occultist 4, shaman 4, sorcerer 4, witch 4, wizard 4
Casting
Casting Time 1 standard action
Components V, S, M
Effect
Range close (25 + 5 ft./2 levels)
Duration 5 rounds
Saving Throw Fort partial; Spell Resistance yes
Description
This spell materializes two medium-sized ephemeral wolves of frost on spaces adjacent to you. They can run or fly 45 ft. each round, taking their actions at the end of your turn. They hunt down targets as you direct, will always attempt attacks of opportunity against enemies, and are able to see through invisibility. They attack against touch AC, using your caster level as their base-attack bonus and dealing 2d6 cold damage on a hit. Against targets that haven’t been struck by the same casting, the cold damage is increased by 1d6 for every 2 caster levels (max 5d6 at 10th level).
The wolf dissolves into the target’s body upon striking, causing a chilling cold. The target then suffers the entangled condition for the remaining duration of the spell, or until it receives any amount of fire damage. Creatures struck by a wolf may take a Fort save to halve the damage and negate the entangled effect.
The wolves have no hitpoints (dissipating once struck) and 12 touch AC.
At 10th level, you may summon 2 additional wolves as a swift action on the next round. At 15th level, you may do this again on the third round of the spell, allowing you to summon up to 6 wolves in 1 casting. Against a single target, the maximum cold damage is 5d6 + 2d6 per wolf = 17d6 at 15th level.
Ephemeral: Ephemeral creatures dissipate at the end of the spell’s duration, after successfully hitting or after being hit, whichever comes first.