Invite

**School** conjuration (summoning); **Level** Sorcerer/Wizard 4, Cleric/Oracle 4, Psion 4, Psychic 4, Paladin 4, Geomancer 4

CASTING

**Casting Time** 1 round

**Components** V, S, F (Must possess a Facility as per the Facility rules)

EFFECT

**Range** See Text

**Effect** Summon one Facility

**Duration** Instantaneous

**Saving Throw** Reflex negates (See text); **Spell Resistance** no

DESCRIPTION

This spell summons a facility that you control, from whatever location it may be in, to drop down upon your foes, and collide with them violently. The caster must be the owner of a Facility, as per the Facility Rules here.

The facility can be summoned at a range dependent on the size of the facility. If the facility is tiny-large sized, the range is long. If the facility is huge-gargantuan sized, the range is medium. If the facility is colossal sized, the range is short.

The vehicle appears in the air above enemies and collides with the ground, taking no damage, but devastating the land around it.

The facility deals damage to it’s surrounding areas, in an area equal to it’s throw size, dealing the base throw damage to all creatures within the area. Creatures within this area must make a reflex saving throw or suffer the damage, as well as +1d6 damage for every 4 levels the caster possesses. This damage is modified by 1 and ½ the caster’s spellcasting ability modifier. Creatures that succeed in their saving throw take no damage. Creatures that suffer damage are shunted to the outside of the facility and take full damage.

Creatures within the facility are fine and do not suffer from any penalties despite their long distance travel.

All allied creatures within 60 feet of the facility gain the community bonuses it grants for 1 round per level.

The facility remains in this location until summoned in a new location.

In addition, the various facilities possess different effects that they can apply when summoned.

***Doghouse:*** Allies struck by this facility gain the attunement bonus it grants for 1 round per level and take no damage.

Warehouse: Allies struck by this facility gain the attunement bonus it grants for 1 round per level and take no damage.

***Academy:*** Allies struck by this facility gain the attunement bonus it grants for 1 round per level and take no damage.

***Hut:*** Allies struck by this facility gain the attunement bonus it grants for 1 round per level and take no damage.

***Makai Gate:*** Allies struck by this facility take no damage but if they fail their saving throw are teleported to a random location via. Greater teleport.

***Raider Hut:*** Allies struck by this facility gain the attunement bonus it grants for 1 round per level and take no damage.

***Outpost Tent:*** Allies struck by this facility gain the attunement bonus it grants for 1 round per level and take no damage.

***Fortress:*** Allies struck by this facility gain the attunement bonus it grants for 1 round per level and take no damage.

***Castle:*** Allies struck by this facility gain the attunement bonus it grants for 1 round per level and take no damage.

***Command Center:*** Allies struck by this facility gain the attunement bonus it grants for 1 round per level and take no damage.

***Super Fortress:*** Allies struck by this facility gain the attunement bonus it grants for 1 round per level and take no damage.

***Hospital:*** The Hospital does not deal damage, but instead heals creatures for the amount of damage listed when it lands on them. In addition, allies struck by this facility gain the attunement bonus it grants for 1 round per level and take no damage.

***Shop:*** Allies struck by this facility take no damage and instead gain 1d6 hl per point of CR that an enemy possesses at the end of the encounter.

***Laboratory:*** Allies struck by this facility gain the attunement bonus it grants for 1 round per level and take no damage.

***Factory:*** Allies struck by this facility gain the attunement bonus it grants for 1 round per level and take no damage.

***Lighthouse:*** Allies struck by this facility gain a +30 bonus to movement speed for 1 round per level.

***Clock Tower:*** Enemies struck take the listed damage and have their movement speed reduced to 0 for one round.

***Graveyard:*** Allies struck by this facility gain the attunement bonus it grants for 1 round per level and take no damage. Enemies struck suffer normal damage and must make a fortitude saving throw as well or suffer from a poison spell as if from the caster of this spell, are paralyzed for 1d6 rounds and suffer from the silence status ailment for 1d6 rounds as well on a failed saving throw.

***Library:*** Allies struck gain +1d6 mana per caster level of the library. Enemies lose that much mana.

***Foods Market:*** Enemies struck take normal damage. If there are any unattuned slots within the facility, every round for a number of rounds equal to the caster level of the foods market, it will summon a random food based creature. These creatures always have hitpoints equal to the caster’s spellcasting ability modifier times the caster’s level. These creatures use your bonus to attack rolls, armor class, and saving throws, and are considered one of the following, rolled at random. Once the spell effect ends, they do not simply vanish, but become rogue and begin attacking randomly.

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