Vipergout

VIPERGOUT
Conjuration (Summoning) [see text]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1d4+3 summoned creatures
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

A churning in your stomach overtakes you
as you complete the spell. Something slithers
up your throat, and you vomit serpents.

This spell summons 1d4+1 celestial
or fi endish Medium vipers (MM 280),
which leap forth from your mouth to
attack your enemies.

A celestial viper summoned by this
spell has resistance to acid 5, cold 5,
and electricity 5; spell resistance 7;
and a smite evil attack that provides a
+2 bonus on one damage roll.

A fi endish viper summoned by this
spell has resistance to acid 5 and fi re
5; spell resistance 7; and a smite good
attack that provides a +2 bonus on one
damage roll.

Starting in the round you complete
the spell, you can spit three vipers as a
standard action or one viper as a move
action. (Thus, if you move and then
cast this spell, you cannot spit any
vipers until your next turn, but if you
cast this spell without moving, you
can spit forth one viper as your move
action in that round.) Spat vipers land at
your feet in an adjacent square of your
choice and act on the same round, on
your turn, just as creatures summoned
by a summon monster spell do.

The snakes are not actually present
in your mouth, and they do not interfere
with your breathing. However,
until you have brought forth all the
snakes summoned by the spell, you
cannot speak, cast spells with verbal
components, or activate items that
require speech. When the spell’s
duration expires, all the vipers disappear,
and any not yet brought forth
are lost.

When you use a summoning spell
to summon a good creature or an evil
creature, it is a spell of that type.

Material Component: A snakeskin.