Jormungandr’s Call

School conjuration (summoning); Level cleric/oracle 6, sorcerer/wizard 6


Casting Time 1 standard action
Components V, S, F (a scale of Jormungandr)


Range Medium (100 ft. + 10 ft/level)
Area 80-ft. radius spread (S)
Duration 1 round/level
Saving Throw Reflex half, see text; Spell Resistance no


Jormungandr’s call summons one coil of the titanic snake that surrounds the world from deep within the sea or from the earth below. Even this hint of Jormungandr’s power is enough to create mass chaos and destruction.

Due to the tremors when Jormungandr’s body breaches the surface, all terrain becomes difficult for the duration of the spell and any structure takes 8d6 hp damage.

The world serpent’s sudden and violent appearance throws around flying debris on land and vaporizes water at sea; either deals 8d6 hp damage to any creatures it strikes (Reflex DC 15 half).

All creatures within the spell’s range are frightened.

Creatures that carry a scale of Jormungandr may make a Will save: if the save succeeds, the creature is merely shaken by Jormungandr’s presence.

Section 15: Copyright Notice

Deep Magic. � 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.

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