*Because it isn't a Summon Spell, the actual Spell is Create Creature, Abjuration School.
Ibrandlin should be changed from 1/round to 1 or 10m level, besides that, it should be administered to the Animal Companion slot. I'll explain my reasoning below, and why it shouldn't be Cohort Slot.
Found in the 3.5 Manual, these are currently missing:
This would translate as Knockdown or Wing Buffet: ((I personally think this would be ridiculous to have, and forfeit adding it, just going by the Book here))Breath Weapon (Su): Once every 5 rounds, an Ibrandlin can breathe a 30-foot cone of fire that deals 2d6 points of fire damage to every creature it touches. Affected characters who make a successful reflex save (DC 21) take half damage. An Ibrandlin can use it's breath weapon and it's claw attacks in the same round by using a full attack action. In this case, the creature forfeits it's bite attack in favor of the breath weapon.
Pin (Ex): An Ibrandlin can jump and land on opponents as a standard action, using it's whole body to attack. A Pin attack is effective only against Medium-size or smaller opponents. An Ibrandlin can pin as many creatures as will fit under it's body. (a 10ft by 30ft area). Creatures in the affected area must roll successful reflex saves (DC 21) or be pinned under the Ibrandlin. The Ibrandlin can choose whether or not to deal damage. Creatures that lie still are simply pinned (treat as a grapple attack), while those that move or fight take 4d6 points of damage per round until they escape.
Fire Subtype (Ex): Fire Immunity, double damage from cold except on a successful save.
Firstly, let's get to the Lore Book of Ibrandlin:
TL;DR - Requires an Egg, Holy Oil, 3,000 Gold & Diamond Dust and 7 Hours of Channelling, with a success rate attached.
The spell is permanent once it succeeds.
Primarily, this means that the Spell is really meticulous, and doesn't just "simply" spawn into existence a Creature from thin air.
It takes a Fire Lizard Egg and nurtures it into a new creature, the Ibrandlin.
6th Level
Create Ibrandlin (Abjuration)
Sphere: Guardian
Range: Special
Components: V, S, M
Duration: Permanent
Casting Time: 7 hours
Area of Effect: 1 fire lizard egg
Saving Throw: None
This spell was developed centuries ago by priests of Ibrandul to facilitate the
creation of fearsome guardians for the temple of Ibrandul located in the Underdark. Ibrandlin are created by magically altering fire lizard eggs to create
the trainable monsters described in a MONSTROUS COMPENDIUM sheet included in the Ruins of Undermountain boxed set. Since the Time of Troubles,
ibrandlin have begun to breed true. As a result this spell is likely to lapse
into relative disuse, given the expense of the spell components.
Casting this spell is a long and arduous process. Those who cast this spell
must prepare themselves with a tenday of prayer and fasting before attempting the casting. The spellcaster must then coat a fertilized, living fire lizard
egg with a mixture of holy oil and diamond dust and perform a seven-hour
ritualistic prayer dance around the egg. Each hour of the dance, the spellcaster must make a Constitution ability check. Failure of any Constitution
ability check results in the complete failure of the spell. The spell can be attempted once again one tenday later on the same egg with new material
components. A second failure kills the unhatched fire lizard in the egg, rendering it useless. When create ibrandlin is successfully cast, the material components are absorbed into the egg and an untrained hatchling ibrandlin
emerges from the egg one tenday later.
The material components of this spell are Ibrandulin holy oil and 3,000
gp worth of diamond bust
Specialty Priests (Darkwalkers)
REQUIREMENTS: Wisdom, Constitution 11
PR IME REQ.: Wisdom, Constitution
ALIGNMENT: C N
WEAPONS: Any
ARMOR: All armor types up to and including chain mail; no
shields
MAJOR SPHERESS: All, elemental, guardian, protection, sun (only the darkness-creating versions of reversible spells), travelers
MINOR SPHERES: Chaos, combat, creation, divination, healing, necromantic
MAGICAL ITEMS: Same as clerics
REQ. PROFS: Animal training (ibrandlin), mining
BONUS PROFS: Blind-fighting, direction sense
• Although his darkwalkers are primarily humans
Furthering from the above point, it requires Animal Handing to even be an Ibrandlin Priest, as you are tasked with raising Ibrandlin specifically, which denotes an Animal Companion, not Cohorts or Summons of any format. They exist as a bred and true sentience.
Additionally, for the sake of balance and not giving a lv.11 Cleric some busted spell:
Making Ibrandlin an Animal Companion, means you can attach it to the *Animal Domain, and by extension, stat it as a scaling companion.
*This means opening up Animal Domain for a mechanical sake, to match the official source material.
It does NOT need to be officially added as a literal mechanic
Ruling:
Cleric Domains
If you are playing a cleric, refer to the thread or wiki for the domains that your character's deity permits. If you pick an incorrect domain for your deity, you will be required to reroll your character to fix it.
Getting back to the original point, the following balance occurs:
When you take Thaumaturge, your Cohort Slot isn't ruined as per rules of Server, also, you lose 5 levels on your Animal Companion, extending more balance.
Secondly, you do not benefit from strictly running Hierophant until you take the associated Feat.
End analysis, you take two Feats - Animal Companion boost for Multi-Class to cover your Thaum loss, if you go Thaum or other classes that do not directly level a Companion, and you must take Hierophant's Animal Companion feat, to cover the 10 levels of that class.
Additionally, you're taking Thaumaturge or other PRCs pretty early, which is cutting even more into your pre20 levels and messing up your Companion's balance, so it's pretty impossible for an Ibrandlin to become OP.