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MAGIC-USER SPELLS (7TH LEVEL)protection (or a thaumaturgic triangle with protection from evil) and thedemon confined within a pentagram (circled pentacle) if he or she is toavoid being slain or carried off by the summoned cacodemon. Thesummoned demon con be treated with as follows:1 ) The magic-user can require the monster to perform a desiredcourse of action by force of threat and pain of a spiritwrackspell (q.v.), allowing freedom whenever the demon performsthe full extent of the service, and forcing the demon to pledgeword upon it. This is exceedingly dangerous, as a minor errorin such a bargain will be seized upon by the monster toreverse the desired out<strong>com</strong>e or simply to kill and devour thesummoner. Furthermore, the demon will bear great enmity forthe magic-user forever after such forced obedience, so thespell caster had better be most powerful and capable.2)By tribute of fresh human blood and the promise of 1 or morehuman sacrifices, the summoner can bargain with the demonfor willing service. Again, the spell caster is well advised tohave ample protection and power to defend himself orherself, as the demon might decide the offer is insufficient -or it is easier to enjoy the summoner's slow death - anddecide not to accept the bargain as offered. Although thedemon will have to abide by a pledge, as his name is known,he will have to hold only to the exact word of thearrangement, not to the spirit of the agreement. On the otherhand, only highly evil magic-users are likely to attempt tostrike such a bargain, and the summoned cacodemon might.be favorably disposed towards such a character, especially ifhe or she is also chaotic.3) The summoned demon can be the object of a trop the soulspell (q.v.). In this case, the magic-user will not speak with orbargain for the demon's services, although the cacodemonmight be eager to reach an accord with the dweomercraefterbefore he is forced into imprisonment. The trapping of thedemon is risky only if proper precautions have not been taken,for failure to confine the monster usually means only that it isable to escape to its own plane. Once trapped, the demonmust remain imprisoned until the possessor of his object ofconfinement breaks it and frees him, and this requires oneservice from the now loosed monster. If the individual(s)freeing the demon fails to demand a service when the mansterasks what is required of him, the demon is under no constraintnot to slay the liberator(s) on the spot, but if a service isrequired, the creature must first do his best to perform it andthen return to the Abyss.The duration of service of any demon must be limited unless the demon iswilling to serve for on extended period. Any required course of action orservice which effectively requires an inordinate period of time to perform,or is impossible to perform, is 50% likely to free the demon from hisobligations and enable him to be unconstrained in his vengeance uponthe spell caster if he or she is not thereafter continually protected, for ademon so freed can remain on the plane it was summoned to for as longas 666 days.The demon summoned will be exceptionally strong, i.e. 8 hit points per hitdie.Casting time is 1 hour per type (numeric) of the demon to be summoned. Ifthere is any interruption during this period, the spell fails. If there is aninterruption while the cacodernon is summoned, it is 10% probable that itwill be able to escape its boundaries and attack the magic-user, thispercentage rising cumulatively each round of continued interruption.Charm Plants (Enchantment/charm)Level: 7Range: 3"Duration: PermanentArea of Effect: SpecialMAGIC-USER SPELLS (7TH LEVEL)Components: V, S, MCasting Time: 1 turnSaving Throw: Neg.Explanation/Description: The charm plants spell allows the spell caster tobring under <strong>com</strong>mand vegetable life forms, <strong>com</strong>municate with them, andthese plants will obey instructions to the best of their ability. The spell willcharm plants in a 3" X 1" area. While the spell does not endow thevegetation with new abilities, it does allow the magic-user to <strong>com</strong>mandthe plants to use whatever they have in order to fulfill his or herinstructions, and if the plants in the area of effect do have special orunusual abilities, these will be used as <strong>com</strong>manded by the magic-user. Thesaving throw applies only to intelligent plants, and it is made at -4 on thedie roll. The material <strong>com</strong>ponents of the spell are a pinch of humus, a dropof water and a twig or leaf.Delayed Blast Fire Ball (Evocation)Level: 7Components: V, S, MRange: 70" + 7"AevelCasting Time: 7segmentsDuration: Special Saving Throw: %Area of Effect: 2"radius globeExplanation/Description: This spell creates a fire ball with + 1 on each ofits dice of damage, and it will not release its blast for from 1 to 50segments (1110 to 5 rounds), according to the <strong>com</strong>mand upon casting bythe magic-user. In other respects, the spell is the same as the third levelfire ball spell (q.v.).Drawmij'r Instant Summons (Conjuration/Summoning)Level: 7Range: Infinite + specialDuration: InstantaneousArea of Effect: One small objectComponents: V, S, MCasting Time: 7 segmentSaving Throw: NoneExplanation/Description: When this spell is cast, the magic-user teleportssome desired item from virtually any location directly to his or her hand.The object must be singular, can be no larger than a sword is long, have nomore mass and weight than a shield (about 75 g.p. weight), and it must benon-living. To prepare this spell, the magic-user must hold a gem of notless than 5,000 g.p. value in his or her hand and utter all but the final wordof the conjuration. He or she then must have this same gem available tocast the spell. All that is then required is that the magic-user utter the finalword while crushing the gem, and the desired item is transported instantlyinto the spell caster's right or left hand as he or she desires. The item must,of course, have been previously touched during the initial incantation andspecifically named, and only that particular item will be summoned by thespell. If the item is in the possession of another creature, the spell will notwork, but the caster will know who the possessor is and roughly where he,she, or it is located when the summons is cast. Items can be summonedfrom other planes of existence, but only if such items are not in thepossession (not necessarily physical grasp) of another creature. For eachlevel of experience above the 14th, the magic-user is able to summon adesired item from 1 plane further removed from the plane he or she isupon at the time the spell is cast, i.e. 1 plane at 14th level, but 2 at 15th, 3at 16th, etc. Thus, a magic-user of 16th level could effect the spell even ifthe item desired was on the second layer of one of the outer planes, but at14th level the magic-user would be able to summon the item only if itwere on one of the Elemental Planes or the Astral or the Ethereal Plane.Each demon is entitled to a saving throw versus this summoning spell. If ascore higher than the level of the magic-user summoning is rolled with 3d6(2d10 with respect to type VI demons), that particular spell failed to bringthe desired demon. When this occurs, it is certain that the named demon isimprisoned or destroyed or the name used was not perfectly correct, so thespell caster will have to call upon another name to bring forth acacodemon.Duo-Dimension (Alteration)level: 7Range: 0Duration: 3 rounds + 7round/levelArea of Effect: PersonalComponents: V, S, MCasting Time: 7segmentsSaving Throw: NoneThe <strong>com</strong>ponents of this spell are 5 flaming black candles; a brazier of hotcoals upon which must be burned sulphur, bat hairs, lard, soot, mercuricnitricacid crystals, mandrake root, alcohol, and a piece of parchment withthe demon's name inscribed in runes inside a pentacle; and a dish ofblood from some mammal (preferably a human, of course) placed insidethe area where the cacodemon is to be held.Explanation/Description: A duo-dimension spell causes the caster to haveonly two dimensions, height and width but no depth. He or she is thusinvisible when a sideways turn is made, and this invisibility can only bedetected by means of a true seeing spell or similar means. In addition, theduo-dimensional magic-user can pass through the thinnest of spaces aslong as they have the proper height according to his or her actual length -87

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