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Epic Spells for a Demon Prince
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<blockquote data-quote="Cheiromancer" data-source="post: 1475357" data-attributes="member: 141"><p>BTW, one rule that Sepulchrave has with ritual magic is that the backlash of each secondary caster is at most half that of the primary caster. Of course, the primary caster cannot take more than 2d6 damage per hit dice.</p><p></p><p>The spell <em>Call Graz'zt</em> has a number of unusual features. According to page 73 of the ELH, epic spells are treated as level 10 spells whenever their level is important. Page 101 of the ELH says that <em>ward</em> can be used to nullify a specific spell or set of spells. This spell thus nullifies any magic that may be protecting Graz'zt from magical assault.</p><p></p><p>Except for an antimagic field. The AM field makes a dispel check of 20+1d20 vs 11 + caster level. To deal with that, I include a bonus to dispel checks in this spell. The <em>dispel</em> seed can dispel supernatural effects, so I think that it, together with the <em>ward</em> seed, will suppress even Graz'zt's (Su) <em>mind blank</em> ability.</p><p></p><p>The <em>summon</em> seed seems to be based on the <em>summon monster</em> spells and <em>gate</em>. This spell is a little more like <em>planar binding</em>, but has a very short duration.</p><p></p><p></p><p><strong>Call Graz’zt</strong></p><p>Conjuration (Summoning)</p><p>Spellcraft DC: 10</p><p>Components: V, S, M, Ritual, XP</p><p>Casting Time: 1 round</p><p>Range: 75 ft.</p><p>Effect: One summoned demon prince</p><p>Duration: 20 rounds (and see below)</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>To Develop: 90,000 gp; 2 days; 3600 XP. Seeds: Compel (DC 19), Dispel (DC 19); Summon (DC 14); Ward (DC 14). Factors: gain +16 bonus on caster level to defeat SR (+32 DC), ward effective against spells of 10th level or less (+180 DC), +10 on caster level to beat foe’s dispel effect (+10 DC), summon specific individual (+60 DC), full round action to cast (+18). Mitigating factors: primary caster sustains 42d6 backlash (-42 DC), six secondary casters each sustain 21d6 backlash (-126 DC), 6 additional participants contributing 9th level slots (-102 DC), caster burns 1300 xp (-16 DC), six secondary casters burn 1200 XP (-72 DC), 5000 gp cost (ad hoc -1 DC).</p><p></p><p>In a brief ritual requiring six additional participants, the spellcaster conjures and confines the demon prince Graz’zt into a readied thaumaturgic diagram. This diagram takes a day to draw, requires a DC 40 spellcraft check to complete successfully (the caster may take 10), and requires 5000 gp in special materials (powdered diamonds).</p><p></p><p>Graz'zt is entitled to a Will saving throw (DC 20+ relevant ability modifier) in order to resist being called. He can make two attempts to escape from the diagram (and break the spell) by first making a successful Charisma check (DC 30 + 1/2 caster level + caster's charisma modifier), and then by pitting his spell resistance against the caster's caster level check. Note that the caster receives a +16 bonus to his caster level when making this check. Graz’zt’s continual mind blank ability and other magical protections are ineffective against this spell.</p><p></p><p>Once Graz’zt is successfully confined he may not leave the diagram without aid, nor may he use any of his spells, or supernatural or spell-like abilities. He will remain quiescent, but may still communicate normally with those outside of the diagram. Any attack upon him constitutes a negation of the original compulsion, and he will be free to attack or flee if he survives it. If the circle is broken, the spell is similarly ended.</p><p></p><p>This spell does not last long enough for Graz'zt to be coerced into service, or for him to make additional attempts to escape. The compulsion binding him to the diagram expires after only 2 minutes. At then point (or earlier, if the spell is broken before then) Graz'zt is free to do as he pleases.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1475357, member: 141"] BTW, one rule that Sepulchrave has with ritual magic is that the backlash of each secondary caster is at most half that of the primary caster. Of course, the primary caster cannot take more than 2d6 damage per hit dice. The spell [i]Call Graz'zt[/i] has a number of unusual features. According to page 73 of the ELH, epic spells are treated as level 10 spells whenever their level is important. Page 101 of the ELH says that [i]ward[/i] can be used to nullify a specific spell or set of spells. This spell thus nullifies any magic that may be protecting Graz'zt from magical assault. Except for an antimagic field. The AM field makes a dispel check of 20+1d20 vs 11 + caster level. To deal with that, I include a bonus to dispel checks in this spell. The [i]dispel[/i] seed can dispel supernatural effects, so I think that it, together with the [i]ward[/i] seed, will suppress even Graz'zt's (Su) [i]mind blank[/i] ability. The [i]summon[/i] seed seems to be based on the [i]summon monster[/i] spells and [i]gate[/i]. This spell is a little more like [i]planar binding[/i], but has a very short duration. [b]Call Graz’zt[/b] Conjuration (Summoning) Spellcraft DC: 10 Components: V, S, M, Ritual, XP Casting Time: 1 round Range: 75 ft. Effect: One summoned demon prince Duration: 20 rounds (and see below) Saving Throw: Will negates Spell Resistance: Yes To Develop: 90,000 gp; 2 days; 3600 XP. Seeds: Compel (DC 19), Dispel (DC 19); Summon (DC 14); Ward (DC 14). Factors: gain +16 bonus on caster level to defeat SR (+32 DC), ward effective against spells of 10th level or less (+180 DC), +10 on caster level to beat foe’s dispel effect (+10 DC), summon specific individual (+60 DC), full round action to cast (+18). Mitigating factors: primary caster sustains 42d6 backlash (-42 DC), six secondary casters each sustain 21d6 backlash (-126 DC), 6 additional participants contributing 9th level slots (-102 DC), caster burns 1300 xp (-16 DC), six secondary casters burn 1200 XP (-72 DC), 5000 gp cost (ad hoc -1 DC). In a brief ritual requiring six additional participants, the spellcaster conjures and confines the demon prince Graz’zt into a readied thaumaturgic diagram. This diagram takes a day to draw, requires a DC 40 spellcraft check to complete successfully (the caster may take 10), and requires 5000 gp in special materials (powdered diamonds). Graz'zt is entitled to a Will saving throw (DC 20+ relevant ability modifier) in order to resist being called. He can make two attempts to escape from the diagram (and break the spell) by first making a successful Charisma check (DC 30 + 1/2 caster level + caster's charisma modifier), and then by pitting his spell resistance against the caster's caster level check. Note that the caster receives a +16 bonus to his caster level when making this check. Graz’zt’s continual mind blank ability and other magical protections are ineffective against this spell. Once Graz’zt is successfully confined he may not leave the diagram without aid, nor may he use any of his spells, or supernatural or spell-like abilities. He will remain quiescent, but may still communicate normally with those outside of the diagram. Any attack upon him constitutes a negation of the original compulsion, and he will be free to attack or flee if he survives it. If the circle is broken, the spell is similarly ended. This spell does not last long enough for Graz'zt to be coerced into service, or for him to make additional attempts to escape. The compulsion binding him to the diagram expires after only 2 minutes. At then point (or earlier, if the spell is broken before then) Graz'zt is free to do as he pleases. [/QUOTE]
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