Introduction:
The below are spells that are an official part of the Therran campaign, but are not widely known or circulated and whose use is not generally practiced amongst spellcasters. In some cases such lore is complicated or obscure by its very nature. In other cases the lore has been a closely guarded secret and not yet disseminated.
The below spells are not, generally, available to PC spellcasters unless and until they are found or otherwise obtained in the campaign. Spellcasters may not prepare or learn these spells as part of their normal complement or as part of their free spells upon advancing a level.
Most of these spells come from official D&D 3.5 sources such as Forgotten Realms supplements or Dragon Magazine.
Source codes are as in the Therran Spell Lists, with the addition of DMag# meaning issue # of Dragon Magazin
Sorcerer/Wizard Spells:
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Level | School | Subtype |
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Dolor | 5 | Evc | Evl | Cause a creature trapped in a planar binding pain, compelling it to agree to some service. | DMag336 |
Ensnarement |
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Augment the effectiveness of a magic circle prior to casting planar binding. |
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Exaction |
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Make a sacrifice to gain bonuses when trying to compel service from a creature in a planar binding. |
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Torment |
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Similar to dolor but causes greater pain. |
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Minimum Containment |
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Bind a creature from a planar binding into a gem. |
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Imbrue |
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Bind a creature from a planar binding into a living host. |
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Implore |
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Call and trap an elemental or outsider of 24 HD using its true name. |
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DOLOR
Evocation [Evil]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 3 rounds
Range: Personal
Target: You
Duration: 24 hours
You draw upon the power of a planar binding to imbue your words with great arcane power, causing pain to creatures caught within. This power has no effect on creatures not caught in a planar binding spell cast by you. Because your voice causes captured creatures strong discomfort, you gain a bonus on all opposed Charisma checks made to compel the target of your planar binding to perform some service. This bonus is equal to +1 per three caster levels. For example, a 9th-level caster would gain a +3 bonus on Charisma checks made to influence the subject of his planar binding spell, while a 17th-level chaser would gain a +5 bonus.
Using dolor poses two risks. First, the creature you compel using dolor is more likely to try to maliciously corrupt the intent of your commands and later seek revenge (how this occurs is decided by the DM). Secondly, because this spell ties you more directly to the power of the planar binding, if the result of your opposed Charisma check is a natural 1, not only does the creature escape (see the lesser planar binding spell in the Player's Handbook), but you are automatically affected for a number of rounds equal to the escaped creature's Hit Dice as if it has successfully cast charm monster on you.
ENSNAREMENT
Abjuration
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Area: 10-ft.-radius circle
Duration: Instantaneous
Casters use this spell to augment the power of magic circles prepared for use with planar binding. By inscribing a circle of entrapping runes in a 10-foot radius, any magic circle cast upon the same area within the next hour is made more potent. Creating this initial circle requires a DC 25 Spellcraft check, which the DM makes secretly. You may take 10 on this check if not rushed or threatened, but may not take 20. If the check fails the ensnarement has no effect. There is no outward sign of this failure.
A magic circle augmented by ensnarement is more effective when used in conjunction with planar binding spells in three ways. First, the called creature automatically acts as if a dimensional anchor spell had been successfully cast on it for as long as it is within the magic circle. Second, any time you are forced to make an opposed Charisma check against a creature bound into a magic circle you have enhanced with this spell you may use your Intelligence modifier rather than your Charisma modifier. Third, you gain a +4 bonus on all caster level checks made to overcome the spell resistance of a creature bound into the magic circle enhanced by your ensnarement.
Material Component: Powdered onyx worth at least 1,000 gp which is used to draw the required diagrams.
EXACTION
Enchantment (Compulsion)[Mind-Affecting]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One elemental or outsider caught in a planar
binding
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
With this spell, you can make a sacrifice to a creature caught within a planar binding spell in an effort to win its willing service. This power has no effect on creatures not caught in a planar binding spell, although it can be used to gain a service from a creature caught in a planar binding created by a different spellcaster. The effort to win the target's service is handled by an opposed Charisma check just as for a plnara binding spell (see lesser planar binding), with the following exceptions. First, if you win the Charisma check, the creature's service is granted willingly and to the full extent of your intentions, preventing the target creature from taking revenge later or trying to subvert the intent of its instructions. Second, completing the service does not free the target if it has agreed to multiple services as a result of multiple exaction spells (see below).
You must make a sacrifice as a part of the negotiation represented by planar binding's opposed Charisma check. Each sacrifice grants a Charisma bonus on efforts made to compel the target's service. Sacrifices can be negligible, minor, moderate, or major, each with increasingly higher costs and Charisma bonuses. These costs do not vary, cannot be resisted, and cannot be healed through the use of magic less powerful than miracle or wish (for example, alignment changed by a moderate sacrificed cannot be restored through the use of atonement, while a loved one killed in a major sacrifice cannot be brought back to like by a rasie dead or resurrection spell).
While negligible, minor, and moderate sacrifices are largely set (although DMs might wish to create alternatives), what connotes a major sacrifice varies from person to person. Major sacrifices always extol a great loss of significance to you and often others, as you betray information or perform acts that compromise your very being. Essentially, this means giving up a part of your soul to the bound creature. Common examples of such offerings would be the sacrifice of a loved one, a major holy relic of a religious prder you're a part of, your entire library of magical texts, or your beloved ancestral home. Overall, you and the DM should agree upon whome or what constitutes an appropriate major sacrifice.
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Negligible | Sacrifice items of value to the target | 50 gp/HD of target |
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Minor | Pay worship to the target's power | 100 XP/HD of target |
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Moderate | Sacrifice a sentient being | Change alignment one step closer to the target |
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Major | Sacrifice a part of your soul | Lose one level |
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IMBRUE
Conjuration (Summoning)
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One elemental or outsider caught in a planar
binding
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No
This spell attempts the dangerous and near unthinkable feat of binding a creature trapped within a planar binding spell inside a mortal host. This spell only functions if the target agrees to submit to the spell as a service you compel it to perform (see lesser planar binding). The target must be aware of this spell's effects and agree to its duration. Convincing a creature to submit to imbrue is difficult at best and has inherent dangers (see below). You take a -4 penalty on the opposed Charisma check made to compel the target to accept imbrue as its service.
If you roll a 1 on the Charisma check to compel the target to accept this spell the target breaks free of the binding and can escape or attack you as normal. Alternatively, if it so wishes, it may take control of your body for a number of days equal to its Hit Dice. At the end of this time it leaves your body and may return home or stay on the current plane.
If the target creature fails the opposed Charisma check and thus agrees to the spell, it is bound to a host, eing either you or another willing creature withinr ange. The host must be a living creature with an Intelligence and Wisdom of at least 6. If subject to detect magic, the host emanates an aura of conjuration magic with a caster level equal to the bound creature's HD. In addition, the host detects as a being of the samealignment as the bound creature (with an aura strength equal to the bound creature's HD) rather than of his own.
While fettered to its host, the bound creature cannot be found by any mundane or magical means, including any form of magical scrying. It does not age and cannot be affected by any damage, magic, or psionic abilities. If the host creature dies, it is released and immediately returns to its home plane. In addition, this allows bound creatures to pass thorugh areas that might normally prevent them from entering, such as through a magic circle (although, it cannot be released into an area that is warded against summoned creatures of its alignment). The host can dismiss the bound creature back to its home plane at any point prior to the end of the spell's duration.
Playing host to a bound creature has some advantages. First, the host has access to all the boudn creature's Intelligence-based skills. This does not allow the host to read the bound creature's mind or discover secrets it knows - he simply makes such skill checks using the bound creature's total bonus. For example, a host with a nalfeshnee bound to him could use the creatyure's Intelligence-based skill (Knowledge [arcana] +23, Search +23, Spellcraft +25 [+27 with scrolls]) instead of his own. The DM determines what Knowledge skills creatures like a succubus (with Knowledge {any one]) or glabezru (with Knowledge {any two]) possess.
Second, if the host is subject to sufficient damage or an effect that kills him (any magical or mundane damage that would reduce the host to -10 hit points or otherwise kill him outright), the host has a chance to allow the bound creature to absorb the fatal damage or effect. This requires the host to make a DC 30 Will save. The host, however, gains a bonus when making this save equal to the total HD of the bound creature. On a successful save, fatal damage or effect acts as if it had targeted the bound creature, having no effect on the host and stabilizing him if he is dying. On a failed check the host takes the damage or effect as normal. In either case, the imbrue ends and the bound creature immediately returns to its home plane.
Finally, the greatest advantage of imbrue is its ability to essentially smuggle outsiders or elementals within a living host. As a standard action the host can unleash the bound creature into an adjacent space (or closest open space if no adjacent spaces are available). Upon being released, the bound creature follows the directions of the host for a number of rounds equal to the host's HD plus his Charisma modifier. After this period the creature returns to its home plane.
There are side effects to hosting an elemental or outsider as a reult of an mbrue. First, the bound creature sees and hears everything the host sees or hears, making it impossible for the host to keep secrets from it for the duration of the spell. Further, the bound creature is able to speak ot its host and weaken the host's ability to focus. The host takes a -4 penalty on all Concentration checks, as well as all Will saves against mind-affecting spells for the duration of this spell.
IMPLORE
Conjuration (Calling)
Level: Sor/Wiz 9
Components: V, S, XP
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One elemental or outsider with 22 HD or less
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No and yes; see text
Implore acts as a greater planar binding except as noted above and as follows. Any spells or effects that affect planar binding also work upon this spell. To cast implore, you must know the truename of the creature targeted and that specific creature is summoned. The target creature takes a -4 penalty on all Will saves and Charisma checks made while trapped within the spell. If it is compelled to provide some service (see lesser planar binding), it makes no effort to subvert instructions it is given regarding that service.
Every time you call a specific target using implore the creature gains a cumulative +1 bonus on future Will saves to resist your summons. These bonuses fade if you do not summon the creature for a full year.
XP Cost: 50 XP per Hit Die of the target called.
MINIMUS CONTAINMENT
Conjuration (Summoning)
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing elemental or outsider caught in a planar
binding
Duration: Permanent; see text
Saving Throw: None
Spell Resistance: No
Minimus containment can only be cast on a creature already trapped in a planar binding spell, and only if that creature agrees to submit to the spell as a service you compel it to perform (see lesser planar binding). The target must be aware of and have agreed to the exact terms set by the minimus containment when it consents to the spell, and these conditions cannot be changed.
Minimus containment binds the spirit and material body of the target elemental or outsider into a gem (the focus), in a manner similar to a trap the soul spell. The gem then detects as a magic item (exhibiting conjuration magic with a caster level equal to the target's HD), but there is no way to identify the magic property of the dem (not even identify or analyze dweomer reveals the presence of the trapped creature). The bound creature remains within the gem for a certain period of time or until a specified condition is met (set by you and known to the target before submitting to the spell). The condition must be one the target creature would recognize if it were physically present. For example, a bound creature would be released if its gem is stolen, as it would know a theft if it saw one, but couldn't be released when the first brave man touched the gem, since bavery is not so easily defined or detected. Once the condition is met, the target creature is released and must perform a single predetermined task. At the end of this task, the gem turns to worthless dust and the creature is immediately sent to its home plane. If the described conditions do not occur within the agreed upon timeframe, the creature is automatically set free (leaving the gem undamaged) and returns to its home plane.
The target creature's material body and spirit can be transferred into nother nonliving object (such as a gold piece, spellbook, or weapon) by grinding the gem to dust and sprinkling it over the new object. This requires a Spellcraft check with a DC equal to 15 + the bound creature's HD. One a failed check the creature is instead released and may return to its home plane or attack you. This function is often used to bind outsiders to serve as guardians of valuable items. These items are not destroyed as a gem is when the creature bound within is freed and completes its task.
Convincing a creature to submit to a minimus containmant is incredibly difficult. The lenght of time that a creature is contained and the ocnditions of its release determine the Charisma penalty you take when you try to compel it to serve you. The following tables outline the Charisma penalties for a variety of variables.
The difficulty of the task a creature must perform once released does not influence the Charisma penalty except in the case of incredibly difficult or lengthy feats (such as destroying an artifact or tasks that ouwld take multiple years to perform). A bound creature will never agree to perform a task that is impossible for it to succeed at (such as killing a deity or dousing the sun).
Ultimately, the DM determines the total Charisma check penalty using the totals gained from the relevant charts as a guideline. If you roll a 1 on the Charisma check to compel the elemental or outsider to accept this spell, the target breaks free of its binding and can escape or attack you as normal. Alternatively, if it so wishes, if may trap your soul within the gem used as the focus of this spell and possess your body for a number of days equal to its Hit Dice, as per the magic jar spell. At the end of this time the creature leaves your body and may return home or stay on the current plane. Regardless of its decision, you remain trapped within the gem, your body unaffected by raise dead, resurrection, or similar spells. Only magic jar, miracle, or wish can restore you from the gem back to your original body. If the gem is destroyed while your soul is trapped within you die but can then be raised or resurrected as normal.
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Released when any creature touches the gem |
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Released when taken to a new city |
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Released when the gem's owner falls unconscious |
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Released when anyone attempts to perform a major ceremony within a chamber the gem is in |
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Released when someone who has stolen the gem is alone |
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Released when an elf touches the gem and speaks the name "Tsojcanth" |
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24 hours or less |
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1-6 days |
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1-10 weeks |
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1 year or less |
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10 years or less |
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More than 10 years (no maximum time) |
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Focus: A gem worth at least 100 gp per HD of the target creature.
TORMENT
Evocation [Evil]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 3 rounds
Range: Personal
Target: You
Duration: 24 hours
This spell functions like dolor, except that you must
know the truename of the creature targeted and your bonus on Charisma
checks is +5, +1 per 2 caster levels above 13th. This bonus does
not stack with the bonus provided by dolor. Additionall,
the target does not attempt to subvert your instructions, instead
obeyong both the letter and intent of its orders to the best of
its ability.