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Velgarian Spell Compendium of the Underdark
Printable Version

1st Level

Demonic Vision (Demonology, Divination)
Range: 10 yards
Area of Effect: mirror
Components: S, M
Duration: 1 round / level
Casting Time: 1
Saving Throw: neg.

Demonic Vision causes a mundane mirror to become a window into either the Abyss, or Hell. The caster has no control of where in those planes the mirror focuses. No person, beast, magics, or object may pass through the mirror. The creatures on the outer plane do not see the area of the caster.
The material component of this spell is a mirror and a bit of sulfur.

Demonic Language (Demonology, Divination)
Range: 0
Area of Effect: Caster
Duration: 5 rds/lvl
Components: V, M
Casting Time: 1 round
Saving Throw: None

When this spell is cast, the wizard becomes able to speak and understand the language of one demonic type, chosen by the caster at the time of casting.
The material components of this spell are a pinch of ash and a rusted nail or barb.

Mescalene (Divination, Alteration, Necromancy)
Range: 10 yards
AOE: one creature
Duration: 1 turn/level
Components: VSM
Casting Time: 4
Saving Throw: at +10 nulifies, can be voluntarily failed

This spell alters a creatures brain chemistry, causing the recipient to have an intense trip as if under the influence of a large amount of mescalene. While in this state the creatures intelligence rises by 2, his/her con rises by 1, wis suffers -7, dex -5, cha -5 and str -1. If the target is a spell user, he/she can only cast spells of 1/2 thier max spell level, rounded up, or less. Attack rolls are made at -3. All spell users are considered wild mages while under the influence of this spell. Psionic abilities are lost for the duration of this spell. The change in brain composition is such that creatures who feed on brains are repelled upon first contact.
When affected by this spell, there is a 5% chance that a drug induced frenzy will occur. Common results of this frenzy are attacking anyone within 5 ft, sudden mood shifts, wanton destruction of the surrounding area, spouting a long list of profanities, inability to communicate in a rational manner, extream paranoia, and/or uncontrollable laughter. This frenzy lasts for 1d12+4 rounds.
The material component of this spell is a hollucanogenic substance such as payote, shrooms, LSD, mescalene, Ketamene, E, or any closely related drug.
Use of powerful depressents grants a 5% chance per round of use to cancel the effect.

Mysrule's punishment (Necromancy)
Range: Touch
AOE: caster
Duration: 1rd/level or until discharged
Casting Time: 5
Saving Throw: Nul
Components: SM

Once this spell has been cast, the power is stored as latent energy within the wizard. Once the caster succesfully touches one creature, the energy is discharged. If the creature that is touched fails a saving throw vs. spell all hair (including finger and toe nails) are torn off of the victum. This causes damage equal to 1d4+1/level to traditional humanoids. Particularly hairy creatures suffer double damage. Creatures not possesing hair, or that have very little hair are uneffected by this spell.
The material component of this spell is a finger nail or tuft of hair that is consumed during the casting.


2nd Level

Undead Command (Necromancy, Demonology)
Range: 0
Area of Effect: demonic symbol
Duration: 1d10+1 rounds
Casting Time: 3
Saving Throw: None
Components: VSM

When this spell is cast, the caster temporarily imbues a demonic symbol with the ability to grant the priestly ability to command undead. The check on the turning table is that of a priest at 1/4 th the caster's level.
The material component of this spell is a symbol of a powerful demon or devil. Control of the undead creatures is maintained by the person possessing the symbol.

Vampiric Seduction (Necromancy, Enchantment/Charm)
Range: Eye contact
Area of Effect: one creature
Duration: 1rd/2lvls
Casting Time: 2
Saving Throw: neg.
Components: V

This spell causes one creature to become completely enthralled with the caster, as per a vampire's charm. The emotional response is somewhat equivalent to that of love, without lust. When charmed, the creature is barely able to take their eyes away from the caster, only doing so at the bidding of the caster. They will obey simple, non-suicidal commands.
A successful save vs. spell nullifies the effect.

Breath Weapon (Evocation, Wild Magic)
Range: caster
AOE: cone, 2ft/ level long, 1/2ft wide at caster, 1ft/lvl wide at end
Duration: instantaneous unless specified
Casting Time: 2
ST: 1/2 damage or as specified
Components: VS
Damage: 1d 8+2/lvl (not to exceed 1d8+26), or as specified

This spell was designed to replicate the breath weapon capabilities of powerful creatures. With each casting of this spell, there is a different effect, rolled randomly. Creatures especially vulnerable to such attacks sufer double damage. Creatures especially immune to such effects take half damage.

1) greese (sv or drop all items held; dex or fall; treat as greese spell; no damage)
2) fire
3) water (dex or knocked backwards length of cone and take 1/lvl points of damage)
4) ice
5) blood (sv or vomit for 1d4+1 rounds)
6) acid
7) needles (1/2 damage; no save)
8) tongue (tongue enlarges, takes the shape of a pitch fork, att +4, dam 1d3+1/lvl, dur 1rd +1/3lvls)
9) spiked chain(s) issue(s) forth (treat as magic missile)
10) stinking cloud
11) vomit (save or stunned for 1d6 rounds)
12) heat (metal becomes unbearably hot, metal objects must be dropped, metal armour must be
removed or wearer takes 1 dam for 5 rds and is slowed; save nulifies)
13) darkness (2 rounds, infravision does not work)
14) 4d100 shrooms spout from mouth
15) poison (save vs. poison for 1/2 damage)
16) fear (screams of tortured souls; no save; lasts 1 rd/ level)
17) greek fire (area doused, no damage unless ignighted, full damage when lit, no save availible)
18) lightning
19) screech (deafness 1rd/lvl, 1/2 damage; save nulifies deafness)
20) 1d10 mostly developed feti pop out of the casters mouth and attack {2hp, 20 thac0,MR 3, attack
causes 1dam and con check or diseased for 2rds/ caster level (nausia, attacks -1, dam -1, 2/3 movement, initative +2) ; effects are cumulative}

Fateful Omen (Divination)
Range: 10 yards/lvl
AOE: 1 to 4 creatures
Duration: Special
Casting Time: 4
Saving Throw: special
Components: SM

By casting this spell, the caster manipulates time and energies, causing one specified point to be imbued with the energies of a catoclysmic event. One to Four creatures are magically granted a tie to this monumenous time.
There are two variations of this spell. With the first version of this spell, the recipiant recieves a premanition or omen that something important is going to occur his/her current location. If a wisdom check is failed, the recipiant will return to the fated place at the time designated by the caster, not to exceed 1day/lvl beyond the present. Success means that the creature overpowers the urge to return to the site out of common sence. If a successful save vs spell at -3 is made, the recipiant knows that the omen was magically projected (note that it is possible to feel an overwhealming desire to return to the site, and yet still know the omen was magically placed. One to four creatures may be targeted for this version of the spell. For every creature after the first, the save versus spell is at one less negative.
The second version of this spell is cast on only one crerature. If a wisdom check is made, that creature can see the area within 30 yards of his/her location at the time of casting. This site comes in the form of a vision (or dream if sleeping) and consumes all of the recipients concentration. The time to be viewed cannot exceed 1 day/3 lvl of the caster, and will last for 1 minute/ level. It is selected by the caster at the time of casting. Creatures resisting this spell recieve a normal save to block the magics.
The material component for this spell is a small hourglass worth no less then 10 gp.


3rd Level

Torture (Demonology, Evocation)
Range: 30 yards
Area of Effect: 10' radius
Duration: Special
Casting Time: 7
Saving Throw: neg.
Components: VSM

This spell causes chains with sharpened edges and shackles to spring forth from any natural surroundings (including natural caverns). A successful save vs. spell means that the creature is not bound, and can act as it chooses; if the save is failed, the chains bind and squeeze the victim. These chains, depending on the situation, cause a variety of torturous positions. Commonly, chains from the ceiling hang victims by the meat hooks, from narrow corridor walls chains stretch the victim in an attempt to pull him/her apart, from the ground chains bind the creature and try to squeeze him into the ground, etc. ... These devices are real, and cause 1 point of damage a round.
A Con check must be made each round to see if consciousness can be maintained (but cannot be optionally failed). While conscious, escape can be achieved through a successful bend bars/lift gates roll. The next round, however, new chains bind the creature if he does not exit the area of effect. Once unconscious, the creature does not awaken until 1d3 round after the spell has expired.
Keep in mind that his allies being tortured is not a pleasant site, and can evoke a large variety of emotional responses. Any creature (including the caster) foolish enough to enter the area during its duration must save or be caught in the chains.
The base duration of this spell is 15 rounds. Each creature, beyond the first, caught in the chains reduces this duration by 1 round. If there are more than 15 creatures in the area, the spell is wasted. Creatures that enter and then re-enter the area do not lower the spell's duration, but new creatures entering the area and becoming caught take off the appropriate number of rounds remaining (i.e., if 20 kobolds suddenly run into the area to aid a companion, the chains vanish and the spell expires; however, if a foolish dwarf leaves and re-enters the area 15 times, he merely makes himself prone to fresh attack from the chains each time).
The material components of this spell are a razor blade, ashes from a corpse, and a locking mechanism.

Random Spell III (Wild Magic, Abjuration)
Range: 10 yards/level
Area of Effect: One general location or creature
Duration: Special
Casting Time: 1
Saving Throw: Special
Components: VS

This spell is perhaps the most unpredictable of all wizardly spells. The caster, in desperate need of haste, taps into the magical resources of the Third Level. He does not, however, cast a specific spell. Instead, a Wizardly or Priestly spell of 3rd level is randomly rolled. The caster has no idea what spell he is bringing forth, only the targeting specs (creature, area, item, direction, etc.). While powerful with respect to capability, this is a very risky action.

Minor Globe of Vulnurability (Alteration, Wild Magic)
Range: 5yards/level
Area of Effect: one creature
Duration: 1 round/level
Casting Time: 6
Saving Throw: Neg
Components: VS

Minor Globe of Vulnuability causes the target creature to become especially vulnurable to 1st 2nd and 3rd level spells. When cast on a target creature, the creature gets a save vs. spell and magic resistance roll (if applicable) to stop the spell from taking effect. These rolls can be voluntarily failed. If successful, every time the effected creature is within the effected range of a 1st, 2nd, or 3rd level spell, percentile die are rolled on the following table:
1%-5% double effect (time or damage), save for normal effect
2-70% normal effect, no save or magic resistance allowed
71-80% normal
81-95% 1/2 effect, no save
96-100% target gains ability to cast the spell next round, automatic save


Blink, Blank, Blunk (Alteration, Wild Magic)
Range: 0
AOE: Caster
Duration: 1rd/lvl
Casting Time: 3
Saving Throw: Special
Components: VS

This spell is a play off of the spell Blink in the player's handbook. During odd rounds, this spell functions exactly as the spell blink. During even rounds, any creature that hits the caster must roll a saving throw vs. spell, or the creature blinks immediatly. Every round that is a muliple of 5 erases all of the blinkings that have resulted from this spell.


4th Level

Vampiric Fangs (Necromancy)
Range: 0
Area of Effect: Caster
Duration: 1 round/level
Casting Time: 1 round
Saving Throw: None
Components: VSM

Upon casting this spell, the caster establishes a connection with the negative material plane. His/her incisors grow several inches in length, protruding from his/her mouth. The caster must roll a system shock to avoid falling unconscious for the spell's duration due to the physical strain of sudden contact with the Negative Material Plane. If this roll succeeds, the caster may then attempt to drink the blood of living creatures, taking into him some of their life energies. The caster must successfully bite an opponent using the THAC0 of a warrior of the same level. Each bite inflicts 1d4 points of damage, and rejuvenates the caster an equal amount of hit points. The gained hit points cannot exceed the caster's maximum hit point total, and the target cannot give any more life then they have. Of course, the creature must have blood to be affected, i.e., no undead, puddings, noncorporeal creatures, etc.
The material component of this spell is a beating heart.
Removing of the heart is part of the casting. The last action of casting requires the caster to plunge his hand into a target creature's chest, remove their heart, and take a bite of it. This heals the caster 1 hp, and kills the creature. The creature must be unconscious, stunned, bound, or otherwise prone. It may not have a current hp total greater then 10. It cannot be wearing a metal chest plate, or any other metallic chest protection. The heart, and the victim can remain alive for up to a round. The duration of the spell does not begin until the heart has been eaten.
While under the influence of this spell, the caster is considered a free-willed undead at his current Hit Dice for the purposes of spell effects, undead control, and turning.
Use of this spell is a very evil act, and non-evil characters must keep that in mind.

Contorted Battlesceen (Alteration, Wild Magic)
Range: 50 yards
Area of Effect: 20-ft radius
Duration: 4 rounds + 1/three levels
Casting time: 4
Saving Throw: neg
Components: VSM

By means of this spell, 1d3+1 random combatants exchange combat abilities. These abilities include THAC0, weapon proficiencies (including styles and specialization), and attacks per round (if plausible). Example: a cleric could gain the extra attacks per round of a high level fighter, but could not gain the extra bite attacks of a multi-headed creature. The alteration need not be direct. Example: Creature A has the abilities of creature B, creature B has the abilities of creature C, and creature C has the abilities of creature A. Affected creatures instantly know there has been a change, and feel a faint compulsion toward the primary weapon of their new combat persona. An onlooker will immediately notice a change in the person's fighting style. It is not, however, known who has obtained what abilities.
A successful saving throw causes a creature to not be affected by the spell. This does count as one creature toward the total effected. If only one or no creatures fail their saving throw, the spell fizzles.
The caster cannot cancel the effects of this spell.
The material component is a dagger of exquisite craftsmanship, valuing at least 50 gp. This dagger is not consumed during the casting. The dagger vibrates mildly throughout the duration. Upon completion of the casting of this spell, the dagger flies from the hand of the caster and lands on the ground at the spell's center. It then begins to rotate clockwise at a rapid speed. With a successful attack roll vs. AC 8, a creature can grasp the dagger. The creature holding the dagger knows which combatants have switched abilities.

Planar Familiar(Conjure/Summoning, Demonology)
Range: Special
AOE: Special
Duration: Permanent
Casting Time: 1 week
Saving Throw: none
Components: VSM
This spell is an advanced form of find familiar. Upon casting of this spell, the caster calls forth from the Abyss a Quasit, and attaches his/her life energies to that of the Quasit. At the completion of casting a quasit is brought into the prime material plane to "serve" the caster. This familiar functions within the rules for impish familiars given in the monsterous manual.
The caster of this spell must be chaotic evil, or no familiar comes forth.
The quasit's hit points are relative to the current level of the caster. The familiar quasit has 2 hit points per hit die for every three levels of the caster (rounded down). Beyond twelth level the quasit recieves an additional two hit points per level.
The material components of this spell are a vial of blood, and a solution requiring at least 3000 gp worth of materials.
The power of this spell is such that it cannot be cast more then once every six years.
The reverse of this spell, Remove Familiar is the only know way to rid a caster of his planar familiar without harm to himself. This spell can only be cast once every 10 years, and has material components equaling 1000 gold pieces. The casting time of Remove Familiar is only one turn.
It is suspected that this spell can be used to conjure Impish familiars by a lawful evil wizard, but to date has not been tested for this purpose.

Mysrule's Box of Wonder (Enchantment Charm, Wild Magic)
Range: 100 yards
AOE: special
Duration: 1rd/lvl
Casting Time:
Saving Throw:
Components: VSM

This spell brings into existance a 5x10x5 stone box glowing from behind (even if all sides are viewed), and weighing 400 pounds. The box lures creatures, casuing them to open it (if it has not yet been opened), and makes the creature unable to let go of the box or look away from it. Each round the box is in existance, a d100 is rolled. All creatures touching the box are subject to the effect rolled.
Any humaniod that come within 10 yards of Mysrule's Box of wonder are struck with awe, and unless a succesful save vs. spell is made, the creature must approach, and open the box (or remain in contact with the box if it is already opened). Each round a new saving throw is made to see if the creature can break the magical lure of the box on himself/herself. Once a saving throw is made, contact with the box can be broken at any time. All described effects are only for the current round unless otherwise specified or otherwise useless.
1) complete enthrallment for this round, roll again next rouund
2) heal 1 hit point
3) can read the thoughts of a selected person within the spell range
4) relive tramatic life experience
5) nourished for a day
6) adopt major nemesis of caster as own
7) can cast known spell from caster's memory, spell retained
8) can cast known spell from memory of creature within spell range, spell retained
9) target has minor holucinations
10) target has major hollucinations
11) target becomes obsessed with caster for 1d10 weeks
12) extream euphoria
13) major introspective revolation
14) orgasm
15) hightened awareness of surrounding area (-2 surprise for 1hr/caster level)
16) live out fantasy
17) intimate detail gained about selected creature within spell range
18) find new hope within self
19) inflated ego for a day
20) become generous for a day
21) ability to cast alternate reality once over the next week
22) gain 5 hit points (can exceed maximum)
23) refreshed as if slept for 8 hours
24) increased wisdom (+1) for a day
25) perfect hindsight about one location or incident (2 min. of knowledge)
26) body cleaned as if had taken a bath
27) gain 10 hit points (not to exceed maximum)
28) drunkeness
29) dimentional door to home of each effected person (or closest eqivilent) appears within the box
30) inside of box becomes extradimentonal space for 1 turn, suitable for human existance
20x20x20x?
31) greatly increased pheramone production for one week
32) ability to send message (by spell description)
33) can each cause one mundane object to appear in box (no larger then 1 foot cube, not to
exceed 2 gp value)
34) enhanced intelligence (+1) for a day
35) bliss
36) 10 points of damage
37) pulled into extradimentional space and forced to fight a mane (no matter how long the battle lasts,
only one round of real time passes)
38) intence feelings of persecution
39) sharpened knife appears in box
40) skin stuck to box, can only be removed by prying it loose, 1 point of damage
41) confusion (by spell) (box no longer exists)
42) intence pain throughout body, con check or faint for 1rd/lvl
43) blood begins seeping from every orafice, lasts 1d4 rounds; creatures with less then 5 hit die sv or
drown
44) rat within range becomes intelligent (13), all can ask one question
45) hysteria (1rd/lvl)
46) box acts as if demonic vision cast inside
47) forget one common associate for one week
48) self mutilation, loose 1/4 current hps
49) sacrifice one valued possesion to box
50) enter berserker rage for 3 rounds, then return to box
51) reluctancy to do anything for a day
52) inspiration
53) energy, mr increased by 1 for a day
54) pulled into extradimentional space20x20x20x?, faced with a black abashia for 1d4 rounds relative
time
55) recipient falls in love with creature within 20 feet (in none exist, falls in love with self)
56) eyes change color permanently
57) box disappears, effected creatures stunned for this round, then free to act normally
58) immunity to all other magic for this round, including pre-existing magics
59) fireball explodes from box, automatic save
60) all creatures mildly magnatized for one hour (1/10 lb metal objects attracted w/in 20ft)
61) all creatures moderatly magnatized for 30 rounds (as mild, and 1lb metal objects attracted w/in 15ft)
62) all creatures strongly magnatized for 10 rounds (as moderate, and 10 lb metal objects attracted w/in
10 ft)
63) all creatures touching the box become pure electricity for this round, then return to box; possesions
remain material and do not reappear on caster at the end of the round; electrical bodies are
attracted to largest metal deposit within range, if in contact with a creature, that creature takes 5
damage per electrical being
64) immunity to missiles for 5 turns
65) hair changes color permanently
66) eye grows on back of head, lasts 1 hour
67) voice amplified 5x for one day
68) affected creatures break into a chorus of a drinking song
69) glib tongue, +1 cha for a day
70) waterfall sputs from box, 10ft high
71) flowers spout out of box, cover 15ft radius
72) dancing lights appear inside of the box
73) hatred of all life for a day
74) recipient affected by the spell Mescaline
75) box becomes center of a torture spell for 3 rounds
76) magic missle(s) emerge from box, 1 strikes each creature
77) one finger falls off, regenerates in 1 day
78) euphoria
79) death mask, all participants are effected as if death mask had been cast on them
80) recipiants become a conduate for negative material energy for this round, once this occurs 20
times, creature becomes a free willed undead (details are left to the DM)
81) creatures develope a second, repressed personality (1% chance that this is the dominate personality
each day) that is radically different from the normal personality; can be ended by a remove curse
82) presence causes domestic animals to become frantically agrssive while in the presence of the caster;
duration: 1 day
83) 2 small horns grow out of head, remain for 1day
84) fifth level assasin within 50 miles is commisioned to kill all touching the box, will locate each
creature within one month
85) a test tube full of an exotic mixed drink appears in each creatures' hand (one shot)
86) all rodents touched by creature for next weak die
87) fountain of latern oil erupts from the box for this round, drenching all touching the box
88) all creatures effected by heal spell
89) all creature effected by harm spell
90) all creatures have the ability to command skelletons and zombies at will for a week
91) glowing ball appears within box, opposed dex checks to see who recovers it; ball causes posseser to
be immune to all spells; ball exists for 1d10 days
92) opium resivoir appears within box (1 lb), must be removed by end of spell of disappears with the
box
93) all magics currently affecting creature are idspelled/removed (items are not effected, but curses are removed), automatic success
94) all creatures completely subsurviant to caster for 1 hour
95) all creatures sucked into extradimentional space, cannot exit until one is dead or spell expires
96) Time shift, all creatures and box jump 10 rounds into the future
97) maggots swarm out of box, and take up residence within every creature; no natural healing occurs
until magically removed, burned for 1/2 total hp in damage, or remain 2/3 submerged in water
for 15 hours
98) all on-hand silver, platnum, and goldmust be placed within box, and appear at random creatures
home
99) cocaine high for 3d10 rounds, treat as a haste spell, but no aging side effect
100) peace, all effected creatures no longer care to harm each other

5th Level

Demonic Infestation (Demonolgy, Summoning, Enchantment)
Range: Special
Area of Effect: one person and one deamon/devil
Duration: Special
Casting Time: 30 Turns
Saving Throw: neg
Components: VSM

Demonic Infestation is a haneous spell researched by the evil wizard Mysrule. The intent if this spell is to bestow a deamon/devil with a corporal body. To accomplish such a feat, the demon/devil must be placed within the body of a living, humanoid creature.
This is a long and difficult ritual. First the special syringe must be obtained (see below). Next, the deamon that is to infest the host body must be summoned using the proper summoning spell. That deamon must be conjured within an appropriate circle of protection, sharing this circle with the caster. Then the casting of this spell may begin. The nature of this spell may be explained to the deamon, at the casters discretion. Blood must be drawn from the deamon in question with the special syringe. This grants the deamon one free action (the action of removing the blood is treated as an attack on the creature for purposes of the conjuring...refer to the rules for conjuring deamons). If the blood is given freely, the circle becomes dedicated exclusively to the deamon, and all creatures can come and go as they please. The duration of the deamon's stay on the prime material plane is extended to be as long as the circle remains in tact. The caster then goes through a long ritual to purify the blood, reducing it to the mere essence of the deamon's soul (a thick liquid occupying approximatly one tenth the volume of the origonal amount drawn). This "essence" is then placed back into the syringe.
The essence of the deamon remains intact for up to one week. During that time, the essence may be injected into a humanoid body (designated at the begining of the spell). It must be injected into the back of the target's neck. Once injected, a saving throw vs. spell is made by the victim. If succesful, the transference is failed, and the deamon is free to roam the Prime material plane for one day. During this day, he cannot be controlled by the person who summoned him. If the transferrence is succesful, the struggle for dominance begins. Once a week, a check is made to see if the deamon can take control of the body. This check is made by opposing intelligence checks between the deamon and the target, the deamon's roll adjusted by the following table:
HD Difference Die Adjustment
-9 or less +4
-8 to -6 +3
-5 to -3 +2
-2 to 0 +1
+1 to +4 0
+5 to +8 -1
+9 to +12 -2
+13 or more -3
Once the deamon takes control, the victim can see what he is doing, but has no power to act or speak. The deamon/devil's body then dissipates.
There are only two possible ways to counter this spell. One is to have the caster extract the essence (using the same syringe that was used to inject the deamon). Also, a remove curse can send the deamon back to its own plane. The caster of the remove curse must be of a highr level then the caster of this spell at the time this spell was cast, and the deamon/devil gets a magic resistance roll (if applicable) to prevent it. If the remove curse fails, it cannot be tried by that caster until he gains another level.
Once the demon/devil gains control of the host body, it regains all of its innate spell abilities and magic resistances. The deamon/devil has its former mind and personality. It starts in the world as a first level creature of any class with hit points and skills appropriate to its class. It is then free to progress as a normal humanoid. It is bound by the physical statistics of the new body, and ages appropriately. Once the deamon/devil reaches 20th level, it tranforms into its origonal form, and can freely move between the Abyss/hell and the prime material plane until such a time as it is killed on the prime material plane (at which time it returns to its home plane), killed on its home plane (at which time it is dead), or is otherwise banished from this plane. The host and it's body are forever destroyed at 20th level.
The material components for this spell are excrutiatingly outrageous to say the least. The required materials are blood from the devil/deamon to be implanted, extracted using a platnium syringe (costing 500 gp in materials and labor), a hair from the targeted host, diamond dust (100 gp worth) that is added to the circle of protection, the expecting deamon bound to the prime material plane via this spell, and any material components required for the spells cast during this spell.

Laboratory Assistant (Conjure/Summoning, Deamonology)
Range: Special
Components: VSM
Duration: 4 weeks/ level
Casting Time: one day
AOE: Special
Saving Throw: none

This is another spell in Mysrule's list of advanced find familiars. He created this spell because his overwhelmingly chaotic nature too often causes him to put off his spell research indeffinately. With this spell, an attempt is made to force an Alu-fiend to become an extended laboratory assistant.
To cast this spell, an Alu-fiend must be summoned and controlled. It must be a magic-using Alu-fiend. Next, the caster goes through a long ritual to bind the creature to his laboratory. Once completed, another control check must be made. Success indicates that the creature is now an assistant. Failure means that all Laboratory Assistant's are allowed a new control check. If failed, they are free.
Once successfully bound, the Alu-fiend is forced to work with the wizard in his/her laboratory as an assistant. The advantage of such an assistant is that spell research time is reduced by 1/4 per assistant, though cost is uneffected. Deamonology spell research time is reduced by one half.
While in possesion of an assistant, all control checks on other deamons is made at -1.
No more then 3 laboratory assistants can be controlled in this manner at any one time.
The material components of this spell are a summoned/controlled magic using Alu-fiend, and a diamond woth 1000 gold pieces.

Mental Prowess (Necromancy)
Range: 10 yards
Components: VSM
Duration: 1 hour/level
Casting Time: 9
AOE: one creature
Saving Throw: Nul (can be optionally failed)

This spell was designed in one of Mysrule's greatest mescalene trips. His enhanced intelligence allowed him a greater understanding of the humaniod mind. This spell manipulates the basic structure of the brain in an attempt to temporarily enhance its potential. When cast, percentile die are rolled to determine the outcome of this mental tinkering.

% Effect
1 permanent -1 int
2-5 Unconciousness for 1d10 rounds
6-10 -8 inelligence
11-15 -2 int, -2 wis
16-20 unable to cast spells
21-30 no change
31-40 ability to levitate mentally
41-50 ability to communicate mentally
51-60 ability to use illithid mind blast once per turn
61-70 telekenesis via mind
71-80 ability to see one (only one) important event occuring within the next week at will
81-90 ability to fly
91-94 +1 int
95-97 +2 int
98-99 +5 int
100 permanent +1 int

The power of this spell is so great that any one creature can only recieve this spell once a week. If another attempt is made, nothing happens.
The material component of this spell is powdered brain tissue from a psionic using person or creature. The powdered brain is snorted by the recipient during casting.

Shielian Armour (Necromancy)
range: 10 yards
components: VSM
Duration: special
Casting Time: 5
Area of Effect: one creature mansized or smaller
Saving Throw: none

The intent of this spell is to protect the wizard from damage in times of desperate need. Upon casting this spell, the skin is peeled off of the required number of dead bodies (3sm, 2med, 1lg). The skin travels to the target and streach to make a patchwork, form fitting skin covering. Once covered, the target can move about freely and as treated as if he/she is not wearing armour. This armour absorded all forms of physical damage up to and including 1d6*10 hp of damage.
While wearing Shielian Armour, the creatures charisma is reduced to 1. There is a 5% chance that the skin accidentally covers the recipiants mouth and nose. In this situation, these orifices must be reopened with a piercing weapon by causing 5pt of damge to the facial region of the armour, which causes a like amount of damage to the armoured person. Each round the victim's mouth is covered by the skin, a con check must be made to remain concious. If a number of rounds equal to the affected creatures con passes and the creatures mouth is still covered, the creature dies from suffication.
The required materials are the appropriate number of dead bodies within range (and 3 sm bodies OR 2 man sized bodies OR 1 large body), and a small spool of thread (the later of which is consumed).

6th Level
7th Level

Portal (Alteration, Deamonology)
Range: 100 yards
Components: VM
Duration: Special
Casting Time: 3 hours
Area of Effect: elipse, major axis 8yards, minor axis 6 yards
Saving Throw: None

The purpose of this spell is to open a portal into either the Abyss or Hell. The caster has no control over the contact point with the other plane. Once the portal is opened, anyone or anything is free to pass between planes. This spell is semi-permanent, and the caster cannot dispel it at will. This spell is obsceanly large, and is often kept as its own book.
The material componentsof this spell is brain juice from an illithid, a diamond of no less then 5000 gold pieces, and an eye from an elvin maiden.
To open the portal, the caster must have complete silence. The diamond must be placed half the distance between the caster and the spell target. The caster then must douse his hand in the brain juice of an illithid. He begins to read from the book. His words redily flow, and become a song. This singing continues for almost 3 hours. During this time, there must be no distractions. upon completion of the song, the caster hurls the maiden's eye towards the targeted area. Once airborne, the eye streaks toward the center of the targeted area. As it reaches its destination, rays of cosmic energy stream forth from the casters hands, through the diamond, and are directed toward the eye. Once the ray meets the eye (at the target's center) there is a huge explosion of near catatonic proportions. If this takes place within a closed enviornment, anything that is not made of solid rock (at least 5 feet thick) or a stronger substance and are within 10 yards of the spells center are destroyed. Passage ways collapse, wooden walls tumble, glass shatters, creatures take d6 dam/caster level, etc.... As a result of the blast, a gateway is created between the prime material plane and a random location within either hell or the abyss (determined at the beginning of the spell).
Once opened, the rift is unstable. This spell cannot be undone at the caster's will, but can be cast in reverse (litterally reading it backwards) to close the rift. All material components are absorbed, and the reverse of this spell requires the same material components as the standard version of this spell. There is a cummulative 1% chance per day that the portal collapses.