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Native Sons

contradiction of its alignment, and may or


may not be entirely trustworthy.

A creature on its home plane is never


considered extraplanar. A spellcaster
cannot banish a tanar'ri from its home
plane of the Abyss. Spells like binding,
blasphemy, dispel evil, holy word, and planar
binding have reduced or negated
effectiveness against creatures native to the
plane that they are cast on. Note that Prime
Material natives are a strange exception to
this rule; no matter where they stand, they
are never considered extraplanar (although
this does not make them natives of the
plane they are standing on, either).

Extra Dimensions
These spells and magical items create
extradimensional spaces. Normally, using
extra dimensions isn't a problem unless a
character is on the Astral Plane, where
there aren't any extra dimensions. There is
also a chance that some unusual areas, such
as a few of the demiplanes in the Ethereal
Plane, might also be completely cut off
from the extradimensional world.

Connected Planes
Planewalking wizards and sorcerers have a
lot to remember. Certain spells use the
Astral or the Ethereal Planes to work. Both
planes are accessible from the Prime
Material, but this isn't true everywhere. If
an Astral-linked spell is cast on a plane
where the Astral Plane isn't accessible, the
spell fails.
It's easy enough to figure out if these two
planes (also called planar pathways) are
accessible or not. All of the Outer Planes are
connected to the Astral Plane, but none of
the Inner Planes are. Similarly, all of the
Inner Planes are connected to the Ethereal
Plane, but none of the Outer Planes are.
On all planes but the Prime Material, spells
that summon creatures can only call up
monsters native to the plane on which the
spell is cast, or on a directly adjoining
plane. The gate spell is an exception to this
rule.
Elementals: Elemental summonings are
altered because of this principle as well.
When a character uses a spell key to
summon an elemental on an Outer Plane,
she draws upon the forces on whatever
plane she's on to create the elemental. The
"elemental" takes on some of the aspects of
the plane from which it's created, including
alignment. It will refuse to act in

Spells with Planar


Pathways
Ethereal
Blink
Create Greater Undead
Create Undead
Elemental Swarm
Energy Drain
Enervation
Ethereal Jaunt
Etherealness
Greater Restoration
Greater Shadow
Conjuration
Greater Shadow
Evocation
Leomund's Secret Chest
Lesser Planar Ally
Lesser Planar Binding
Restoration
Phase Door
Shades
Shadow Conjuration
Shadow Evocation
Shadow Walk
All element-based
Conjuration
[Summoning] spells

Astral
Astral Projection
Dimension Door
Divination
Duo-Dimension
Raise Dead
Reincarnate
Resurrection
True Resurrection
Vision
Dual
Augury
Banishment
Commune
Contact Other Plane

Dismissal
Drawmij's Instant
Summons
Greater Planar Ally

Greater Planar
Binding
Planar Ally
Planar Binding
Summon Monster I
IX

Extradimensional
Dimensional Anchor
Leomund's Secret Chest
Maze

Mordenkainen's
Magnificent
Mansion
Rope Trick

May or may not cross planar pathways, depending


on the creature targeted or the home plane of the
caster's deity.
When cast as divine magic, these spells are
unaffected by planar pathways. They are affected
only if cast as an arcane spell or used through a
scroll or other magical item.

Divine Realms
The powers dictate the magical conditions
in their own realms, imposing penalties and
benefits as they see fit. Conditions of the
surrounding plane may be completely
absent, or they may be twice as potent.
These conditions utterly depend on the
nature of the deity who controls the realm,
and may not be overcome save by the
deity's own whim.

Alterations by School
Arcane spellcasters must also deal with the
changes that occur to the various schools of
magic on certain planes (divine spellcasters
ignore these changes). Each plane has its
own set of physical laws and interactions
with the forces of magic. Certain schools of
magic can be nulled, enhanced, diminished,
or somehow altered.

particular school of magic, but not to


the degree that the spells cannot
function at all. Spells of 5th level or
higher in a diminished school cannot
be cast at all.
Enhanced spells always function as
though cast by a character one level
higher than the caster's actual level.
This happens on planes where that
type of spell is conducive to the
environment due to similarity or
general fostering of such effects; for
example, violent evocations on
Gehenna mirror the violence of the
plane.
By far the most common change to
arcane spells are alterations in their
appearance or effects. These altered
effects vary so much that they
generally rely upon the DM's
creativity. Sometimes only the
appearance of a spell's effect
changes, while other times, the
general nature of a spell itself
changes.

School Alterations
by Plane
For the most part, these alterations only
apply to arcane spells. Note that special
exceptions do appear.

The Astral Plane

Nullified spells and schools don't


work on a given plane they simply
fail when cast. These are usually
based on elemental or philosophical
opposites. For example, water spells
never work on the Plane of Fire.
Certain "null" spells may be restored
with spell keys, such as Chaos spells
on Mechanus.
Diminished spells function at one
level lower than normal. This occurs
when a plane's composition and
physics aren't conducive to that

Conjuration Spells of this school


are diminished. Summoning spells
call upon creatures from the Prime
Material and all Outer Planes.
Elementals cannot exist on the Astral
Plane (there are no spell keys to
change this).
Divination Everything radiates
magic on this plane, so detect magic is
useless.
Enchantment Mind-influencing
spells are enhanced.
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Illusion There is a 30% chance that


figments and shadows take the form
of random floating thoughts instead
of the intended illusion.
Transmutation Spells dealing with
only physical matter (eg disintegrate),
or affecting solid ground (eg Evard's
black tentacles, move earth), are
nullified.
Special The Astral Plane has no
link to the Ethereal and Inner Planes
and no extradimensional spaces.
Spells that manipulate time (eg time
stop) are nullified without a spell
key.

controlled by the caster of Summon


Monster spells.
Special Air spells are enhanced; all
other elemental spells are
diminished.

The Elemental Plane of Earth


Conjuration These spells can only
draw upon creatures found on the
planes of Earth, Ooze, Mineral,
Magma, and Dust.
Special Earth spells are enhanced;
all other elemental spells are
diminished.

The Elemental Plane of Fire


Conjuration These spells can only
summon creatures from the planes
of Fire, Magma, Smoke, Radiance,
and Ash.
Special Fire spells are enhanced;
water spells are nullified; all other
elemental spells are diminished.

The Ethereal Plane


Abjuration Spells of this school are
diminished.
Conjuration Summoning spells
call upon creatures from the Inner
Planes, the Prime Material, or the
demiplanes.
Divination Spells of this school are
nullified.
Illusion Spells of this school are
enhanced. Illusions last without
concentration, then gradually fade
into nothingness. There is a 1 in 20
chance of any figment or shadow
taking on a life and reality of its
own, beyond the caster's control.
Special Earth spells are
diminished, because ethereal
protomatter is rarely completely
solid. Water spells are enhanced in
the fluid ethereal fogs. The Ethereal
Plane has no link to the Astral and
Outer Planes.

The Elemental Plane of Water


Conjuration These spells can only
summon creatures from the planes
of Water, Ooze, Steam, Ice, and Salt.
Special Fire spells are nullified;
water spells are enhanced; all other
elemental spells are diminished.

The Paraelemental Plane of Ice


Conjuration These spells can only
summon creatures from the planes
of Air, Lightning, Salt, Steam,
Vacuum, and Water.
Special Earth and fire spells are
diminished. Cold-based spells are
nullified (it can't get any colder).

The Paraelemental Plane of Magma


Conjuration These spells can only
summon creatures from the planes
of Ash, Dust, Earth, Fire, Mineral,
and Radiance.
Special Air and water spells are
diminished.

The Inner Planes


The Elemental Plane of Air
Conjuration These spells can only
draw creatures from the planes of
Air, Smoke, Ice, Lighting, and
Vacuum. Creatures native to the
plane of Air aren't automatically

The Paraelemental Plane of Ooze


Conjuration These spells can only
summon creatures from the planes

of Earth, Dust, Mineral, Ooze, Salt,


Steam, and Water.
Special Air and fire spells are
diminished.

Special Fire spells have half effect


(none with a successful save); water
spells are enhanced.

The Quasielemental Plane of Ash

The Paraelemental Plane of Smoke

Conjuration These spells can only


summon creatures from the planes
of Ash, Dust, Fire, Magma, Negative
Energy, Smoke, and Vacuum.
Special Air spells are altered; fire
spells of greater than instantaneous
duration are nullified; water spells
are altered.

Conjuration These spells can only


summon creatures from the planes
of Air, Ash, Fire, Lighting, Radiance,
Smoke, and Vacuum.
Special Earth and water spells are
diminished.

The Quasielemental Plane of


Lightning

The Quasielemental Plane of Dust


Conjuration These spells can only
summon creatures from the planes
of Ash, Dust, Earth, Magma,
Negative Energy, Ooze, and Salt.
Solid objects have a maximum
duration of 1d4 10 minutes before
crumbling to dust, unless protected
by a wall of force spell to bind the
material into place.
Special Air spells are altered; water
spells are diminished.

Conjuration These spells can only


summon creatures from the planes
of Air, Ice, Lightning, Positive
Energy, Radiance, and Smoke,
Steam.
Special Air spells are enhanced;
earth spells are diminished; water
spells are altered. Invisibility spells
are useless, as St. Elmo's Fire
outlines all things.

The Quasielemental Plane of Mineral


Conjuration These spells can only
summon creatures from the planes
of Earth, Magma, Ooze, Positive
Energy, Radiance, and Steam.
Special Air and fire spells are
diminished; earth spells are
enhanced; water spells are altered.

The Quasielemental Plane of Salt


Conjuration These spells can only
summon creatures from the planes
of Dust, Ice, Negative Energy, Ooze,
Vacuum, and Water.
Special Water conjured on this
plane is undrinkable, and water and
ice have a maximum duration of 1d4
minutes before evaporating.

The Quasielemental Plane of


Radiance
Conjuration These spells can only
summon creatures from the planes
of Fire, Lightning, Magma, Mineral,
Positive Energy, Radiance, and
Smoke.
Special Fire spells are enhanced;
water spells are diminished. Darkness
and deeper darkness creates only weak
shade.

The Quasielemental Plane of


Vacuum
Conjuration These spells can only
summon creatures from the planes
of Air, Ash, Ice, Negative Energy,
Salt, and Smoke.
Special Air spells are nullified, as
are fire spells of greater than
instantaneous duration.

The Quasielemental Plane of Steam


Conjuration These spells can only
summon creatures from the planes
of Ice, Lightning, Mineral, Ooze,
Positive Energy, Steam, and Water.

The Positive Energy Plane


Conjuration These spells can only
summon creatures from the planes
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of Lightning, Mineral, Radiance, and


Steam. Any physical material
conjured here is destroyed in one
round, exploding in a burst of
harmless light.
Special Fire magic is enhanced.
Spells that inflict damage always
inflict the minimum possible
amount; life-sustaining spells have
the maximum duration and effect.

Illusion Spells of this school are


enhanced.
Necromancy Spells that create
undead allow petitioners, manes,
and other lesser creatures to take
over the bodies and attack the caster.
Reincarnation always returns the
target as a tanar'ri (usually a dretch
or manes, but rarely a rutterkin or
lesser tanar'ri).
Transmutation The caster must
make a Will save (DC 10 + spell
level) when casting these spells. If he
succeeds, the spell works normally.
If he fails, the spell is corrupted to
create an evil, warped, or useless
effect.
Special Chaotic and evil spells are
enhanced. Good and lawful spells are
diminished. Destructive elemental
spells are enhanced, but elemental
spells require a Will save (DC same
as spell) to avoid failure each time
they have a protective effect.
Detect thoughts destroys the minds of
casters who read the minds of
tanar'ri in the Abyss. The caster must
make a Will save (DC 10 + half of
fiend's HD + fiend's Cha bonus).
Success means that the caster is
feeblemind for 2d6 hours, and can
relate useful information when he
recovers. Failure means that the
caster suffers from madness (of a
type agreed upon by the player and
the DM) and immediately loses a
number of spell levels equal to the
fiend's CR (half of these levels are
lost permanently).

The Negative Energy Plane


Conjuration These spells can only
summon creatures from the planes
of Ash, Dust, Salt, and Vacuum.
Physical materials conjured here
crumbles to nothingness in a single
round.
Special Air and fire spells are
diminished. Spells that cause damage
always inflict the maximum possible
amount; life-sustaining spells have the
minimum duration and effect.

The Outer Planes


The Abyss
Conjuration These spells can only
summon creatures from the planes
of the Abyss, Astral, Carceri, the
Outlands, and Pandemonium.
Summoning spells have a chance of
being answered by a powerful
tanar'ri (10% per spell level).
Divination Abyssal lords and true
tanar'ri gain an immediate Scry
check with a +10 bonus when
observed by these spells (DC same as
spell). If successful, the tanar'ri can
use the spell to attack the caster with
spells of a related form to the
divination. For example, clairaudience
would allow a sonic attack;
clairvoyance would allow visual
attacks; detect evil would allow mindinfluencing attacks; and detect magic
allows any magical spell.

Acheron
Conjuration These spells can only
summon creatures from the planes
of Acheron, the Astral, Baator,
Mechanus, and the Outlands.
Summoned creatures must obey
every command, even suicidal ones.
However, for each creature
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summoned, the caster must provide


a petitioner or planar in exchange.
The intended sacrifice receives a Will
save (same DC as spell) to avoid the
effect. If the sacrifice saves, the caster
must make a Will save to avoid the
same effect. If both sacrifice and
caster save, the spell fails.
Divination These spells can never
be used to spy on opposing military
forces. Omens are often skewed to
show the worst possible result. Any
positive or negative omen always
applies to the entire group that the
caster belongs to.
Necromancy If the caster's level or
Hit Dice are equal to or greater than
the target of these spells, they works
normally. If the caster's level or HD
is less than that of the intended
target, the spell fails, and the caster
loses hit points equal to the spell
level + caster level.
Special Chaotic spells are
diminished; lawful spells are
enhanced.

(lasting until the target suffers a


wound).
Necromancy Spells of this school
are nullified. Within divine realms,
these spells work if approved of by
specific gods (Hecate in Olympus,
Labelas and Corellon in Arvandor,
Nephythys in Pelion, etc).
Special Evil and lawful magic is
diminished; chaotic and good spells
are enhanced. Elemental spells
require spell keys, except for air
spells in Arvandor and water spells
in Ossa.

Arcadia
Conjuration These spells can only
summon creatures from the planes
of Arcadia, the Astral, Mechanus,
Mount Celestia, and the Outlands. If
used for a noble purpose or for the
greater good, summoned creatures
serve willingly and to the best of
their ability. If used for selfish
reasons, summoned creatures resist
the caster's control whenever
possible. Natural animals of Arcadia
aren't affected by conjuration spells
cast by Primes.
Enchantment All creatures gain a
+2 bonus to Will saves vs.
compulsion spells. If the target
makes the save, the caster must
make a normal Will save or fall
under the control of the intended
target.
Illusion Natives of Arcadia are
immune to illusions. All others gain
a +2 bonus to save.
Necromancy Spells of this school
are nullified.
Special Chaotic spells are
diminished; lawful spells are
enhanced.

Arborea
Conjuration Except in the realm of
Amun-Thys, all summon monster
spells are answered by animal
spirits.
Divination These spells require
entrails to read, omens to interpret,
or signs and portents drawn from
the stars. Thus, all casting times are
increased: single-action spells
require one full round to cast; other
spells require +1 time increment
(round, minute, hour, etc) to cast.
Enchantment Mind-affecting spells
related to emotions are enhanced.
However, if the target saves with a
roll of 14, the target attacks the
caster in a berserk rage, with a +2
morale bonus to attack and damage

Baator

but diminished in Karasuthra. Earth


spells are enhanced near mountains
or large rocky outcroppings, and
water spells are enhanced near large
bodies of water.

Conjuration These spells can only


summon creatures from the planes
of Acheron, the Astral, Baator,
Gehenna, and the Outlands.
Summoning spells on Baator require
a rigorous ritual, taking one minute
per spell level and a Spellcraft check
(DC 15). If the binding is not perfect,
the summoned creature is under no
obligation to obey the caster.
Divination These spells usually
present results in the worst possible
light, although there is always a
kernel of truth. However, roaming
fiends are always drawn by
divination spells.
Necromancy Spells of this school
are enhanced.
Special Chaotic and good spells are
diminished on Baator; evil and lawful
spells are enhanced.

Bytopia
Conjuration Only items and
creatures that already exist on
Bytopia can be conjured or
summoned. Note that Bytopia is a
plane of artisans and craftsmen, but
not of mechanised machinery.
Divination All spells of this school
must involve the elements of the
plane or its products as an arcane
focus. For example, a clairvoyance
spell could be cast by looking in a
pool of water or a Bytopian mirror;
clairaudience could be cast by the
caster placing his ear against the
ground.
Necromancy Spells of this school
are diminished.
Special Good spells are enhanced;
evil spells are diminished. All
elemental spells are enhanced in
Shurrock, although spells with wideranging effects (control water, control
weather, earthquake, etc) must
overcome Spell Resistance 20.

The Beastlands
Conjuration These spells can only
summon residents of the Beastlands
(typically celestial animals) or
pseudoelementals (with a spell key).
Furthermore, summoned beasts and
magical animals cannot be controlled
by the caster.
Divination Spells that call upon
other-planar knowledge or contact
beings on other planes do not
function in the Beastlands.
Enchantment All animals on the
Beastlands are considered magical
animals, and may not be affected by
spells that affect animals only.
Necromancy Spells of this school
are diminished.
Transmutation Spells that
manipulate the wind, air, or weather
are nullified, as are all spells and
spell-like effects that provide the
power of flight.
Special All air spells are nullified.
Fire spells are enhanced in Krigala

Carceri
Conjuration These spells can only
summon creatures from the planes
of the Abyss, the Astral, Carceri, the
Grey Waste, and the Outlands.
Summoned creatures are not bound
by the caster. If the caster fails to
offer some bribe, intelligent creatures
usually turn on him.
Divination Spells of this school
require that a comrade's blood be
spilled and the spreading pool of
blood used as an arcane focus.
Necromancy Spells of this school
are enhanced.
Transmutation These spells always
create the most evil result possible. If
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the spell can't actually produce evil,


it manifests itself in a hostile and
horrible way.
Special Evil spells are enhanced;
good spells are diminished. Air spells
are enhanced in Minethys; Earth
spells are enhanced in Colothys;
Water spells are enhanced in Agathys
and Porphatys. Otherwise, all
elemental spells are diminished.

binding is not perfect, the


summoned creature is under no
obligation to obey the caster. Spells
can only draw creatures native to
Gehenna; even Gate can't break this
planar boundary.
Divination To cast a spell of this
school, the caster must capture an
enemy, stake it out on the ground,
and perform the divination in the
entrails of the foe.
Enchantment Spells of this school
are diminished.
Evocation Spells of this school are
enhanced.
Necromancy Spells of this school
are enhanced.
Special Evil spells are enhanced;
good spells are diminished. Earth and
Fire spells are enhanced on Khalas
and Chamada; Fire spells are
nullified on Krangath, and Water
spells are nullified on Chamada and
Mungoth.

Elysium
Conjuration These spells can only
summon creatures from the planes
of the Astral Plane, Bytopia, the
Beastlands, or the Outlands.
Pseudoelementals (summoned with
a spell key) are free to do as they
wish, but are always of neutral good
alignment and serve willingly in the
service of good. Natives are never
summoned by spells of this school,
and other nonnatives of good
alignment receive a +4 bonus to
saving throws.
Enchantment Natives are immune
to compulsion spells of this school,
and other nonnatives of good
alignment receive a +4 bonus to their
saving throws.
Illusion Spells that serve to
obscure, hide, or falsify information
are nullified.
Necromancy Spells of this school
are nullified, and have a 2 in 6
chance of affecting the caster instead.
Special Good spells are enhanced;
evil spells are nullified. Water spells
are enhanced in Thalasia.

The Grey Waste


Conjuration These spells can only
summon creatures from the planes
of the Astral Plane, Carceri,
Gehenna, the Grey Waste, and the
Outlands. Summoning spells can call
upon any creature, regardless of
power level a 1st-level spell might
summon a pit fiend. Spells usually
call one of the skirmishing warriors
in Oinos, who keep note of the caster
and may return for revenge in
future.
Divination The Waste twists spells
to cause despair and angst in the
caster. The result may be true or
false, since the plane doesn't
differentiate between truth and lies.
Enchantment Targets of mindaffecting spells gain a +3 bonus to
Will saves. If the spell is successful, it
snaps the target out of the Grey
Waste's influence upon its

Gehenna
Conjuration These spells can only
summon creatures from the planes
of the Astral, Baator, Gehenna, the
Grey Waste, and the Outlands.
Summoning spells on Gehenna
require a rigorous ritual, taking one
minute per spell level and a
Spellcraft check (DC 15). If the
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expiration; the target's anger at being


manipulated shields him from the
Waste for one week. However, after
this time the target automatically
fails his next save against the Waste's
spiritual numbing. This side-effect
doesn't influence targets who have
been numbed for more than two
weeks.
Necromancy The number of
undead that a caster can control is
not restricted by his level. All
undead created on the Grey Waste
are intelligent and free-willed.
Transmutation Spells that grant
special properties to items, such as
magic weapon, are enhanced,
provided that they could
conceivably be used for an evil
purpose. If the spell can only be used
for good, it is nullified.
Special Evil spells are enhanced;
good spells are nullified. Colourbased magic is nullified. Teleport and
similar spells are nullified on Oinos.

Illusion Figments and shadows


have a 2 in 20 chance of becoming
permanently real.
Transmutation These spells may
be modified in appearance or effect
if the caster fails a Spellcraft check
(DC same as spell). The nature and
degree of the modification is
determined by the DM, and should
be more extreme if the Spellcraft
check was failed badly.
Special Chaotic spells are
enhanced, and have additonal
random effects (determined by the
DM or by a roll on the rod of wonder
table). Elemental spells are
enhanced. Lawful spells are nullified.
Wish and limited wish spells are
interpreted very loosely and
frivolously.

Mechanus
Conjuration These spells can only
summon creatures from the planes
of Acheron, Arcadia, the Astral,
Mechanus, and the Outlands.
Anything summoned in Mechanus
has no choice but to obey the caster.
Only lawful creatures may be
summoned. Chaotic spellcasters can
expect summoned creatures to obey
only the letter of their commands.
Divination Spells cast by a chaotic
caster are nullified.
Illusion Spells of this school are
nullified, and create little more than
wispy outlines that fool no-one.
Necromancy Spells of this spell
cause the caster to lose hit points
equal to the spell level + caster level;
otherwise, they have normal effect.
Special Chaotic spells are nullified;
lawful spells are enhanced.

Limbo
In order to cast a spell of any school
in Limbo, the caster must succeed in
a Concentration check (DC 15). If he
succeeds, the spell works normally.
Otherwise, the spell fails; if it was
cast in the primal chaotic soup, it
surges with a random magical effect
(determined by the DM or by a roll
on the rod of wonder table).
Conjuration These spells can only
summon creatures from the planes
of the Astral, Limbo, the Outlands,
Pandemonium, or Ysgard. Creatures
interpret the caster's instructions as
loosely as possible, and have
extremely sgort attention spans.
Divination The caster must make a
Will save (DC same as spell) in order
to interpret the chaotic results of
these spells.

Mount Celestia

normally. Otherwise, the caster


receives misleading information.
Transmutation Spells of this school
are diminished, and make them
look, smell, sound, or feel slightly
foul.
Special Chaotic spells are
enhanced; lawful spells are
diminished. Wish and limited wish
never work on this plane.

Conjuration These spells can only


summon creatures from the planes
of Arcadia, the Astral, Bytopia,
Mount Celestia, and the Outlands.
Lawful or good creatures serve
faithfully, but chaotic, neutral, or
neutral creatures gain an additional
Will save for every action they are
required to take. Chaotic or evil
summoners can't compel any
summoned creature to obey them.
Divination All spells of this school
are true and accurate.
Necromancy Spells of this school
have the opposite of their usual
effect upon the intended target (eg,
damaging spells cause healing).
Special Chaotic and evil spells are
diminished; good and lawful spells
are enhanced.

Ysgard
Conjuration Summoning spells
call upon einheriar on the first layer,
giants or ogres on the second layer,
and dwarves or trolls on the third.
With a spell key, these spells can
only summon creatures from the
planes of Arborea, the Astral, Limbo,
the Outlands, and Ysgard, with a 1
in 10 chance of failure. Conjuring
pseudoelementals is impossible.
Divination Spells of this school are
enhanced, but can only target a
single creature. Spells that target
locations, mobs, or epic events fail.
Necromancy Spells of this school
use up a spell slot one level higher
than its actual level.
Special Chaotic spells are
enhanced; lawful spells are
diminished. Weather spells cast by
mortals are nullified. Fire spells work
without a key in Muspelheim;
otherwise, all elemental spells
require a runic spell key.

The Outlands
Conjuration These spells can only
summon creatures from the Astral
Plane and any Outer Plane.
Special All spells are nullified,
starting at 9th-level and descending
to 0-level, as the caster approaches
the Spire. This affects divine magic
as well as arcane magic, and cannot
be countered with spell keys. The
base of the Spire is an anti-magic
zone.

Pandemonium
Conjuration These spells can only
summon creatures from the planes
of the Abyss, the Astral, Limbo, the
Outlands, and Pandemonium. There
are spell keys to create any
pseudoelemental except fire
pseudoelementals.
Divination The DM secretly makes
a Will saving throw for the caster
(DC same as spell). If the saving
throw is successful, the spell works

10

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