Снова в Гадес -Back to Hades- D-and-D

Александр Жгун
       И он взгорел… но ветер будет
       Впиваться в огненный туман.
       «Инсенди`арии» позабудет
       Свой опаляющий обман…


Волшебник, твои свитки ветхи,
Твой посох силу потерял,
Ты руны магии заветной
На смерть и злобу променял,

Ты сокрушал «Фаэрбо`лами»,
Ты «Лайтин болтом» убивал,
Ты чудотворными словами
Лишь тихий «Ужас» насылал,

Твои «Миссайлы» проплывали
Зарницей мимо городов,
И звёздами, и колдовствами
Ты жутких «Вызывал монстров».

За твои руны, что кастуют
И «Конус холода» творят,
За твои мысли, что алчуют
И всей псионики хотят,

За очи, что с лица шармяще
«Внушают Веру и Любовь»,
За голос, что блестит звеняще
И «Поднимает из Гробов»,

За то, как ты ступаешь крадко,
За то, как абиссно грустишь,
За то, как дышишь, зло и ядко,
И в снах и `«Више» говоришь,

За все следы твои, что терпит
Земля в рубцах «Метеоритов»,
За перст твой, что колечко вертит –
И слёзы вертятся в орбитах, -

Откроются ворота "Гейта",
Изыдит вечный Асмодей,
Своей рукой, рукой гиеной
Коснётся `ауры твоей

И не в девятый Молот Ада
На муки плоть твою возьмёт,
А в Лярву `гадесную жадно
Ду`шу бессмертную прольёт.


_________________________________

ПРИМЕЧАНИЕ:

Стихотворение написано по мотивам миров D&D (редакция 3.5)

Глагольные рифмы используются намеренно для зарефренивания «сказочности» сюжета…

Полный свиток чар, которые колдовали по ходу сюжета стихотворения:
 

1) "Инсендиари" [Опаляющий (туман)] - Incendiary (Cloud)

Conjuration (Creation) [Fire]
Level: Fire 8, Sor/Wiz 8
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Reflex half; see text
Spell Resistance: No

An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.

As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smoke’s new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder’s spread thereafter.

As with fog cloud, wind disperses the smoke, and the spell can’t be cast underwater.


2) «Фаэрбол» [шаровая молния] - Fireball

Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Material Component: A tiny ball of bat guano and sulfur.


3) «Лайтин болт» [молния] - Lightning Bolt

Evocation [Electricity]
Level: Sor/Wiz 3
Components: V, S, M
Casting time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.

Material Component: A bit of fur and an amber, crystal, or glass rod.


4) «Ужас» - Fear

Necromancy [Fear, Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Casting time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 round/level or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes

An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.

Material Component: Either the heart of a hen or a white feather.


5)«Миссайл» [снаряд] - (Magic) Missile

Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.


6) «Вызыв монстров» - Summon Monster I- IX

Summon Monster I

Conjuration (Summoning) [see text]
Level: Blg 1, Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Arcane Focus: A tiny bag and a small (not necessarily lit) candle.


Summon Monster II Conjuration (Summoning)
Level: Blg 2, Brd 2, Clr 2, Sor/Wiz 2
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.


Summon Monster III Conjuration (Summoning)
Level: Blg 3, Brd 3, Clr 3, Sor/Wiz 3
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.


Summon Monster IV Conjuration (Summoning)
Level: Blg 4, Brd 4, Clr 4, Sor/Wiz 4
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.


Summon Monster V Conjuration (Summoning)
Level: Brd 5, Clr 5, Darkness 5, Sor/Wiz 5
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.


Summon Monster VI Conjuration (Summoning)
Level: Brd 6, Clr 6, Sor/Wiz 6
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.


Summon Monster VII Conjuration (Summoning)
Level: Clr 7, Sor/Wiz 7

This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.


Summon Monster VIII Conjuration (Summoning)
Level: Clr 8, Sor/Wiz 8

This spell functions like summon monster I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.


Summon Monster IX Conjuration (Summoning)
Level: Chaos 9, Clr 9, Evil 9, Good 9, Law 9, Sor/Wiz 9

This spell functions like summon monster I, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.



Summon Monster Table:
 
1st Level
Celestial Dog LG
Celestial owl LG
Celestial giant fire beetle NG
Celestial porpoise1 NG
Celestial badger CG
Celestial monkey CG
Fiendish dire rat LE
Fiendish raven LE
Fiendish monstrous centipede, Medium NE
Fiendish monstrous scorpion, Small NE
Fiendish hawk CE
Fiendish monstrous spider, Small CE
Fiendish octopus1 CE
Fiendish snake, Small viper CE

2nd Level
Celestial giant bee LG
Celestial giant bombardier beetle NG
Celestial riding dog NG
Celestial eagle CG
Lemure (devil) LE
Fiendish squid1 LE
Fiendish wolf LE
Fiendish monstrous centipede, Large NE
Fiendish monstrous scorpion, Medium NE
Fiendish shark, Medium1 NE
Fiendish monstrous spider, Medium CE
Fiendish snake, Medium viper CE

3rd Level
Celestial black bear LG
Celestial bison NG
Celestial dire badger CG
Celestial hippogriff CG
Elemental, Small (any) N
Fiendish ape LE
Fiendish dire weasel LE
Hell hound LE
Fiendish snake, constrictor LE
Fiendish boar NE
Fiendish dire bat NE
Fiendish monstrous centipede, Huge NE
Fiendish crocodile CE
Dretch (demon) CE
Fiendish snake, Large viper CE
Fiendish wolverine CE

4th Level
Archon, lantern LG
Celestial giant owl LG
Celestial giant eagle CG
Celestial lion CG
Mephit (any) N
Fiendish dire wolf LE
Fiendish giant wasp LE
Fiendish giant praying mantis NE
Fiendish shark, Large1 NE
Yeth hound NE
Fiendish monstrous spider, Large CE
Fiendish snake, Huge viper CE
Howler CE

5th Level
Archon, hound LG
Celestial brown bear LG
Celestial giant stag beetle NG
Celestial sea cat1 NG
Celestial griffon CG
Elemental, Medium (any) N
Achaierai LE
Devil, bearded LE
Fiendish deinonychus LE
Fiendish dire ape LE
Fiendish dire boar NE
Fiendish shark, Huge NE
Fiendish monstrous scorpion, Large NE
Shadow mastiff NE
Fiendish dire wolverine CE
Fiendish giant crocodile CE
Fiendish tiger CE

6th Level
Celestial polar bear LG
Celestial orca whale1 NG
Bralani (eladrin) CG
Celestial dire lion CG
Elemental, Large (any) N
Janni (genie) N
Chaos beast CN
Devil, chain LE
Xill LE
Fiendish monstrous centipede, Gargantuan NE
Fiendish rhinoceros NE
Fiendish elasmosaurus1 CE
Fiendish monstrous spider, Huge CE
Fiendish [[SRD:Giant Constrictor Snake|snake, giant constrictor]] CE

7th Level
Celestial elephant LG
Avoral (guardinal) NG
Celestial baleen whale1 NG
Djinni (genie) CG
Elemental, Huge (any) N
Invisible stalker N
Devil, bone LE
Fiendish megaraptor LE
Fiendish monstrous scorpion, Huge NE
Babau (demon) CE
Fiendish giant octopus1 CE
Fiendish girallon CE

8th Level
Celestial dire bear LG
Celestial cachalot whale1 NG
Celestial triceratops NG
Lillend CG
Elemental, greater (any) N
Fiendish giant squid1 LE
Hellcat LE
Fiendish monstrous centipede, Colossal NE
Fiendish dire tiger CE
Fiendish monstrous spider, Gargantuan CE
Fiendish tyrannosaurus CE
Vrock (demon) CE

9th Level
Couatl LG
Leonal (guardinal) NG
Celestial roc CG
Elemental, elder (any) N
Devil, barbed LE
Fiendish dire shark1 NE
Fiendish monstrous scorpion, Gargantuan NE
Night hag NE
Bebilith (demon) CE
Fiendish monstrous spider, Colossal CE
Hezrou (demon) CE

1 - May be summoned only into an aquatic or watery environment.


6) «Конус холода» - Cone of Cold

Evocation [Cold]
Level: Sor/Wiz 5, Water 6
Components: V, S, M/DF
Casting time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).

Arcane Material Component: A very small crystal or glass cone.


7) «Внушение Веры и Любви» - Sympathy

Enchantment (Compulsion) [Mind-Affecting]
Level: Community 8, Drd 9, Sor/Wiz 8
Components: V, S, M
Casting time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One location (up to a 10-ft. cube/level) or one object
Duration: 2 hours/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes

You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named.

Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6x10 minutes later. If this save fails, the affected creature attempts to return to the area or object.

Sympathy counters and dispels antipathy.

Material Component: 1,500 gp worth of crushed pearls and a drop of honey.


8) «Поднимать из Гробов» - Animate Dead

Necromancy [Evil]
Level: Clr 3, Death 3, Sor/Wiz 4
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.

The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)

Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.


9) «Метеориты» - Meteor (Swarm)

Evocation [Fire]
Level: Sor/Wiz 9
Components: V, S
Casting time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Four 40-ft.-radius spreads; see text
Duration: Instantaneous
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes

Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.

If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one meteor at the same target.

Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each sphere’s damage individually.)


10) «Вишь» [Желание] - Wish

Universal
Level: Sor/Wiz 9
Components: V, XP
Casting time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.

Even wish, however, has its limits.

A wish can produce any one of the following effects.

Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.
Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you.
Duplicate any wizard or sorcerer spell of 7th level or lower even if it’s of a prohibited school.
Duplicate any other spell of 5th level or lower even if it’s of a prohibited school.
Undo the harmful effects of many other spells, such as geas/quest or insanity.
Create a nonmagical item of up to 25,000 gp in value.
Create a magic item, or add to the powers of an existing magic item.
Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.
Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.
Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level.
Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)

Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).

Material Component: When a wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.

XP Cost: The minimum XP cost for casting wish is 5,000 XP. When a wish duplicates a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a wish creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.


11) «Гейт» [портал] - Gate

Conjuration (Creation or Calling)
Level: Clr 9, Glory 9, Sor/Wiz 9
Components: V, S, XP; see text
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: See text
Duration: Instantaneous or concentration (up to 1 round/level); see text
Saving Throw: None
Spell Resistance: No

Casting a gate spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.

Second, you may then call a particular individual or kind of being through the gate.

The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster’s choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.

A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.

Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.

You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.

Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has an XP cost (see below).

If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your caster level. In the case of a single creature, you can control it if its HD do not exceed twice your caster level. A single creature with more HD than twice your caster level can’t be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.

A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell.

If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the lesser planar ally spell for appropriate rewards. (Some creatures may want their payment in “livestock” rather than in coin, which could involve complications.) Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.

Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.

Note: When you use a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

XP Cost: 1,000 XP (only for the calling creatures function).




С Уважением,

*G | |_` \/ | R | @ |\| ~^~^~^~^~~ )))