Solarious |
I've recently been rewarded a Book of the Damned: Diabolic in a ravenloft game, the description says it has some spells you can use 3/day. One listed is "Summon Hellmouth", but I cannot seem to find any info on this spell.
Does anyone know where to find it? or was it cut from the book/ Core rules etc. Maybe a Staff could weigh in.
Thanks in advance.
James Jacobs Creative Director |
yoda8myhead |
Player: I summon a hellmouth.
DM: Okay, a massive whirling vortex appears, followed by a bright flash of light. When you open your eyes, Sunnydale High School is before you. What do you do?
Hellmouths in the Pathfinder Campaign Setting differ from those in the Buffyverse, primarily by being living entities that breach the fabric of the multiverse, gating to Hell. See PathfinderWiki for more info.
Set |
Hellmouths in the Pathfinder Campaign Setting differ from those in the Buffyverse, primarily by being living entities that breach the fabric of the multiverse, gating to Hell. See PathfinderWiki for more info.
Ooh, sounds like a nasty variation on the Bag of Devouring-as-the-mouth-of-an-astral-predator concept...
Sean K Reynolds Contributor |
1 person marked this as a favorite. |
Here's the developed, unedited version of the spell, cut for space reasons from the book because it's a LONG spell.
SUMMON HELLMOUTH
School conjuration (summoning) [evil]; Level Clr 8, Sor/Wiz 8
CASTING
Casting Time 1 hour
Components V, S, DF, M (1 pound of sulfur, 1 gallon of blood, and 500 gp worth of ruby dust)
EFFECT
Range close (25 ft. + 5 ft./2 levels); see text
Target one called hellmouth
Duration instantaneous or concentration (up to 1 round/level); see text
Saving Throw none; Spell Resistance no
DESCRIPTION
This rite coaxes a hellmouth to unfetter itself from the bonds of the Lower Planes and temporarily relocate one of its two portal mouths to the point you designate, creation a temporary portal to one of the nine layers of Hell.
The powers of Hell and whims of hellmouths are intrinsically hostile to mortals, even ones who would be their allies. Upon casting this spell, the GM makes a caster level check for you with a DC equal to 25 + the layer of Hell you wish the hellmouth to connect to (Avernus +1, Dis +2, Erebus +3 and so on). Devils, creatures with infernal blood, servants of Asmodeus or the archdevils, and other minions of hell gain a +2 bonus on this caster level check. If the check succeeds, the hellmouth connects to the layer of Hell you desire. If it fails, the hellmouth connects to another random layer determined by rolling on the following Hellmouth Destinations table. If you know an individual hellmouth’s name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway). A caster level check is still made when summoning a specific hellmouth, with failure implying that you summoned the wrong end of the hellmouth, meaning that it connects with a layer other than that which you intended.
The hellmouth itself is a massive diabolical head that takes up a 15-foot square. It must be in contact with some manner of solid land and cannot be summoned into open water, thin air, or any space no large enough to fit its size. When summoned, the hellmouth is oriented in the direction you choose, with one of its sides chosen as its mouth. The hell mouth is treated has having AC 30 and 200 hit points, though if it is purposefully damaged, it may choose to retreat back to Hell, immediately ending the spell.
Once the hellmouth appears, you may attempt to bargain for passage. You must be able to speak Infernal or otherwise communicate with the hellmouth in order to bargain for its services. When summoned the hellmouth’s mouth is closed and it requires payment to remain—otherwise it departs immediately. This payment can take a variety of forms, though most are content to have a creature pass through it into Hell and not return. Payments of exotic flesh, blood, or other valuable foods, drinks, or treasures, though hellmouths have occasional demanded more unusual services. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.
Most hellmouths demand payment worth 100 gp for each creature that would pass through it into Hell, 200 gp for passage from Hell back to the point you’ve summoned it to, and 500 gp for each hour after the first that it must remain connected to the point you summoned it. In this way, you can create a lingering passage into and out of Hell, but the price quickly grows steep.
Once a bargain has been made with a hellmouth, you and the agreed upon creatures can pass through its mouth into Hell. Even when the creature’s mouth is open, though, the layer of Hell it connects to cannot be viewed by those on the opposite side, and visa versa.
As a mode of planar travel, a hellmouth functions much like a plane shift spell, except that the gate always opens at a precise point in Hell. Travelers need not join hands with you—anyone who chooses to step through the hellmouth is transported. A hellmouth cannot be opened to connect to another destination besides Hell, even a point it might have been summoned to in the past. Thus, any creature who passes through a hellmouth arrives in Hell, unless you have made a prior agreement to keep the hellmouth connected to another plane for an ongoing period of time.
Aside from serving as a gate to hell, a hellmouth circumvents many of the barriers of summoning infernal creatures. Any summon monster spell you cast while within 100 feet of an open hellmouth you called summons double the number of devils or fiendish creatures it normally would. In addition, any devil conjured in the presence of a hellmouth proves more willing to appear and serve, taking a -–2 penalty on saving throws and attempts to escapes spells like planar binding, and charging 20% less to serve as part of spells like planar ally. A hellmouth does not demand additional payment for fiends that pass through it from Hell.
[[Begin Chart]]
Hellmouth Destinations
d10 Infernal Layer
1 Avernus
2 Dis
3 Erebus
4 Phlegethon
5 Stygia
6 Malebolge
7 Cocytus
8 Caina
9 Nessus
10 Roll Again
[[End Chart]]
Sean K Reynolds Contributor |