Post by Xxsuperheroxx on Feb 25, 2023 22:04:17 GMT -6
First Level Spells
Detect Evil: Basically degree of evil (faint, moderate, strong, overwhelming) and its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the general bent (lawful, neutral, chaotic) has a 10% chance of being detectable.
Detect Magic: Only the fact that a dim or strong magic exists can be found by clerics (cf. Magic-user spell of the same name.).
Light: It should be noted that if the spell is cast upon the visage or before the visual organs of a creature, it will tend to blind it (rather as if a strong light were placed before its eyes), and its attacks and defenses will be a -4 on "to hit", saving throws, and even armor class, Note also that the spell is not mobile, although it can be cast upon a movable or mobile abject or creature.
Protection From Evil: Note that this excludes (keep out) monsters using natural (body) weapon attacks which require touching the protected character.
Second Level Spells:
Augury: This is a general future determinant with only a half maximum, so you need not be too exacting with regards to your vagueness. When the augury is cast, simply compare the knowledge you have and give the character general impressions of the question asked. "Will we do well if we venture onto the third level?" Answer: "Those who survive will be rich!" Basic: you have a terrible troll near where the character will enter the level (if he does), but the probable party is strong enough to beat it after a hard fight, and the monster guards 10,000 silver pieces and a +1 shield.
Detect Charm: Charm spells cast by creatures entitle the charmee to a saving throw versus magic, and if the save is successful, the detect charm spell does NOT pick up the fact that the charm exists.
Find Traps: This spell will be 10% likely per level of the cleric casting it to be able to note the type of magic involved, i.e. alteration, divination, etc., if it is a magical or magically-concealed trap.
Silence, 15' Radius:If this spell is cast at a magic resistant creature, and resistance works, silence does NOT encompass the creature, Turning of the spell, in whole or in part, will negate its effects, save for muting sound, if it is turned beyond its radius.
Snake Charm: This spell will be effective against any aphidian or ophidianoid monster such as naga and couatl. Of course, hit point restrictions, resistance to magic, and saving throws apply at all times.
Speak With Animals: This spell will not necessarily make the animal type being conversed with the good and true friend of the cleric, so terseness and evasiveness are likely in basically hostile and reasonably intelligent creatures. The more stupid ones will make inane comments too! Remember to assume the role of a animal, with the appropriate mentality and viewpoints.
Third Level Spells:
Animate Dead: it is, of course, possible to animate the skeletons or corpses of demi-human and humanoid, as well as human, sort. If creatures with more than a basic 1hit die (or 1 + hit die) are so animated the number of such skeletons or zombies will be determined in hit dice rather than total numbers. Thus, a cleric of 6th level could animate 6 skeletons of human or humanoid sort which in life had less than 2 hit dice, 3 such undead which in life had less than 3, but 2 or more hit dice, or a single undead creature which had 6, but less than 7, hit dice. For each such additional hit die, the skeleton or zombie will gain another die. Thus, the animated skeleton of a fire giant, an 11 hit die monster, is 10 over the norm for a skeleton normally animated, so it would have 1 + 10 hit dice (11d8). Likewise, a fire giant zombie would have 10 dice over and above the sort of creature typically made into a zombie, so it would have 2 + 10 hit dice (12d8). This does not enable a cleric to make skeletons or zombies of characters of 2nd or higher level have more hit dice; such undead are simply human skeletons or zombies with 1 or 2 hit dice, nothing more.
Continual Light: As does a light spell, this will tend to blind a creature if it is placed on its visual sensory area. The spell can also be placed upon a smallish object, and a lightproof case subsequently used to encase the abject so as to make it dark until the covering is removed, i.e. a continual light source which expends no fuel and will not blow out. (Darkness spells are the bane of this device...)
Cure Blindness: This spell will not restore lost visual organs, whether such cause is due to injury or disease. Thus, at your option, the spell can simply remove magical blindness and cure disease or disease-like conditions such as cataracts and glaucoma and various forms of nearsightedness, farsightedness, or astigmatisms common to human eyes; or it can be effective against other eye disorders as well, save those noted above.
Dispel Magic: If this spell is cast upon a magic item it most certainly will have the effect of causing it to be non-operational for 1 round thereafter if the item does not make a saving throw - if the item is not in the possession of any creature, then the item gets no saving throw, and it is non-operational for 1 round. Note the artifacts and relics are NOT subject to this effect. Any dispel magic spell must be cast directly at the object, not anything or anyone else, to be so effective.
Glyph Of Warding: If a cleric is on hand to determine that a glyph of warding is certainly in existence, an associated magic-user can thereafter use an erase spell and possibly (50% + 2%/level of the m-u) remove the glyph. As to the design and the names of glyphs of warding, design your own or use an encyclopedia to find interesting alphabets to use. You may refer also to THE WORLD OF GREYHAWK for other runes and glyphs. For example, her is one such series of glyphs, named.
As a detect trap spell will see the form of the glyph, a cleric might believe he or she knows the name of the glyph from past experience, and try to bypass - possibly with success.
Locate Object: This spell will not enable the caster to find a general class of objects unless the form in nearly the same as the majority of others in its class. This, stairs have risers and are generally similar, so by means of the spell the caster would be able to locate a flight which closely resembled those he or she pictured in casting the locate object spell. However, attempting to find jewelry or a crown of the like requires a certain mental image, and if the image is not generally similar to the desired object(s) within range, the spell will not work, for the image is not familiar/similar to that of the real. In short, desired but unique objects cannot be located by this spell unless they are similar to objects known by the caster.
Prayer: If a prayer spell is uttered while another cleric of the same deity is chanting, the effect of the two spells are cumulative, i.e. +2 for friendly creatures, -2 for foes. Note that the two spells must be cast by clerics of the same religious persuasion, not merely the same general alignment, and that the chant must be in progress while the prayer is said.
Speak With Dead: This spell is often subject to abuse due to too liberal DMing. When the cleric asks questions, follow these rules: 10 give answers which are brief, 20 take all questions absolutely literally, and 30 be as evasive as possible if the questioned creature was not friendly to the characters or class or alignment of the spell caster when it lived. Remember, speaking with the dead assumes that the creature has an essence which still exists somewhere, and if it can remember answers to questions, it can remember other things as well...
Fourth Level Spells:
Detect Lie: This dweomer does not reveal the truth, nor will it necessarily reveal evasions of the truth; it empowers the caster to detect a lie.
Fifth Level Spells:
Atonement: As the all-inall of the campaign milieu, you must assume the role of the supernatural powers judging the character making atonement. If the action appears to be very sincere, then the deity will be prone to allow atonement by means of the spell, with little or no sacrifice in addition, according to the deity's overall nature; so that could mean a few coins in the poor box or a major quest for a relic. The less sincere the character, the greater will be the actions required to complete the spell, i.e. a hollow voice rings forth and commands; "GO FORTH FROM HERE AND RETURN NOT UNTIL YOU BRING CAPTIVE THE HIGH PRIEST OF OSIRUS AND ALL OF THE ALTAR SERVICE OF HIS TEMPLE AS SACRIFICES TO ME IN TOKEN OF THE SINCERITY OF YOUR TRUE REPENTANCE!" and that will be the final word from that deity until the deed is accomplished.
Commune: The questions permitter must be asked consecutively in as brief a period as possible, as there is too much bother and disturbance for the supernatural powers otherwise. If the spell caster lags or goes off to do anything else, the spell is broken, over and done with. Note that it is possible for a deity to answer "I don't know", as most deities are not omniscient.
Plane Shift: The material component is similar to a tuning fork, of course, and striking it at the proper time allows the energy vibrations of the person or persons or creature or creatures involved to match those of the desired plane. All you need to do is determine which notes, if you will, attune to which planes, and then when the caster has a metal rod, inform him of her of the note it sounds - an A sharp, for instance, might take one to the Astral Plane, while an A flat will move one to the Elemental Plan of Air, and an A to the Ethereal Plane. Naturally, you can include the octave and even have chords to move a creature to some sub plane, i.e., F sharp minor might move the caster or the subject to the 9th Plane of Hell.
Quest: if the person quested agrees to a task, even though this agreement might have been gained by force or trickery, then any chance of avoiding the quest (the saving throw) is negated! Those of the same religion as the cleric are not able to avoid a just and deserved quest either, and even those of the same alignment having to undertake a just and proper quest must have a -4 if they wish to avoid it. a quest can be negated by a cleric of greater level than the one which placed the spell, if the cleric sp doing is of the same religion as the quested creature. Some artifacts or relics can probably negate the spell, and any deity can do so, but only directly.
Sixth Level Spells:
Aerial Servant: The spell caster should be required to show you what form of protective inscription he or she has used when the spell is cast. The three forms Mentioned are:
Blade Barrier: This spell is absolutely stationary. it does not move in any way except with respect to the circling of the blades around the fixed point of the spell center. The plane of rotation of the blades can be horizontal, vertical, or anything in between, however. Note that creatures within the area of the barrier when it is invoked are intitled to a saving throw, and if this saving is made, the blades are avoided, and no damage is taken.
Conjure Animals: For the list of these creatures see APPENDIX L: CONJURED ANIMALS.
Find The Path: This spell is subject to the same sort of abuse as a locate object spell is. A locale is not an object. The spell will enable the caster to find a way into or out of some area, but this area must be known or identified in itself, not for what it might house. Thus, one could use it to find a great forest of ash threes but not to find a forest where a green dragon lived. In the letter case the desire is to find an object, not an area or locale. Similarly, use of a find the path spell to locate the way to a hoard of platinum pieces is absolutely useless, as it must net be allowed, but the spell could be used to find a level known to have such a hoard of coins, or a cavern with a pool in it might be a pointed to, etc. The spell finds a way to a locale or an area, and whatever objects are therein are not meaningful to the spell.
Heal: this spell will not cure serious forms of mental disorders not related to spells or inflicted to the brain.
Word of Recall: For each plane that the cleric is removed from the plane of his or her designated sanctuary, there is a 10% cumulative chance that the cleric will be irrevocably lost in the intervening astral or ethereal spaces.
Seventh Level Spells:
Astral Spell: Any magic items can go into the Astral Plane, but most will become non-magical thereon, or on any planes removed from the Prime Material Plane. Those which contain spells which you determine will function on any given plane will function on that plane. Armor and weapons which are +3 or better might also function on other planes, but this is at your option. All artifacts and relics should be allowed to function anywhere. Items which draw their power from a particular plane will be likely to be far more powerful on the plane from whence their power comes, e.g., a ring of fire resistance on the Elemental Plane of fire or a sword of life stealing on the Negative Material Planes. For creatures encountered see APPENDIX C: RANDOM MONSTER ENCOUNTERS, ASTRAL & ETHEREAL ENCOUNTER TABLES.
Control Weather: To find the prevailing conditions at the time the spell is cast, you must know the clime and the season, of course. Sky conditions (cloudy, foggy, partly cloudy, clear), precipitation, wind speed and direction, and temperature must be determined according to the area. Knowing this, you should have no great problem informing the would be spell caster as to what sort of weather exists.
Earthquake: Structures very solidly built, with foundations reaching to bedrock, will sustain damage. Castles so built will take only one-quarter damage if they score above 50% on a saving throw roll. An earth elemental in the spell area has the effect of negating 10% to 100% of the spell effects (d10, 0 = 100%) if the elemental is of forces opposed to the cleric casting the earthquake spell.
Gate: Unless you have some facts regarding the minions serving the being called forth by the casting of the gate spell, it is necessary to have the being called come. Then, if it is a trifle, it can leave or attack; if it is of middle importance, it can take some positive action to set matters aright, and then demand appropriate repayment; and if the matter is urgent, it can act accordingly and ask whatever is its wont thereafter, if appropriate. However, Asmodeus might send a pit fiend to see what the problem was, and some deity of lawful good might send a kin-rin on the same mission. As to the likelihood of the gated being returning without doing something, use a factor of 20% for a trifling matter, 15% of return if the affair is of medial importance, and from 1% to 50% if the matter is very important - 1% indicating that the being finds itself well able to handle the situation and everything pleases it greatly, 50% if the situation would be risky and it is displeased. Thus, Asmodeus summoned by a party of chaotic good characters to save them from a type VI demon could be a trifle to an important act. depending on what was involved - such as a relic of lawful evil. Asmodeus would certainly do away with the summoners as well as the demon if at all possible. On the other hand, Asmodeus summoned to pit himself against Bahamut would be very likely to turn and do a speedy exit unless the monster was of critical importance to hell.
Holy/Unholy ward: The speaker must be from the plane upon which it speaks in order to have the utterance send other creatures to their own plane, i.e. a devil on the Prime Material Plane could not use the spell to send away anything. although it could so do if it were in Hell. Creatures sent to their original plane cannot return for 1 day. Creatures slowed by such a spell lose their first round of attack and each odd-number round of attack thereafter until the duration of the effect wears off.
Restoration: This spell will cure any and all forms of insanity.
Detect Evil: Basically degree of evil (faint, moderate, strong, overwhelming) and its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the general bent (lawful, neutral, chaotic) has a 10% chance of being detectable.
Detect Magic: Only the fact that a dim or strong magic exists can be found by clerics (cf. Magic-user spell of the same name.).
Light: It should be noted that if the spell is cast upon the visage or before the visual organs of a creature, it will tend to blind it (rather as if a strong light were placed before its eyes), and its attacks and defenses will be a -4 on "to hit", saving throws, and even armor class, Note also that the spell is not mobile, although it can be cast upon a movable or mobile abject or creature.
Protection From Evil: Note that this excludes (keep out) monsters using natural (body) weapon attacks which require touching the protected character.
Second Level Spells:
Augury: This is a general future determinant with only a half maximum, so you need not be too exacting with regards to your vagueness. When the augury is cast, simply compare the knowledge you have and give the character general impressions of the question asked. "Will we do well if we venture onto the third level?" Answer: "Those who survive will be rich!" Basic: you have a terrible troll near where the character will enter the level (if he does), but the probable party is strong enough to beat it after a hard fight, and the monster guards 10,000 silver pieces and a +1 shield.
Detect Charm: Charm spells cast by creatures entitle the charmee to a saving throw versus magic, and if the save is successful, the detect charm spell does NOT pick up the fact that the charm exists.
Find Traps: This spell will be 10% likely per level of the cleric casting it to be able to note the type of magic involved, i.e. alteration, divination, etc., if it is a magical or magically-concealed trap.
Silence, 15' Radius:If this spell is cast at a magic resistant creature, and resistance works, silence does NOT encompass the creature, Turning of the spell, in whole or in part, will negate its effects, save for muting sound, if it is turned beyond its radius.
Snake Charm: This spell will be effective against any aphidian or ophidianoid monster such as naga and couatl. Of course, hit point restrictions, resistance to magic, and saving throws apply at all times.
Speak With Animals: This spell will not necessarily make the animal type being conversed with the good and true friend of the cleric, so terseness and evasiveness are likely in basically hostile and reasonably intelligent creatures. The more stupid ones will make inane comments too! Remember to assume the role of a animal, with the appropriate mentality and viewpoints.
Third Level Spells:
Animate Dead: it is, of course, possible to animate the skeletons or corpses of demi-human and humanoid, as well as human, sort. If creatures with more than a basic 1hit die (or 1 + hit die) are so animated the number of such skeletons or zombies will be determined in hit dice rather than total numbers. Thus, a cleric of 6th level could animate 6 skeletons of human or humanoid sort which in life had less than 2 hit dice, 3 such undead which in life had less than 3, but 2 or more hit dice, or a single undead creature which had 6, but less than 7, hit dice. For each such additional hit die, the skeleton or zombie will gain another die. Thus, the animated skeleton of a fire giant, an 11 hit die monster, is 10 over the norm for a skeleton normally animated, so it would have 1 + 10 hit dice (11d8). Likewise, a fire giant zombie would have 10 dice over and above the sort of creature typically made into a zombie, so it would have 2 + 10 hit dice (12d8). This does not enable a cleric to make skeletons or zombies of characters of 2nd or higher level have more hit dice; such undead are simply human skeletons or zombies with 1 or 2 hit dice, nothing more.
Continual Light: As does a light spell, this will tend to blind a creature if it is placed on its visual sensory area. The spell can also be placed upon a smallish object, and a lightproof case subsequently used to encase the abject so as to make it dark until the covering is removed, i.e. a continual light source which expends no fuel and will not blow out. (Darkness spells are the bane of this device...)
Cure Blindness: This spell will not restore lost visual organs, whether such cause is due to injury or disease. Thus, at your option, the spell can simply remove magical blindness and cure disease or disease-like conditions such as cataracts and glaucoma and various forms of nearsightedness, farsightedness, or astigmatisms common to human eyes; or it can be effective against other eye disorders as well, save those noted above.
Dispel Magic: If this spell is cast upon a magic item it most certainly will have the effect of causing it to be non-operational for 1 round thereafter if the item does not make a saving throw - if the item is not in the possession of any creature, then the item gets no saving throw, and it is non-operational for 1 round. Note the artifacts and relics are NOT subject to this effect. Any dispel magic spell must be cast directly at the object, not anything or anyone else, to be so effective.
Glyph Of Warding: If a cleric is on hand to determine that a glyph of warding is certainly in existence, an associated magic-user can thereafter use an erase spell and possibly (50% + 2%/level of the m-u) remove the glyph. As to the design and the names of glyphs of warding, design your own or use an encyclopedia to find interesting alphabets to use. You may refer also to THE WORLD OF GREYHAWK for other runes and glyphs. For example, her is one such series of glyphs, named.
- Fire (fah)
- Lightning (leh)
- Cold (cuh)
- Blind (beh)
- Paralysis (peh)
- Energy + Drain (eha-doh)
As a detect trap spell will see the form of the glyph, a cleric might believe he or she knows the name of the glyph from past experience, and try to bypass - possibly with success.
Locate Object: This spell will not enable the caster to find a general class of objects unless the form in nearly the same as the majority of others in its class. This, stairs have risers and are generally similar, so by means of the spell the caster would be able to locate a flight which closely resembled those he or she pictured in casting the locate object spell. However, attempting to find jewelry or a crown of the like requires a certain mental image, and if the image is not generally similar to the desired object(s) within range, the spell will not work, for the image is not familiar/similar to that of the real. In short, desired but unique objects cannot be located by this spell unless they are similar to objects known by the caster.
Prayer: If a prayer spell is uttered while another cleric of the same deity is chanting, the effect of the two spells are cumulative, i.e. +2 for friendly creatures, -2 for foes. Note that the two spells must be cast by clerics of the same religious persuasion, not merely the same general alignment, and that the chant must be in progress while the prayer is said.
Speak With Dead: This spell is often subject to abuse due to too liberal DMing. When the cleric asks questions, follow these rules: 10 give answers which are brief, 20 take all questions absolutely literally, and 30 be as evasive as possible if the questioned creature was not friendly to the characters or class or alignment of the spell caster when it lived. Remember, speaking with the dead assumes that the creature has an essence which still exists somewhere, and if it can remember answers to questions, it can remember other things as well...
Fourth Level Spells:
Detect Lie: This dweomer does not reveal the truth, nor will it necessarily reveal evasions of the truth; it empowers the caster to detect a lie.
Fifth Level Spells:
Atonement: As the all-inall of the campaign milieu, you must assume the role of the supernatural powers judging the character making atonement. If the action appears to be very sincere, then the deity will be prone to allow atonement by means of the spell, with little or no sacrifice in addition, according to the deity's overall nature; so that could mean a few coins in the poor box or a major quest for a relic. The less sincere the character, the greater will be the actions required to complete the spell, i.e. a hollow voice rings forth and commands; "GO FORTH FROM HERE AND RETURN NOT UNTIL YOU BRING CAPTIVE THE HIGH PRIEST OF OSIRUS AND ALL OF THE ALTAR SERVICE OF HIS TEMPLE AS SACRIFICES TO ME IN TOKEN OF THE SINCERITY OF YOUR TRUE REPENTANCE!" and that will be the final word from that deity until the deed is accomplished.
Commune: The questions permitter must be asked consecutively in as brief a period as possible, as there is too much bother and disturbance for the supernatural powers otherwise. If the spell caster lags or goes off to do anything else, the spell is broken, over and done with. Note that it is possible for a deity to answer "I don't know", as most deities are not omniscient.
Plane Shift: The material component is similar to a tuning fork, of course, and striking it at the proper time allows the energy vibrations of the person or persons or creature or creatures involved to match those of the desired plane. All you need to do is determine which notes, if you will, attune to which planes, and then when the caster has a metal rod, inform him of her of the note it sounds - an A sharp, for instance, might take one to the Astral Plane, while an A flat will move one to the Elemental Plan of Air, and an A to the Ethereal Plane. Naturally, you can include the octave and even have chords to move a creature to some sub plane, i.e., F sharp minor might move the caster or the subject to the 9th Plane of Hell.
Quest: if the person quested agrees to a task, even though this agreement might have been gained by force or trickery, then any chance of avoiding the quest (the saving throw) is negated! Those of the same religion as the cleric are not able to avoid a just and deserved quest either, and even those of the same alignment having to undertake a just and proper quest must have a -4 if they wish to avoid it. a quest can be negated by a cleric of greater level than the one which placed the spell, if the cleric sp doing is of the same religion as the quested creature. Some artifacts or relics can probably negate the spell, and any deity can do so, but only directly.
Sixth Level Spells:
Aerial Servant: The spell caster should be required to show you what form of protective inscription he or she has used when the spell is cast. The three forms Mentioned are:
- Magic Circle
- Pentagram
- Thaumaturgic Triangle
Blade Barrier: This spell is absolutely stationary. it does not move in any way except with respect to the circling of the blades around the fixed point of the spell center. The plane of rotation of the blades can be horizontal, vertical, or anything in between, however. Note that creatures within the area of the barrier when it is invoked are intitled to a saving throw, and if this saving is made, the blades are avoided, and no damage is taken.
Conjure Animals: For the list of these creatures see APPENDIX L: CONJURED ANIMALS.
Find The Path: This spell is subject to the same sort of abuse as a locate object spell is. A locale is not an object. The spell will enable the caster to find a way into or out of some area, but this area must be known or identified in itself, not for what it might house. Thus, one could use it to find a great forest of ash threes but not to find a forest where a green dragon lived. In the letter case the desire is to find an object, not an area or locale. Similarly, use of a find the path spell to locate the way to a hoard of platinum pieces is absolutely useless, as it must net be allowed, but the spell could be used to find a level known to have such a hoard of coins, or a cavern with a pool in it might be a pointed to, etc. The spell finds a way to a locale or an area, and whatever objects are therein are not meaningful to the spell.
Heal: this spell will not cure serious forms of mental disorders not related to spells or inflicted to the brain.
Word of Recall: For each plane that the cleric is removed from the plane of his or her designated sanctuary, there is a 10% cumulative chance that the cleric will be irrevocably lost in the intervening astral or ethereal spaces.
Seventh Level Spells:
Astral Spell: Any magic items can go into the Astral Plane, but most will become non-magical thereon, or on any planes removed from the Prime Material Plane. Those which contain spells which you determine will function on any given plane will function on that plane. Armor and weapons which are +3 or better might also function on other planes, but this is at your option. All artifacts and relics should be allowed to function anywhere. Items which draw their power from a particular plane will be likely to be far more powerful on the plane from whence their power comes, e.g., a ring of fire resistance on the Elemental Plane of fire or a sword of life stealing on the Negative Material Planes. For creatures encountered see APPENDIX C: RANDOM MONSTER ENCOUNTERS, ASTRAL & ETHEREAL ENCOUNTER TABLES.
Control Weather: To find the prevailing conditions at the time the spell is cast, you must know the clime and the season, of course. Sky conditions (cloudy, foggy, partly cloudy, clear), precipitation, wind speed and direction, and temperature must be determined according to the area. Knowing this, you should have no great problem informing the would be spell caster as to what sort of weather exists.
Earthquake: Structures very solidly built, with foundations reaching to bedrock, will sustain damage. Castles so built will take only one-quarter damage if they score above 50% on a saving throw roll. An earth elemental in the spell area has the effect of negating 10% to 100% of the spell effects (d10, 0 = 100%) if the elemental is of forces opposed to the cleric casting the earthquake spell.
Gate: Unless you have some facts regarding the minions serving the being called forth by the casting of the gate spell, it is necessary to have the being called come. Then, if it is a trifle, it can leave or attack; if it is of middle importance, it can take some positive action to set matters aright, and then demand appropriate repayment; and if the matter is urgent, it can act accordingly and ask whatever is its wont thereafter, if appropriate. However, Asmodeus might send a pit fiend to see what the problem was, and some deity of lawful good might send a kin-rin on the same mission. As to the likelihood of the gated being returning without doing something, use a factor of 20% for a trifling matter, 15% of return if the affair is of medial importance, and from 1% to 50% if the matter is very important - 1% indicating that the being finds itself well able to handle the situation and everything pleases it greatly, 50% if the situation would be risky and it is displeased. Thus, Asmodeus summoned by a party of chaotic good characters to save them from a type VI demon could be a trifle to an important act. depending on what was involved - such as a relic of lawful evil. Asmodeus would certainly do away with the summoners as well as the demon if at all possible. On the other hand, Asmodeus summoned to pit himself against Bahamut would be very likely to turn and do a speedy exit unless the monster was of critical importance to hell.
Holy/Unholy ward: The speaker must be from the plane upon which it speaks in order to have the utterance send other creatures to their own plane, i.e. a devil on the Prime Material Plane could not use the spell to send away anything. although it could so do if it were in Hell. Creatures sent to their original plane cannot return for 1 day. Creatures slowed by such a spell lose their first round of attack and each odd-number round of attack thereafter until the duration of the effect wears off.
Restoration: This spell will cure any and all forms of insanity.