This site is games | books | films

Dukes of Hell in the Prime

e of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.

Original Concept by Serge W. Desir, Jr.

Full netbook can be found on the following website

Dicefreaks d20 Community

As a Courtier of of Perdition, a Duke of Hell cannot be summoned or called to the material plane by mundane means. Not even a gate spell can reach a Duke since the nature of the magic, as decreed by the gods, is limited. However, through powerful incantations and epic spells known as Forbidden Magic, a Duke of Hell can not only communicate with those in the Mortal Coil, but can also be given the necessary power to breech the wards that envelope and protect the world from its presence. Once the Duke is brought into the material plane, its presence begins to unravel the natural order as the presence of Hell imposes its unique and oppressive qualities to the unsuspecting world at large. Even after the Duke departs, the wound the world suffers remains for no less than nine months (and this period can be extended if a Lawful Evil divine caster unhallows the area before the nine month period concludes). The area affected extends 900 feet from the place in which the Duke appeared. It may engulf an entire edifice, bubble onto the surface, and even affect towns and cities if a summons was cast close enough. It is unknown if a Duke of Hell has the power to mask its appearance in the Prime, but it is considered unlikely.

Dore woodcut Divine Comedy 01

In addition to the effects described for greater devils, the following are the typical means by which a Duke’s presence wounds the world:

  • Common devils summoned in the area of the spiritual wound remain in the Mortal Coil for double duration. Attempts to bind common devils in the area of the spiritual wound suffer a -3 caster level penalty.
  • Evil and Lawful spells function at +3 caster level.
  • Attempts to cast future summons of a Courtier of Perdition in the area receives a +3 bonus.
  • Fire-based damage deals an additional point of damage per die (a Duke of Hell associated with another element may affect said element instead of fire).
  • undead created in the area acquire an additional hit point per die.
  • Lawful Evil creatures within one mile are drawn to the spiritual wound.
  • Mortal beings that die in the area have a 50% chance to rise within nine days as wights.
  • Good aligned beings of all kinds save elementals and outsiders suffer 1d4 points of sanity damage every three days spent in the area.
  • The weather in the area is noticeably extreme in the area, but based upon the time of year (i.e., the area of the spiritual wound in the summer is extremely hot while the same area would be extremely cold during the winter).
Scroll to Top