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The Lords of the Nine and the Prime

The Gates of Hell (Dice Freaks) Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.

Original Concept by Serge W. Desir, Jr.

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To Hell

Any being powerful and insane enough to summon a Lord of the Nine into the Mortal Coil is either worthy of great fear and respect or more than deserving of the fate that a Lord is almost guaranteed to deliver upon it. Summoning a Lord of the Nine is a feat that has been accomplished only a few times. In every known case, such an act ensured not just the devastation of entire cities, but often spells the doom of kingdoms. A Lord of the Nine has the power to mask its arrival in the material plane and most legends point to a Lord doing this very thing. Once a Lord appears, it is guaranteed to draw the anger of the gods against Hell and this would guarantee the wrath of Asmodeus himself. Still, a Lord often cannot help but leave something behind and often will affect the wound as a either an arch-devil or a Duke of Hell. The maladies associated with the spiritual wound caused by a Lord of the Nine extends for one mile per the Lord’s cosmic rank.

Common devils summoned in the area of the spiritual wound remain until their physical forms are destroyed, effectively ending the summons. However, since they were not called, they are not subject to demotion or to a period of time restricted from the Mortal Coil. It is impossible to bind or otherwise force a devil to anything in a the spiritual wound (unless one is a higher ranking devil)

  • Evil and Lawful spells function at +9 caster level.
  • Attempts to cast future summons of a Courtier of Perdition in the area receives a +9 bonus.
  • Fire-based damage is treated as if maximized (Mephistopheles affects only cold and Leviathan affects only water/acid)
  • Undead created in the area acquire maximum hit points per die.
  • Lawful Evil creatures within nine miles of the wound’s periphery are drawn to the spiritual wound; such creatures receive three additional hit points per die once having laired in the area for one month.
  • Mortal beings that die in the area have a 30% chance to rise wights, a 30% chance to rise as wraiths, a 30% chance to rise as spectres, and a 10% chance to rise as ghosts within 3 days.
  • Good aligned beings of all kinds save elementals and outsiders suffer 1d10 points of sanity damage every nine hours spent in the area.
  • Sleeping in the spiritual wound guarantees a nightmare.
  • The weather in the area is extreme and dismal in the area based upon the time of year. Such weather causes 1d4 points of subdual damage each turn while exposed.
  • In all cases, higher ranking devils trump in terms of their power. Thus, if a cardinal of Asmodeus cast incantation of the Pit and brought Merorem the Darkwind into the world, the spiritual wound would be established. Only summoning a more powerful arch-devil or a Lord of the Nine in the area would cause the spiritual wound to be adjusted.
  • Finally, these rules do not assume the impact summoning Asmodeus would have. Such an act would ensure damage well beyond that of the other Lords of the Nine.
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