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WizardLv. 5

Tanar'ri Tribulation

In response to the baatezu bane spell, the denizens of Baator concocted a spell that affects only tanar'ri, their hated foes. Unlike their Abyssal counterparts, however, the baatezu don't disseminate the spell freely to other spellcasters. They are reportedly afraid that if given the chance to study the spell carefully, the tanar'ri will develop a counterspell or defense against it.

Tanar'ri tribulation can be cast upon any tanar'ri of any rank - even Abyssal lords. The spell takes advantage of the creature's chaotic nature and uses it against the fiend. By drawing forth the raw chaotic power from within its body, the spell ravages the tanar'ri's physical form as well as its senses. The spell's subject suffers 3d8+8 points of damage, plus one random disability:

1-3 | The tanar'ri's eyes are damaged and the creature is permanently blinded. ----+---------------------------------------------------------------------------------------------------------------------------------------- 4-5 | The fiend is racked with pain, placing it at a -2 attack and damage penalty for the next 1d4 hours. 6-7 | The tanar'ri's ears are destroyed, inflicting an additional 1d8 points of damage and rendering it permanently deaf. 8 | The fiend suffers an additional 2d8 points of damage and one of the creature's limbs (determined randomly) withers and becomes useless. 9 | The magic inflicts an additional 2d8 points of damage and the fiend cannot use any innate magical powers for 1d10 rounds. 10 | Roll twice, disregarding rolls of 10.

The spell affects only tanar'ri. Due to its specific nature, tanar'ri magic resistance suffers a -30% penalty against this spell. Saving throws are not modified.

The material component is a bit of tanar'ri flesh, bone, or blood.

1-3The tanar'ri's eyes are damaged and the creature is permanently blinded.
4-5The fiend is racked with pain, placing it at a -2 attack and damage penalty for the next 1d4 hours.
6-7The tanar'ri's ears are destroyed, inflicting an additional 1d8 points of damage and rendering it permanently deaf.
8The fiend suffers an additional 2d8 points of damage and one of the creature's limbs (determined randomly) withers and becomes useless.
9The magic inflicts an additional 2d8 points of damage and the fiend cannot use any innate magical powers for 1d10 rounds.
10Roll twice, disregarding rolls of 10.

Sources: The Planewalker's Handbook

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