Cacofiend

Cacofiend teleport gates a Nabassu that will attack every creature in sight.
==Description==
== Gameplay ==
The caster selects a point on the map location within range where the gated demon shall appear - this is done by using the targeting cursor to designate the point on the map.
When the spell is finished an infernal gate graphic animation renders at the caster's targeting point, and a few seconds later the fiend appears on the map, ready to attack any creatures in its detection range, as determined by the creature's default AI script.
This fiend is unable to leave the area map it is teleported to and cannot follow the party to another map area.
When the spell's duration expires the fiend disappears from the material plane, with a brief lighting effect and a text reading "Nabassu: Unsummoned". 
A summoned fiend killed in combat leaves a corpse behind on the map.
This spell interacts with the summoning cap in a way that's different than most summoning spells, in that summoned demons/devils do not add to the total towards the summoning cap (meaning, it's technically possible to summon as many demons/devils as you are able to). 
However, the spell still respects the summoning cap, meaning you won't be able to summon a demon if you already have 5 non-demon creatures summoned.
As a "GoodButRed" creature (ie technically allied to the party, but has a red circle), the Nabassu gated in by this spell doesn't get a save against Otiluke's Resilient Sphere, just like what happens with regular (blue circle) allied creatures.
Multiple party summoned demons aren't friendly toward each other - they can and will treat others as enemies - however, a Protection From Evil (wizard) or Protection From Evil, 10' Radius can be cast upon these party summoned fiends, so they do not target each other.
The player's party do not gain experience for enemies whom this gated fiend kills.
Any summoned fiends, such as a Nabassu, Glabrezu or a Pit Fiend by party are technically allied to party and will provoke any neutral NPC to "agro" as if you attacked them yourself.
Name 	AbilityScores	AbilityScores	CombatStats 	CombatStats 	Special
Nabassu	STR 	19 	HD 	10 	
Saving throws: D10 / W12 / P11 / B12 / S13
Resistances: 50% magic resistance, 100% poison damage resistance, immunity to normal weapons, charm, feeblemindedness, confusion, polymorph and fear effects.
Special: See the invisible. 
Spellcasting: Casts Silence 15' Radius if a Cleric or Mage is spotted (only once), as well as every so often:
Death Gaze (hold creature for 5 rounds on a failed save vs death, blocked by magic resistance, and 1d8 acid + 1d8 fire damage, no save, bypasses magic resistance)
Paralyze (an area of effect hold creature for 6 rounds on a failed save vs spells with a bonus of 1, blocked by magic resistance)
Vampiric Touch (Similar to the mage spell of the same name, inflicting 6d6 magic damage and healing/increasing the Nabassu's HP by 11
Nabassu	DEX 	17 	HP 	76 	
Saving throws: D10 / W12 / P11 / B12 / S13
Resistances: 50% magic resistance, 100% poison damage resistance, immunity to normal weapons, charm, feeblemindedness, confusion, polymorph and fear effects.
Special: See the invisible. 
Spellcasting: Casts Silence 15' Radius if a Cleric or Mage is spotted (only once), as well as every so often:
Death Gaze (hold creature for 5 rounds on a failed save vs death, blocked by magic resistance, and 1d8 acid + 1d8 fire damage, no save, bypasses magic resistance)
Paralyze (an area of effect hold creature for 6 rounds on a failed save vs spells with a bonus of 1, blocked by magic resistance)
Vampiric Touch (Similar to the mage spell of the same name, inflicting 6d6 magic damage and healing/increasing the Nabassu's HP by 11
Nabassu	CON 	9 	THAC0 	Base 13Adjusted 10 	
Saving throws: D10 / W12 / P11 / B12 / S13
Resistances: 50% magic resistance, 100% poison damage resistance, immunity to normal weapons, charm, feeblemindedness, confusion, polymorph and fear effects.
Special: See the invisible. 
Spellcasting: Casts Silence 15' Radius if a Cleric or Mage is spotted (only once), as well as every so often:
Death Gaze (hold creature for 5 rounds on a failed save vs death, blocked by magic resistance, and 1d8 acid + 1d8 fire damage, no save, bypasses magic resistance)
Paralyze (an area of effect hold creature for 6 rounds on a failed save vs spells with a bonus of 1, blocked by magic resistance)
Vampiric Touch (Similar to the mage spell of the same name, inflicting 6d6 magic damage and healing/increasing the Nabassu's HP by 11
Nabassu	INT 	9 	AC 	Base -5Adjusted -8 	
Saving throws: D10 / W12 / P11 / B12 / S13
Resistances: 50% magic resistance, 100% poison damage resistance, immunity to normal weapons, charm, feeblemindedness, confusion, polymorph and fear effects.
Special: See the invisible. 
Spellcasting: Casts Silence 15' Radius if a Cleric or Mage is spotted (only once), as well as every so often:
Death Gaze (hold creature for 5 rounds on a failed save vs death, blocked by magic resistance, and 1d8 acid + 1d8 fire damage, no save, bypasses magic resistance)
Paralyze (an area of effect hold creature for 6 rounds on a failed save vs spells with a bonus of 1, blocked by magic resistance)
Vampiric Touch (Similar to the mage spell of the same name, inflicting 6d6 magic damage and healing/increasing the Nabassu's HP by 11
Nabassu	WIS 	16 	APR 	3 	
Saving throws: D10 / W12 / P11 / B12 / S13
Resistances: 50% magic resistance, 100% poison damage resistance, immunity to normal weapons, charm, feeblemindedness, confusion, polymorph and fear effects.
Special: See the invisible. 
Spellcasting: Casts Silence 15' Radius if a Cleric or Mage is spotted (only once), as well as every so often:
Death Gaze (hold creature for 5 rounds on a failed save vs death, blocked by magic resistance, and 1d8 acid + 1d8 fire damage, no save, bypasses magic resistance)
Paralyze (an area of effect hold creature for 6 rounds on a failed save vs spells with a bonus of 1, blocked by magic resistance)
Vampiric Touch (Similar to the mage spell of the same name, inflicting 6d6 magic damage and healing/increasing the Nabassu's HP by 11
Nabassu	CHA 	25 	Damage: 3d4 crushing +7 from STR 19 (counts as +4).	Damage: 3d4 crushing +7 from STR 19 (counts as +4).	
Saving throws: D10 / W12 / P11 / B12 / S13
Resistances: 50% magic resistance, 100% poison damage resistance, immunity to normal weapons, charm, feeblemindedness, confusion, polymorph and fear effects.
Special: See the invisible. 
Spellcasting: Casts Silence 15' Radius if a Cleric or Mage is spotted (only once), as well as every so often:
Death Gaze (hold creature for 5 rounds on a failed save vs death, blocked by magic resistance, and 1d8 acid + 1d8 fire damage, no save, bypasses magic resistance)
Paralyze (an area of effect hold creature for 6 rounds on a failed save vs spells with a bonus of 1, blocked by magic resistance)
Vampiric Touch (Similar to the mage spell of the same name, inflicting 6d6 magic damage and healing/increasing the Nabassu's HP by 11
==Where to obtain its scroll==
===Baldur's Gate II: Shadows of Amn===
*Copper Coronet
*Ust Natha Bazaar
*Deirex's Tower
===Baldur's Gate II: Throne of Bhaal===
*Arcana Archives
== See also ==
* Summon Fiend
* Gate
== Trivia ==
The Advanced Dungeons and Dragons 2nd Edition ruleset Wizard Spell - Cacofiend differs in several ways from the version that Bioware implemented in the game. See the External links below.
===Gallery ===
OG Cacofiend 1.png|A PC casts Cacofiend at maximum range.
OG Cacofiend 2.png|The Abyssal Gate forms as the demon materializes.
OG Cacofiend 4.png|The hostile Nabassu appears, and immediately lands a Silence, 15' Radius (innate) and Death Gaze on the Fighter / Mage summoner.
OG Cacofiend 5.png|The PC realizes he forgot to cast a Protection From Evil (wizard) spell and does so to prevent being attacked.
OG Cacofiend 6.png|Now protected, the PC casts Summon Fiend as well. The Nabassu moves to attack the incoming Glabrezu.
OG Glab kills Nabassu.png|The demons fight, and the Glabrezu stuns the Nabassu - then beats it to death while its Helpless.
OG PFE Radius 1.png|The Demon-on-Demon fighting can be mitigated with a quick casting of Protection From Evil, 10' Radius, as shown from Aerie.
==Mod content==
Spell Revisions mod has replaced the Cacofiend spell with a new one. See below:
Summon Death Knight
Level: 7
School: Necromancy
Range: Medium
Duration: 3 turns
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
By means of this spell, the caster calls an outer planar creature to attack his foes and himself if not careful. The creature summoned in is a Death Knight, a powerful undead demon. The creature cannot be directly controlled, but the summoner can attempt to compel the demon to perform a service for him for the duration of the spell. Charismatic and powerful casters may bind the creature’s will, intelligent and wise ones may negotiate with it, but dealing with these demonic creatures is always dangerous, and sometimes it may lead to disaster. Mages are warned to be careful of this spell, for a mistreated Death Knight will turn on his summoner at the first available opportunity.
Death Knight (13 Hit Dice):
STR 18/00, DEX 12, CON -, INT 17, WIS 15, CHA 16; AL Lawful Evil
HP 112, AC -4, THAC0 1, Saving Throws 5/7/5/9/7
3 Attacks Per Round, 2d6+11 Slashing Damage (Two-Handed Sword +3)
Special Qualities:
Aura of Fear: creatures in a 5’ radius must save vs. spell each round or flee in terror for 1 round
Immune to non-magical weapons
Immune to charm, confusion, hold, stun, sleep, poison, & death effects
Cold Resistance 100%; Physical Resistance 20%; Magic Resistance 75%
Special Abilities:
See Invisibility (permanent)
Dispel Magic (once every 5 rounds)
Unholy Fireball (once per day)
Power Words: Blind, Stun, or Kill (once per day each)
Symbols: of Weakness or Death (once per day each)
Installation of the Sword Coast Stratagems mod and the "Improved Fiends" component revises all demons/devils, including those summoned by spells - their AI scripts are smarter and more comprehensive, and additional innate powers are granted, such as the "Teleport without error" ability and more innate spells.
SCS installed with Spell Revision mod provides the Death Knight with the "Teleport without error" ability - When in battle the demon will teleport across the map to enemies, even in locations behind closed doors and hundreds of feet distant.
===Mod gallery ===
Abyssal Gate.jpg|SR Party FM casts "Summon Death Knight", Abyssal Gate opens.
SR Death Knight 1.jpg|SR Death Knight arrives, currently allied with summoner.
SR Power Word Blind.jpg|Death Knight turns on the party (Summoner failed Charisma check) - demon attacks with Power Word, Blind. Bad times ahead.
Mod DL Getting Near.png|A demilich has gated three Death Knights for assistance - one deploys a Symbol, Stun (wizard).
==External links==
* 
* 
* Advanced D&D 2nd Edition Wiki - Cacofiend (Wizard Spell)
Category:Random treasure