Dolor
(Enchantment/Charm)
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Effect: By means of
this spell,
the magic-user
attempts to force compliance or obedience from some oppositely-aligned
or hostile creature from a plane foreign to that of the spell caster.
The dweomer causes unease
in the creature in question during its mere reading,
and on the round thereafter,
the subject becomes nervous
and filled with doubts,
while on the last round
of effect the creature actually feels a dull, all-encompassing dolor.
The initial effects cause
the subject creature to make all saving throws versus commands and non-offensive
spells (including charms) at -1 on the dice rolled to determine
whether or not it resists, the adjustment favoring compliance.
The secondary effects cause
the adjustment to go to -2.
The tertiary effect brings
with it an adjustment of -2.
Thereafter, the creature
is no longer affected and it makes further saving throws without adjustment.
The verbal component of the
spell must deal with the class of creature in question,
containing as much information
as possible about the subject creature.
When uttering the spell,
the magic-user can be mentally
assailed by the creature if the subject has a higher intelligence than
the spell caster.
In such a case,
the creature has a 5% chance
per point of superior intelligence of effectively charming <link
as eg. charm person> or dominating <link> the magic-user.
In the case of such control,
the creature will then do
with the spell caster as its alignment dictates.
If the spell caster is distracted
or interrupted during the casting of the spell,
the subject creature is
able to automatically effect the charm and domination.
<again, link as above>