Torment
(Evocation - Alteration)
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Effect: When this
spell is cast,
the magic-user seeks to
force submission and obedience from a captive creature from another plane
from whom a service is being demanded
(also see dolor
and ensnarement spells herein.)
The initial uttering of the
spell causes a link from the caster to the captive creature bound in a
magic circle, thaumaturgic circle, or pentagram.
(An intended victim of this
spell must fail a magic resistance check, if applicable, for the torment
to have any effect.)
Thereafter, the magic-user
continues to read the balance of the specially prepared writing,
and each round this continues,
the captive feels progressively
worse --
discomfort and then pain.
The first two rounds bring
twinges,
the third and fourth rounds
of reading bring shooting pains,
and the fifth and sixth
rounds of reading cause aches and then cramps.
The creature refusing to
submit to the performance of a service is given a straight saving throw
versus spell,
adjusted each round for
the intensity of the dweomer to be affected by it.
The save in the first round
is made at -1 to the die roll,
the second at -2,
the third at -3,
the fourth at -4,
and the fifth and sixth
at -6 and -8 respectively.
Failing the saving throw
indicates the creature has agreed to the mage's demands.
There is no penalty following
round 8 in any event.
The effects of torment
will have an effect on the creature should it break loose.
The creature is -1 on initiative
for every 2 rounds the spell has been in effect,
up to a maximum penalty
of -4 on round 8.
In addition, the creature
is -1 to hit and -1 per die of damage after 3 rounds of the spell,
this increasing by -1 per
round to -4 in round 6,
then decreasing again to
-1 in round 9.
It is likely that any intelligenct
creature with low moral standards will submit once it realizes the nature
of the spell it is being subjected to.
Naturally, this does not
cause the creature to feel anything other than immense hatred for the magic-user.
The forced service will
be carried out to the letter,
as is the case with all
such agreements,
but the creature will most
certainly seek whatever revenge it can.
Preparation for the casting
of the torment spell requires either the secret name for the type
of creature or its given name to be inscribed in the text of the incantation.
The caster must also identify
himself or herself.
This establishes the link
and allows the dweomer to be efficacious.
However, for every 1 point
of intelligence of the creature above that of the spell caster,
there is a 1% chance that
the captive creature will gain control,
draw the caster into the
confines of its prison,
and carry him or her off
to its own plane and whatever fate is thus decreed.
If the magic-user is interrupted
or distracted during the reading,
there is a 5% chance per
point of intelligence of the captive creature that it will gain control.
The material component of
the spell is the aforementioned "specially prepared writing" (in the form
of a scroll).
Its special inks will require
an expenditure of not less than 1,000 gp per hit die of the creature to
be affected by the dweomer of the spell.