Xult's Magical Doom
(Alteration)

Level: 5
Range: Touch
Components: V,S,M
Casting Time: 5 segments
Duration: Special
Saving Throw: Neg.
Area of Effect: 1" radius

By means of a
caterpillar cocoon and a pinch of dust,
and the tracing of runes during the
casting, a magic-user seals a certain
object with Xult’s magical doom.

The
runes are traced with one fingertip
over the pages of a book, or a map, and
are visible only to a detect magic (they
may be harmlessly removed by dispel
magic).

They prevent unauthorized
perusal of the guarded object.

Only the
caster or someone who is (by chance or
deliberately) named in or on the material
viewed, or who utters the secret
word of deactivation (determined during
casting) when touching the guarded
object, can safely examine the object
without suffering the doom.

The doom affects all creatures within
a 1" radius when it is activated (the activator
saves vs. spell at -3; other beings
within that radius save at -1). The
doom is a specialized polymorph other
spell that works instantly upon creatures
within its radius who fail their
saving throws. Affected beings suffer a
system shock roll during their transformations.
Transformation is permanent, and is
always into the form of a bat, frog, toad,
or snake (determine randomly). The
intelligence of affected beings is not
altered, so if the transformed victims
can activate magical items or communicate
with others so as to bring about
their release (another system shock
survival roll applies), they are free to do
so.

The doom lasts only for one activation
if cast by a magic-user of 11th level
or less. A mage of 12th to 23rd level
may if he or she desires make the doom
last for up to four activations. Mages of
higher levels can elect to have their
dooms last for one additional activation
per level above 24th. Note that the passage
of time has no effect on a doom
unless the object it guards is destroyed,
and that a single activation can affect
more than one creature.
Transformed creatures affected by
this spell typically go insane if of over 7
intelligence, as follows: if of 8-12 intelligence,
insanity after 6 months: if of 13-
16 intelligence, insanity after 8 months;
if of 17 intelligence, insanity after 12
months; if of 18 intelligence, insanity
after 24 months; if of greater intelligence,
there is a 13% chance (not cumulative)
per year of insanity occurring.

Such insanity is one of the following
forms (from the DUNGEON MASTER’S
GUIDE; roll 1d4 to determine which,
for each creature): 1) homicidal mania,
2) hebephrenia, 3) suicidal mania, 4)
catatonia.
 
 
The Tome of Rathden - - - Books of the Forgotten Realms



 
 


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