Torment (Wizard Spell)

When this spell is cast, the wizard 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). The initial uttering of the spell causes a link from the caster to a captive creature bound in a magic circle. (The subject of this spell must fail a magic resistance check, if applicable, for the torment spell to have any effect.) Thereafter, the wizard 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 vs. spell, adjusted each round for the increasing in­tensity of the dweomer. 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 wizard's de­mands. There is no penalty following round 8 in any event.
The effects of the torment spell have an effect on the creature, should it break loose. The creature has a -1 penalty to 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 suffers a -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 intelligent creature with low moral standards will submit once it realizes the nature of the spell to which it is being subjected. Naturally, this does not cause the creature to feel anything other than immense hatred for the wizard. 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 a 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 spellcaster, 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 wizard 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.
Notes: Very rare spell. Known to be in the Demonomicon of Iggwilv (WoG).
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells