Xult's Magical Doom (Wizard Spell)

By means of a caterpillar cocoon and a pinch of dust, and the tracing of runes during the casting, a wizard seals a certain object with Xult's magical doom. The runes are traced with one fingertip over, for example, the pages of a book or a map. They are visible only to a detect magic, and can 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 that the caster establishes during casting, can safely examine the object without suffering the doom.
The doom affects all creatures within a 10-foot radius when it is activated (the activator saves vs. spell at -3; others within the radius save at -1). The doom is a specialized polymorph other spell that works instantly upon any 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 (determined 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 mage of 11th level or less. A mage of 12th to 23rd level can cast the doom to 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.
Transformed creatures affected by this spell typically go insane if of greater than 7 Intelligence (see table).
Intelligence	Time before Insanity
1-7 	No Danger
8-12 	After 6 months
13-16 	After 8 months
17 	After 12 months
18 	After 24 months
19+ 	13% chance per year*
: * noncumulative
Such insanity is one of the following forms; roll 1d6 to determine which, for each creature):
Roll	Insanity Type
1 	enraged mania
2 	melancholy
3 	hallucinations
4 	hebephrenic
5 	homicidal
6 	catatonic
——
Enraged Mania: This condition strikes suddenly (1 in 6 chance per turn, lasts 2d6 turns, then 1 in 6 chance per turn to return to normalcy). The character becomes maniacally enraged, having an effective strength of 18/75 if human or demihuman (nonhumans are adjudicated by the DM). The character may shriek, rave, and behave in a violent manner. Unreasoning when spoken to, the character possesses great cunning, and will desire to take or avoid action according to the situation at hand (though not necessarily an appropriate act). When the state passes, the character won't remember his actions, nor believe accounts of them by others.
Melancholy: The individual is given to black moods, fits of brooding, and feelings of hopelessness. The character is 50% likely to ignore any given situation due to the manifestation of a fit of melancholia.
Hallucinations: The individual sees, hears, and otherwise senses things that do not exist. The more stressful the situation, the more likely the manifestation. Common delusions include: ordinary objects that do not exist, people nearby or passing where there are none, voices giving information or instructions, abilities or forms the individual does not really have (strength, sex, wings, etc.), threatening creatures appearing from nowhere, and so on. Normal behavior is 50% likely until stimulated or under stress. Hallucinations last 1-20 turns after the initial stress passes.
Hebephrenic: The individual wanders aimlessly, talks to himself, giggles, mutters, and acts childishly; the character may sometimes attempt to play childish games with others. If sufficiently irritated by someone nearby, the character is 75% likely to become maniacally enraged. If this does not occur, then he will become catatonic for 1d6 hours, then revert to hebephrenic behaviour.
Homicidal: The individual appears absolutely normal, except for an occasional unique interest in weapons, poisons, and other lethal devices. At 1- to 4-day intervals, he will try to kill a member of his own race. If prevented, the frustrated individual will attack the first intelligent creature seen, wildly seeking to slay. After this, the character will fall into melancholy for 1d6 days before turning to a homicidal state once more.
Catatonic: The character completely withdraws from reality. The individual can be led, moved, fed, and so on, but will undertake no activity on his own. If continually provoked and irritated to get a response, the character has a 1% cumulative chance per round of becoming homicidal. When provocation ceases, catatonia returns.
Notes: Very rare spell. Known to be in the Tome of Rathdaen.
Category:Wizard Spells
Category:Spells from Pages From the Mages
Category:Spells
Category:Spells from Wizard's Spell Compendium