|This spell inflicts an extremely painful injury upon one living creature. The caster suffers minor damage from the backlash.|
Pain is a level 1 Necromancy spell which fires a beam of negative energy against a single target. It never misses and its damage is not reduced by AC, but it must overcome its targets magic resistance to have any effect. All nonliving, undead and demonic monsters are immune, as well as players and monsters with rN+++.
For Pain to affect an enemy, its enchantment power must pass the enemy's magic resistance:
Enchantment Power: 3.5 × spell power
Early on, this spell is effectively 3.5 times more powerful than the "typical" Hex, meaning you are unlikely to see orc warriors resisting it three times in a row, as can happen with Confusing Touch or Ensorcelled Hibernation. However, it has such a low power cap that it becomes virtually useless against later mid-game and end-game enemies.
Necromancers start with Pain memorized.
- While Pain works best with characters immune to the HP cost, other characters can use Pain to soften approaching monsters, then hit them with Vampiric Draining to regain the lost HP once the enemy is in range.
The monster version of Pain has an enchantment power of 50, and does damage given by:
1d(7 + Power/20)
Minimum power of the spell is limited to 150, leading to most monsters doing equal damage with it.
The following enemies cast Pain:
- 1 Executioner (d14 damage)
- 5 Grinder (d14 damage)
- p Hell knight (d14 damage)
- 1 Ignacio (d17 damage)
- @ Jessica (d14 damage)
- R Mara (d17 damage)
- M Menkaure (d14 damage)
- o Orc high priest (d14 damage)
- o Orc priest (d14 damage)
- 5 Shadow imp (d14 damage)
- 2 Tormentor (d14 damage)
The following enemies may be able to cast Pain, depending on their spell set:
- z Ancient champion (d15 damage, 50.0% chance)