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Shadowkillers - New Spells
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=== Bestow Curse === '''Necromancy'''<br> '''Level:''' Cha 4, Leg 3<br> '''Components:''' V, S<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Touch<br> '''Target:''' Creature touched<br> '''Duration:''' Permanent<br> '''Saving Throw:''' Will Negates<br> '''Spell Resistance:''' Yes<br> ''Channeling your power into binding words, you thrust your hand at your foe and proclaim a terrible curse.''<br> You place a curse on the subject. Choose one of the following three effects. ::* –6 decrease to an ability score (minimum 1). ::* –4 penalty on attack rolls, saves, ability checks, and skill checks. ::* Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.<br> Bestow curse counters remove curse. : '''Some examples of alternate Bestow Curse are:''' ::* The target takes a -8 penalty on all checks made using one skill, such as Climb or Spellcraft. ::* The target’s Strength score counts as 10 less (minimum 1) for the purposes of carrying capacity. This might cause some individuals to suddenly take encumbrance penalties while others collapse under the weight of their own equipment. ::* The target’s armor falls into disrepair, halving its hit points and hardness while decreasing the armor bonus it grants by -4 (to a minimum of 1) and doubling the armor check penalty. This effect shifts to any new armor donned, while the armor removed returns to normal (although any damage it might have taken remains). ::* The target must carry something designated by the caster or suffer a -5 penalty on all saves. The item can be vague (such as a holy symbol of Vecna) or specific (such as the Helm of King Aramil), but it cannot be something dangerous or deadly for the target to carry (a massive boulder or burning coals). The caster must give the object to the target when casting the spell. ::* One of the target’s limbs ceases to function. A nonfunctional arm cannot hold or wield any item and cannot be used to perform somatic components, while a nonfunctional leg prevents the target from walking properly without a crutch (and even then the target can only move at half speed). A nonfunctional wing prevents the target from flying if it uses wings to fly. (This curse can only be applied once per day per target) ::* The target loses all weapon and armor proficiencies, other than simple weapons, natural weapons, and unarmed strikes. If the target has feats for which the lost proficiencies are prerequisites (such as Weapon Focus), he loses the use of these as well. ::* The target becomes socially inept. He takes -6 penalties on Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks, on Charisma checks to influence someone, and on Disguise checks then attempting to act as someone else. ::* The target’s armor, shield, or one of his weapons (caster’s choice) becomes cursed. It’s enhancement bonus is reversed and it loses any other special abilities, so a +4 flaming longsword becomes a -4 longsword. If nonmagical, the weapon, shield or armor instead becomes a -1 weapon, shield, or armor. ::* The target is stricken with cowardice. Each time the character rolls for initiative, he must immediately make a Will save (with the same DC as the curse) or become shaken for the duration of the combat. The first time the character takes damage in the combat, he must save again or become shaken for 1d4 rounds (if already shaken, instead treat as panicked for 1d4 rounds). ::* The target appears to be a different alignment (caster’s choice) for the purpose of divination spells and spell-like abilities such as detect evil. ::* The target’s damage reduction, spell resistance, or elemental resistance of one type is reduced by 5, to a minimum of 0. ::* The target immediately becomes fatigued until he has consumed 1 pint of blood. Thereafter, he gains a thirst for blood and normal food and drink no longer nourish him. He awakens fatigued each morning and must drink 1 pint of blood to stave off this fatigue for the day. ::* Everyone who knows the target no longer recognizes him, except for the caster. Even the target’s allies do not recognize him and those who come to know him again forget knowing him each morning. ::* The target gains a susceptibility to damage from a certain source (caster’s choice). All damage taken from this source is increased by 5 points. The source must be either a specific element, such as fire, or weapons made of a specified uncommon material such as mithral, silver, or bone. ::* The target loses the ability to heal naturally (although he does not lose innate healing abilities such as fast healing or regeneration). In addition, spells of the conjuration (healing) subschool only heal the target for half as much as normal. Such spells that cause damage are unaffected by this curse. For example, a cure light wounds spell cast upon an undead creature is unaffected, while an inflict light wounds spell cast on the same creature would be halved. ::* The target’s sight is reduced to 20 feet, even with natural abilities and spells such as darkvision. ::* The target must roll a Fortitude save (with the same DC as the curse) each time he commits an evil or illegal act to avoid becoming nauseated for 2d4 rounds. Alternatively, the caster may use this curse to affect those committing acts of kindness and generosity. ::* The target loses the use of one of his feats. If this feat is a prerequisite for other feats, the target loses the use of those feats as well. ::* One of the target’s minor racial abilities is disabled. Minor abilities include darkvision, low-light vision, racial save bonuses, racial skill bonuses, racial weapon proficiency or familiarity, or stability. The DM has the final word as to what other racial abilities qualify as minor. ::* The target makes a Willpower SV DC10 + caster level. If failed the target immediately becomes fatigued, and henceforth requires 12 hours of sleep each time he rests or else is fatigued for the remainder of the day. ::* The target becomes a disease carrier. Anyone the target touches or who touches the target must roll a DC 16 Fortitude save or else contract blinding sickness or cackle fever (DMG, 292). The target is immune to the selected disease. ::* The target has uncontrollable shakes, imposing a -4 penalty on ranged attacks and a 20% spell failure chance for spells with somatic components. ::* The target becomes unable to tell a lie. He may, however, choose to avoid answering a question in order to avoid telling the truth. ::* The target fears killing and must attempt to deal nonlethal damage whenever possible, taking a penalty of -4 on attack rolls with most weapons to do so.
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