Curse Magic

First of all, curse magic is the bread and butter of the Divine Right world. Priests beg the gods to ruin their enemies, and they do.

Any spell on this list, as well as Eyebite, Bestow Curse, Mark of Justice, Geas, Quest, and gain +2 to the DC for their saves if any,

just due to being here on Minaria. Also, when SR, saves or skills are checked on these spells, the check is again 2 more difficult.

Just because cursing with magic is easy to do here.

Example: Hank is polymorphed into a horse, and cursed to honk like a goose. His buddy Zane rescues him with magic. The caster check is 22 to de-horse, but 24 for the de-goose.

1st. Detect Curse – Detects a curse on an item or person.

2nd Nightwalker Curse – Target can see at night as if it was day,but they can only see in the day as if it were the darkest night.

3rd Ulceration Curse – As Bestow Curse, except target can only eat bread or dairy products; anything else will aggravate their ulcer (unless they makes a RR) and they will be incapacitated for 1-8 hours.

3rd Curse of Dang-Wha – As Bestow Curse, except target cannot move faster then a walking pace on their own (they may be carried or ride at a faster pace).

4th . Emerald Tongue – As Bestow Curse, except target can only eat green leaves; eating other food will incapacitate them (unless they makes a RR) for 1-8 hours.

4th Selkie Curse – As Bestow Curse, except target will never voluntarily swim, enter any water (even a bath), or get in a boat.

5th Excommunicando – Target loses all divine spells; thus they cannot cast any cleric, etc.spells today (except through bonus items). A dual-class spell user of divine would not lose their arcane spells

5th Unlearning of Minaria – As Bestow Curse, except target can only speak and write their native language.

6th . Curse of Zanwee – As Bestow Curse, except target is sterile and impotent.

6th Beauty of Devas – As Bestow Curse, except target’s appearance is raised to the maximum possible (and then some). If anyone sees the uncovered face of the target or gets within 3' (and is of the opposite sexual persuasion and fails a RR), they will attempt to posses and carry off the target (they will fight if necessary). Certain persons will get modifications to their RRs (eunuchs, hedonists, hosers, etc.).

7th Clotting Curse – As Bestow Curse, except target’s blood will coagulate and create a blood clot around the area of any cut or wound. The clot will cut off circulation to the area fed by the given vessel and the target will lose the affected body section after 2-12 hours due to system damage (e.g., a thigh wound might ultimately mean loss of leg; a neck wound would be fatal).

7th Ugliness of Daijen – As Bestow Curse, except target’s appearance is lowered to 1 (in any system). If a person sees the uncovered face of the target (or gets within 3'), they must make a RR; if they fail by 51 or more, they attacks the target. Even if the viewer is successful in their RR, they will experience extreme distaste (i.e., distain) for the target. For example, if the target went home after failing against this curse, their mother might resist (she gets a large mod), but she might still make them sleep in the barn and eat on the porch.

8th Running Death – As Bestow Curse, except target will run until they die of exhaustion; they may be restrained, but whenever freed, they will begin to run again.

8th Friendslayer – As Bestow Curse, except every time the target is in a combat situation near friend(s) (within 10’) there is a 10% chance each round (non-cumulative) that they will attack one of their friends (random determination) and attempt to kill them. For these purpose a “friend” is any companion or associate.

9th. Excommunicandimo – As Excommunicando, except effect is permanent until removed.

9th. Dark Mindcurse – As Bestow Curse, except target may not attack any “evil” creature and the target learns all evil languages and the target will obey the commands of any evil person who is 10+ levels higher then himself.

All of these spells also have a focus component.. If the value of the focus is over 1,000 gp, saves are +1 DC. Over 5Kgp, add +1 more to DC.

If the verbal component includes the real name of the subject, DC is +2 more. If the focus component also includes a written real name, +1 more, if etched, +1 more DC again.

If the target "deserves" the curse, +2 more on DC. If the focus component includes something dear to target (ie lock of hair, jewelry or garment worn for year or more, childhood trinket, memento, etc)

then save is +4 more to DC.

Curse Domain

[edit] Deities

Nerull, Erythnul, Wee Jas, Vecna.

[edit] Granted Powers

Once per day you may attempt to perform a minor curse. Make a turning check as if you were turning undead, except this can be used on any creature. Creatures that would be turned instead get -2 to an ability score of your choice for 2d6 rounds.

[edit] Curse Domain Spells

  1. doom
  2. descrate
  3. Bestow Curse
  4. Inflict Critical Wounds
  5. Mark of Justice
  6. Symbol of Fear
  7. Blasphemy
  8. Maze
  9. Energy Drain

Last Breath Curse

Liege Attack 5

Blood burbling from your mouth, you gasp an incantation of terrible power.

Daily

Arcane, Implement

Immediate Reaction

Close burst 10

Trigger: You are reduced to 0 or fewer hit points.

Target: All foes in burst

Attack: Charisma Vs. Will

Hit: Target takes damage equal to 2d6+your Charisma modifier.

Hexblade's Curse (Su): Once per day, as a free action, a Hexblade can unleash a curse upon a foe. The target must be visible to the Hexblade and within 60 feet. The target of a Hexblade's curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 Hexblade class level + Hexblade's Cha modifier) negates the effect. At every four levels beyond 1st (5th, 9th, 13th and 17th) a Hexblade gains the ability to use his curse one additional time per day, as indicated on the above table. Multiple Hexblade's curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same Hexblade's curse for 24 hours. Any effect that removes or dispels a curse eliminates the effect of a Hexblade's curse.

FEATS:

Expert Curser: Your curses acquire a basic SR rating of 5+the level of the spell+your charisma bonus.

Before they can be removed, dispelled, or broken, the caster must over come this first.

0 – Touch of Fatigue 1 - 2 – Minor Curse 3 – Bestow Curse 4 - 5 - 6 - 7 – Greater Bestow Curse 8 - 9 – Ultimate Curse

Curses are an important type of evil magic. Although goodor neutral-aligned characters sometimes use curses to strike at their enemies, curses are usually the domain of spiteful and malicious creatures. ALTERNATIVE CURSES When a spellcaster uses bestow curse (see Chapter 11 of the Player’s Handbook), the following curses can be substituted for those given in the spell description.

Target is rendered sterile.

The next person introduced to the target for the first time will hate him or her uncontrollably forever. Even if this curse is removed, the person still hates the victim of the curse, but the victim can improve the person’s attitude normally after the curse is gone.

Each time the target attempts to help a friend or ally, there is a 50% chance the attempt fails and causes the ally to fail at the task.

Target is struck blind and deaf.

Each round in combat, there is a 25% chance that the target will attack the nearest creature rather than choosing an opponent normally.

Every time the victim makes a d20 roll, a roll of 20 counts as a 1.

The victim effectively ages, moving him or her to the beginning of the next age category. See Chapter 6 of the Player’s Handbook for the effects of aging.

At some point within the next week (or whenever it is feasible), thieves are able to steal all monetary wealth the victim has.

Animals refuse to be within 5 feet of the target and do not respond to the target’s commands or requests.

Each time the target meets someone for the first time, there is a 50% chance that the new person will confuse the target with a hated enemy, a well-known criminal, or a raving lunatic.

All creatures of a specific kind (such as orcs, owlbears, or black dragons) are permanently invisible to the sight of the victim (invisibility purge does not help, but see invisibility and true seeing do). The spellcaster chooses the kind of creature. The following effects can be substituted for those given in the bestow greater curse description (see Chapter 6).

A random friend or family member of the target contracts a disease. If the disease is magically cured or runs its course (regardless of the outcome), another loved one contracts a new disease.

The target’s most powerful and/or cherished item falls apart, becoming forever useless.

Valuable metals (such as platinum, gold, silver, and copper) turn to lead in the target’s possession, even if they are in a bag of holding or stored away from the target. The target’s touch transmutes valuable metals (including coins) into lead as well.

1d4+1 of the target’s loved ones or allies are affected by a curse chosen from the bestow curse list above.

All of the target’s loved ones and allies suddenly despise him and are considered to have unfriendly attitudes. See NPC Attitudes in Chapter 5 of the DUNGEON MASTER’s Guide for actions former allies might take.

The target cannot cast spells, use spell-like abilities, or activate spell completion or spell trigger items.

THE DYING CURSE When a particularly vile creature dies, she often speaks a final curse upon those that wronged her (usually, the characters who killed her). The effect of the dying curse depends on the level or Hit Dice of the creature bestowing the curse. Table 2–3: Dying Curse Effects HD or Level Effect 1–4 Nothing 5–8 As bestow curse 9–12 As bestow greater curse, or up to four bestow curses 13–16 As limited wish, or up to four bestow greater curses, or up to ten bestow curses 17–20 As wish, or up to ten bestow greater curses, or up to twentyfive bestow curses 21+ DM’s discretion Not all evil creatures will deliver a dying curse, because a creature that speaks a dying curse cannot be raised or resurrected thereafter. A true resurrection spell can bring the creature back, but the curse is immediately lifted if this happens. The dying creature can target anyone with a dying curse; the target need not be present when the curse is delivered. Removing a Dying Curse Lifting a dying curse requires more than a simple remove curse spell if the dying creature has more than 10 Hit Dice or levels. A miracle or wish spell removes the curse, but each dying curse also must have a single means of removing the curse with some deed that the DM designates. The deed must be something that the target can accomplish within one year, assuming the task is undertaken immediately. For example, the deed might be “Slay the dragon under Castle Bluecraft,” or “Climb the tallest mountain in the world.” The target of the dying curse can have help accomplishing the deed. In fact, someone else can accomplish the deed as long as removing the curse is the expressed purpose of the deed. Thus, the king’s champion can climb the tallest mountain in the world to remove the curse on the king, for example. But if someone who doesn’t know about the curse climbs the mountain, the curse remains. Dying curses are generally the province of evil creatures, but this isn’t always the case. A good creature that was terribly wronged and tricked into its death may also bestow a dying curse, at the DM’s discretion.

FAMILY CURSES Sometimes curses are passed through the generations of a single family like a hereditary disease. A family curse can pass from a parent to all children, or the curse can simply pass to the oldest child, the youngest child, the oldest child of a particular gender, a child with a particular trait, and so on. A family curse can be the result of a particularly powerful dying curse, a wish spell, the use of an artifact, or the intervention of a god. It can take the form of a regular curse, or it can seem to force a character toward a particular fate. Because curses of the latter sort lie in the realm of destiny and can be vague in their application, they are usually best left in the hands of the DM, rather than obeying a simple set of rules. Family curses can be undone as described in Dying Curses, above. Some fate-based family curses can be forever broken if one member of the family can simply resist the doomed destiny. Some sample family curses are given below.

Each oldest son is doomed to murder his father.

The youngest daughter in each generation is doomed to become an evil spellcaster.

The children of the family born with red hair are all terribly unlucky (as described in the bestow curse spell).

One male child of each generation is doomed to be eaten by a dragon.

The sixth daughter of a sixth daughter will bring doom to her entire land. CURSES OF MISERY Evil creatures that benefit from an overall increase in misery, darkness, and evil sometimes spread curses just to further that end. Fiends, especially devils, are often the perpetrators of misery curses. Demons are more interested in destruction than devils, many of whom take particular pleasure in subtler forms of corruption. Thus, magic items that bestow curses are often prized among fiends. A curse that causes a debilitating disfigurement gives misery not only to the target, but to the victim’s friends, loved ones, and even strangers of a kind heart who merely see him. Less kind passersby might mock or shun the target of the curse. And so the fiend’s work progresses: The curse punishes creatures with kind hearts and darkens the souls of those without them. Any kind of misery can grow from a curse. A demon might curse a child so that it has a taste for blood, not only for the evil the child might spread but also for the sadness that takes root in those who become aware of such a child.

Target is rendered sterile.

The next person introduced to the target for the first time

will hate him or her uncontrollably forever. Even if this

curse is removed, the person still hates the victim of the

curse, but the victim can improve the person’s attitude

normally after the curse is gone.

Each time the target attempts to help a friend or ally, there

is a 50% chance the attempt fails and causes the ally to fail

at the task.

Target is struck blind and deaf.

Each round in combat, there is a 25% chance that the

target will attack the nearest creature rather than choosing

an opponent normally.

Every time the victim makes a d20 roll, a roll of 20 counts

as a 1.

The victim effectively ages, moving him or her to the

beginning of the next age category. See Chapter 6 of the

Player’s Handbook for the effects of aging.

At some point within the next week (or whenever it is feasible),

thieves are able to steal all monetary wealth the

victim has.

Animals refuse to be within 5 feet of the target and do not

respond to the target’s commands or requests.

Each time the target meets someone for the first time,

there is a 50% chance that the new person will confuse the

target with a hated enemy, a well-known criminal, or a

raving lunatic.

All creatures of a specific kind (such as orcs, owlbears, or

black dragons) are permanently invisible to the sight of

the victim (invisibility purge does not help, but see invisibility

and true seeing do). The spellcaster chooses the kind of

creature.

The following effects can be substituted for those given in

the bestow greater curse description (see Chapter 6).

A random friend or family member of the target contracts

a disease. If the disease is magically cured or runs its

course (regardless of the outcome), another loved one

contracts a new disease.

The target’s most powerful and/or cherished item falls

apart, becoming forever useless.

Valuable metals (such as platinum, gold, silver, and

copper) turn to lead in the target’s possession, even if they

are in a bag of holding or stored away from the target. The

target’s touch transmutes valuable metals (including

coins) into lead as well.

1d4+1 of the target’s loved ones or allies are affected by a

curse chosen from the bestow curse list above.

All of the target’s loved ones and allies suddenly despise

him and are considered to have unfriendly attitudes. See

NPC Attitudes in Chapter 5 of the DUNGEON MASTER’s

Guide for actions former allies might take.

The target cannot cast spells, use spell-like abilities, or

activate spell completion or spell trigger items.

greater bestow curse (as bestow curse, but –12 to one ability score, –6 to two ability scores, –8 penalty on attack rolls, saves, and checks, or 25% to act normally; effective spell level 6th; DC 21)

BESTOW CURSE, GREATER Necromancy Level: Cleric 7, sorcerer/wizard 8 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes Channeling your hatred into binding words of power, you thrust your hand at your foe and proclaim a terrible curse. The spellcaster places a curse on the creature touched, choosing one of the three following effects.

One ability score is reduced to 1, or two ability scores take –6 penalties (to a minimum score of 1).

–8 penalty on attack rolls, saving throws, ability checks, and skill checks.

Each turn, the subject has a 25% chance to act normally; otherwise, it takes no action. You can also invent your own curse, but it should be no more powerful than those described above, and the Dungeon Master has the final say on the curse’s effect. A greater curse cannot be dispelled, nor can it can be removed with break enchantment or limited wish. A miracle or wish spell removes a greater curse, as does remove curse cast by a spellcaster of at least 17th level.