Level
7th
Casting Time
1 Hour Ritual
Range/Area
Touch
Components
V, S, M *
Duration
Concentration 10 Days
School
Necromancy
Attack/Save
WIS Save
Damage/Effect
Debuff

This spell can only be cast as a ritual at the culmination of which you, or a designated creature of your choice, touch the target, and the target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. If you possess physical components harvested from the target such as blood, hair, or skin it is not needed to touch the target of the spell.

When you cast this spell, choose the nature of the curse from the following options:

  • Curse of Endless Sleep: The target suffers the nightmare effects of the Dream spell, in addition, every two weeks that the curse persists the target requires an additional hour to complete a long rest and increases the amount of time they must spend asleep to gain the benefits of a long rest by one hour. If the target reaches the point that they require ten hours to achieve a long rest, every time they take a long rest they must succeed on a Constitution saving throw or gain one level of exhaustion that is not removed from long rests and can not be removed magically short of a Wish spell.
  • Curse of Waning Magic: When the target takes a long rest they only regain half their total spell slots per level rounded down, this is cumulative and any spell slot unregain at the end of a long rest is lost until the curse is removed. If the target loses all their spell slots and finishes a long rest with this curse still in effect their magic is gone permanently and can only be regained through the use of a Wish spell.
  • Curse of Withering Life: When the target regains Hit Points through a Rest or healing magic track how many hit points they have healed. If the cumulative total of healed Hit Points meets or exceeds their total maximum Hit Points they immediately drop to 0 Hit Points and start making Death Saving Throws. Succeed or Fail the targets maximum Hit Dice drops by one and the count of their regained Hit Points restarts. Hit Dice lost through this curse can only be regained through the use of a Wish spell. A creature with zero Hit Dice dies automatically with no Death Saving Throws and can not be brought back to life by any means short of a Wish spell.
  • At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has the final say on such a curse's effect.

A remove curse spell does not end this effect unless a condition set at the start of the ritual is first completed. The condition must be something that the target is capable of achieving though it does not necessarily have to be easy or pleasant to do so. A Wish spell cannot remove this curse but it can counteract some of the negative effects or suppress the curse for 24 hours at which point the curse reasserts its self. Targets afflicted by this curse who learn the details of it cannot discuss those details either directly or indirectly. Casting Identify on the target will reveal the specifics of the curse and the condition to remove the curse, whoever casts Identify on the target however comes under the effect of being unable to discuss those details either directly or indirectly.

During the casting of this spell, the caster may inflict harm upon another creature that is incapacitated or restrained, for every Hit Dice worth of damage inflicted on that creature the saving throw difficulty is increased by 1. If the creature that is harmed during the casting of this spell dies the spell no longer requires concentration and is permanent until the condition is met and a remove curse spell is cast.

* - (At least one Hit Dice worth of damage from a living creature.)

Spell Tags: Debuff

Available For: Bard (Legacy) Cleric (Legacy) Warlock (Legacy) Wizard (Legacy)

Gyrnos

Comments

Posts Quoted:
Reply
Clear All Quotes