History: This spell was first made by a god who had a prank played on him by a magic caster named Averguard who had pride equivalent to a god's pride for being the strongest and most powerful wizard currently alive in his time. But despite being highly intelligent and wise he was mischievous and dumb enough to play a prank on this god. For his punishment, the god cut his hand and used a potion's worth of his blood, Pointed to Averguard, and said "I curse thee Averguard with the curse of glee."
Way to cast: potions worth of the blood of a god in one hand, point at the intended target, and say "I curse thee :targets name: with the curse of glee" is does not need to be this exact but it needs to include targets name and the name of the curse being used.
note: its a wisdom save of 12 for target and if the spell is being received by transfer from the original holder then it is an automatic failure because it can only be transferred if your Int or Wis is 15 or above and your basically ditching it and being mischievous and tricking or pranking the original owner whom you never met before.
Main effects: This curse is always a two-edged sword that has a good effect that never changes but is meant to enhance the terrible side of this curse that changes from bearer to bearer.
- The good side of it is true immortality. They can never die but it does not activate its healing factor until hit points drop to 0 and will not begin to heal the bearer until later. (Note: if killed in combat they come back to life after combat unless it was less than a 10-minute fight then follow out of combat time. if killed outside combat he will come back to life in like 5-15 minutes.) (note in healing: if a part of the bone is blown away the bones will go back to their original place on the bearer's body then all other matter will heal over the bone.)
- The Terrible Side of this curse loves to play with the bearer's Immortality by causing them to continuously obtain their greatest joy and then ripping it away from them in whatever way it decides whether it is expected or not. This is basically up to the DM if it requires randomness for how it takes it away but it's always in the way that is the most painful to the bearer if It's not related to their natural abilities. Similar to my Homebrew monster Phil Clemon (the ape bard) who has the original one that was from the god and his joy is the joy of friends so it will bring him to friends and have them die before his eyes that would cause him the most pain either by their old age or from like an owlbear disemboweling them. But his is usually more from the actions of the players that have him as his companions that die before him. If it's based on his natural ability it would be like what happened to Averguard the first bearer of this curse. His joy was his Intellect so the curse would at random and the worst times take all his intellect away and give it back to him at random times driving him from insane to sane constantly.
Trigger and other ways to remove the curse from Bearer: This curse will remain with them until someone as prideful and mischievous as they were performing a trick or prank on them. (note: they need to have intellect or wisdom of 15 or higher to have it transferred to them because they should know better. and they can not know the bearer or try to higher or convince someone in any way natural, magical, or a divine way for someone to take the curse because the curse can tell the difference.) At that time it will transfer to the receiver of the curse and the original bearer will turn to a visage of himself made of dust and die. Another way to remove the curse is to defeat and force the caster who started this curse train to remove it. or dispelled by a wish. (ask your DM what happens to the bearer after it was removed by either forcing the caster or using wish to dispel it if the bearer was past their natural age limit. Example of Nice DM "they are back to themselves at the age when they received the curse and kept their memories and went on with their life obtaining their joy and only losing it in a way that is not curse affected." Example of Mean DM "your character begins to feal the age to catch up to him and in front of your comrades, they see you begin to age rapidly and begin to turn to dust like in Indian Johns.")
Note: the original cast by the god is dangerous to dispel. If attempted the god will strike the one or ones performing the removal of the curse (ergo the one directly trying to remove it with their skills, not those who hired or are around them) with massive amounts of unblockable or resistible damage each (400 damage) even immunity can't stop it and they will replace the curse with it again if it was successfully removed. (so let's say two people are trying to use wish and 9th level dispel magic on the cursed bear Phil. and lest say they are standing on opposite sides of Phil with his friends around him but still between the two casting wish and dispel. the god would strike and engulf them all in the attack but only the two who cast wish, and dispel will take 400 damage each.)
Note on the god: The god who is responsible for this curse is up to the DM to give players a challenge but as a recommendation try to keep it to the more chaotic gods seeing as this curse is a little chaotic in nature.
Moral note: for transfer of curse please no transferring it to children yes they have pride and some have intelligence 15 or higher but please have morals it's meant to be transferred to those that will change from their ways from the curse or also be able to bear it, we don't need immortal insane adults looking like children running around in DnD Thank You.
Note for DM's using this curse: please be good and responsible DM's and go over this with the player if you will be applying this to their character. So make sure they understand this curse entirely and find something that you both agree would be the best greatest joy to apply to this character so it does not destroy the game. and also try to implement ways they can remove this curse either easily or even if you want through an epic quest. I designed this spell more for you DM's to help with any campaigns that are in a rut in not knowing what to do next with it and you just need a little side quest something to entertain your players will you figure out what to do next. it's also if you're trying to figure out a way to bring the party closer together. like, let's say they all got cursed by the same guy and they all work together to figure out who cursed them so they can break this horrible curse that afflicts them and why he did it. Who knows this could be a requiring villain that the party fights often and this could drive them closer together because they hate this man for what he did but they can sympathize with each other because they all went through the pain of this curse. So please use this curse responsibly and thank you for being our DM's out there.
Note for Players using this curse: please be good players I know this curse seems like a fun way to derail or cheese a campaign but please don't most DM's are just trying to create a good story for you to have fun in. If you still want to use this curse please ask your DM what situations you could use this in. one that comes to my mind is you can use this as an intimidation spell you could apply it to the target and increase the chance of intimidation just ask what effects this would have on the target you are trying to intimidate. Hey, you don't need to be able to use it you can make seem like you are casting this spell to invoke fear in a target, just make sure this is fine with your DM. Please no meta-gaming this spell even if you know about it outside the game because DM is probably trying to use these to help your party come closer together or make an epic side quest for your party. So please be a good player that your DM could be proud of and thank you for being good players out there.
* - (potion bottle amount of the blood of a god)
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