Level
2nd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
24 Hours
School
Enchantment
Attack/Save
None
Damage/Effect

You channel the mischievous and mean-spirited magic of the fairies to curse one creature within range. When you cast this spell, roll a d10. The target is afflicted with the corresponding condition from the table below until the spell ends or they are healed with a Remove Curse or similar spell. Undead and constructs are immune. 

  1. The target has a wedgie (front or back is determined by another die roll- odd is front, even is back) and feels a constant need to pick at it and adjust their underwear. Doing so will grant 1d4 minutes of relief, and then the wedgie returns more uncomfortable than before. If a creature adjusts their underwear in public as a result of this spell, they have disadvantage on Charisma checks with everyone that could see them adjusting until the next dawn. If the target creature adjusts their wedgie 3 times during the duration of this spell, the next adjustment will drastically increase the itchiness and the creature's speed will be reduced to 0 as they frantically dance in place to try and get comfortable. While a creature is in this state, it cannot gain the benefits of a short or long rest. If a creature removes or does not wear underwear, this curse manifests as a persistent, nagging itch at the groin following the same mechanics stated above.
  2. A hard piece of food becomes stuck between one of the target's teeth and their gums, causing minor pain and irritation. The target is compelled to constantly try to remove the piece of food and will ignore manners or rules of conduct to do it. If a creature picks at their teeth in public as a result of this spell, they have disadvantage on Charisma checks with everyone that could see them picking at their teeth until the next dawn. Using fingers will not help soothe the sensation, and the target may try to use a weapon or tool to try and remove the piece of food. If the target attempts to do this itself, it suffers 1d8 slashing damage as the weapon or tool cuts its mouth. If another creature tries to use a weapon or tool on the target's mouth to help with the effects of this spell, the second creature must make a Sleight of Hand (Dexterity) check, DC 12. On a fail, the target takes 1d6 damage, or no damage on a pass. Using a weapon or tool in this manner will grant relief for 1d4 hours, after which the effects of the spell return. 
  3. A bubbling sensation fills the target's stomach, and it has a pressing need to fart. Every minute, or as often as the DM determines, the creature must make a Strength saving throw, DC 12. On a failure, the creature breaks wind with a sound audible up to 50 feet away. Every creature within 30 feet of the fart, except the target of this spell, must make a Constitution saving throw, DC 12, or suffer 1d4 poison damage and spend their next turn gagging and retching. The creature does not have to fart for another hour, after which the spell effects return. If the target creature passes their Strength saving throw, they do not have a need to break wind for the next hour, after which the need returns every minute or as often as the DM determines and the creature must make another Strength saving throw. The DC for these Strength saving throws increases by 2 after each successful save, and the poison damage dealt by the fart increases by 1d4 for each successful save. The Strength saving throw DC and the poison damage both reset after a fart. If a creature farts in public as a result of this spell, they have disadvantage on Charisma checks with everyone that could see them picking at their teeth until the next dawn. 
  4. Pain and irritation fill one of the target's hands, as a hangnail forms on every finger. The target has disadvantage on attack rolls using melee weapons for the duration of this spell, and upon hitting a target with a melee attack, the cursed creature takes 1d4 piercing damage as the hangnails tear further along the finger. If the spell's target has no hands, then the feet are afflicted instead, and for every hour spent walking the target takes 1d4 piercing damage. If the spell's target has neither hands nor feet, reroll the d10, ignoring this result on subsequent rolls. 
  5. An eyelash, hair, or other small piece of debris gets caught in the target's eye. The target has disadvantage on Perception (Wisdom) checks relying on sight, and constantly rubs at their eye to try and remove the object. While rubbing their eye in this manner, the creature cannot use two-handed weapons nor simultaneously use a sword and shield. Methods for removing the object from the target's eye, such as using water or vigorously rubbing, all fail and may cause damage at the DM's discretion. If the target has no eyes, reroll the d10, ignoring this result on subsequent rolls. 
  6. A painless but infuriating ringing noise fills the target's ears. The target has disadvantage on any Perception (Wisdom) checks that rely on hearing, and cannot understand verbal communication, although the target can speak normally. If the spell's target has no ears or sense of hearing, reroll the d10, ignoring this result on subsequent rolls. 
  7. For the duration of the spell, the target becomes more clumsy and is much more prone to tripping, falling, and stubbing its toes. It has disadvantage on all Dexterity saving throws and Dexterity-related skill checks. Additionally, whenever the target enters or leaves difficult terrain, it takes 1d6 bludgeoning damage as it accidentally kicks things and must make a Dexterity saving throw, DC 12. On a failure, the target falls prone. Equipping steel-toe boots or other specially-designed protective footwear reduces the damage from difficult terrain to 1d4 bludgeoning damage but may reduce movement speed, at DM's discretion. If the spell's target has no feet, reroll the d10, ignoring this result on subsequent rolls. 
  8. The target begins to emit a disgusting, poisonous odor that burns the noses and eyes of all nearby. All creatures that start their turn within 10 ft of the cursed creature must make a Constitution saving throw, DC 12, or have disadvantage on all attack rolls and Perception (Wisdom) checks that rely on sight or smell. Additionally, creatures that stay near the cursed target for too long begin to suffer physically. All creatures near the cursed target for more than 30 seconds take 1d8 poison damage at the start of their turn, and have disadvantage on the Constitution saving throw caused by this spell. Creatures without eyes and noses are immune to the effects listed above, but creatures with either eyes or noses still suffer the full effects. The cursed target has disadvantage on Charisma checks with all creatures that have been affected by this odor, until the next dawn. 
  9. The target suffers from extreme allergies, and is afflicted with a constant runny nose, watery eyes, sinus pressure, and frequent sneezing. The cursed creature has disadvantage on Stealth (Dexterity) checks due to the nose made by sniffles and sneezing, as well as disadvantage on Perception (Wisdom) checks that require sight. Additonally, 
  10. Reroll the d10 twice, ignoring 10s on subsequent rolls, and inflict the target with both curses. 

At Higher Levels- If you cast this spell using a slot of 4th or 5th level, the duration increases to one week. Using a 6th or 7th level spell slot increases the duration to one year, and using an 8th or 9th level spell slot makes the effect permanent. A Remove Curse or similar spell will still dispel the curse. Additionally, the saving throw DCs increase by 1 for each spell slot level above 2nd. For example, casting this using a 7th level spell slot would make the effect last for one year, and all DCs for the relevant effect would increase to 17.

* - (A fingernail clipping, a tiny fragment of wood or stone, and a polished metal coin)

Available For: Bard (Legacy) Wizard (Legacy) - School of Enchantment (Legacy)

LtCalvery

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