Level
6th
Casting Time
1 Action
Range/Area
60 ft. ()
Components
V, S, M *
Duration
Special 5 Days
School
Necromancy
Attack/Save
DEX Save
Damage/Effect
Damage (...)

This necromantic curse turns the target into a volatile bomb over time, manipulating their biological processes to create a deadly internal buildup of energy. As the curse progresses, the target's body undergoes visible and terrifying changes, from the formation of internal lumps to glowing, unstable masses. With each long rest, the curse worsens, increasing the target's levels of exhaustion, the explosive damage, and the size of the final blast radius. Without intervention, the curse culminates in a devastating explosion.

Damage Calculation (Constitution-Based)

Final Explosion Damage Formula:

  • Fire Damage:

    Fire Damage=(Constitution Modifier (minimum 1) x Stage) × Dice Size by Stage
  • The dice size starts at d8 in Stage 1 and increases with each stage, culminating in d100 by Stage 5.


Curse Stages and Effects

Stage 1: Initial Instability (After the First Long Rest)

  • Biological Changes: The target begins to feel a growing sense of unease. They experience mild discomfort localized to one part of their body, as if a pressure is building beneath the skin. A small, firm lump forms internally, typically around the chest or abdomen, but remains largely undetectable to others.

  • Fire Damage: The fire damage is equal to (Constitution modifier x 1) × d8.

    • Example: A target with a Constitution modifier of +3 would deal (3 x 1) × d8 = 3d8 fire damage at this stage.
  • Explosion Radius: 10-foot radius.

  • Exhaustion: The target gains 1 level of exhaustion.


Stage 2: Building Pressure (After the Second Long Rest)

  • Biological Changes: The internal lump begins to grow, becoming more pronounced and uncomfortable. The target can now feel the mass shifting slightly under their skin, pressing against organs or muscle tissue. A faint warmth emanates from the area, signaling the building pressure inside. The lump may begin to affect posture or movement due to its size.

  • Fire Damage: The dice size increases to d10. The fire damage is equal to (Constitution modifier x 2) × d10.

    • Example: A target with a Constitution modifier of +3 would deal (3 x 2) × d10 = 6d10 fire damage at this stage.
  • Explosion Radius: 20-foot radius.

  • Exhaustion: The target gains 2 levels of exhaustion.


Stage 3: Critical Instability (After the Third Long Rest)

  • Biological Changes: The lump swells into a glowing mass, radiating warmth and emitting a faint, soft light through the skin. The area around the lump becomes visibly discolored, often taking on a reddish or yellowish hue as the tissue strains to contain the unstable energy. The glow intensifies when the target is physically active or agitated, and the target feels constant pressure and pain in the affected area.

  • Fire Damage: The dice size increases to d12. The fire damage is equal to (Constitution modifier x 3) × d12.

    • Example: A target with a Constitution modifier of +3 would deal (3 x 3) × d12 = 9d12 fire damage at this stage.
  • Explosion Radius: 40-foot radius.

  • Exhaustion: The target gains 3 levels of exhaustion.


Stage 4: Imminent Detonation (After the Fourth Long Rest)

  • Biological Changes: The glowing mass has grown significantly larger, now pulsating visibly through the skin with each heartbeat. Small cracks begin to form in the skin over the mass, glowing brightly with searing heat. The target’s body is clearly destabilizing, with the area around the mass swelling and becoming inflamed. The heat becomes unbearable, causing the skin to blister and crack further, as the pressure mounts to dangerous levels. The target’s movement becomes severely restricted, and they are in constant, agonizing pain.

  • Fire Damage: The dice size increases to d20. The fire damage is equal to (Constitution modifier x 4) × d20.

    • Example: A target with a Constitution modifier of +3 would deal (3 x 4) × d20 = 12d20 fire damage at this stage.
  • Explosion Radius: 80-foot radius.

  • Exhaustion: The target gains 4 levels of exhaustion.


Stage 5: Final Detonation (After the Fifth Long Rest or Sooner)

  • Trigger: After the fifth long rest, or if the target dies prematurely, the curse triggers the final explosion.

  • Biological Changes: The target’s body is on the verge of total collapse. The mass pulses violently, and the cracks in the skin glow intensely, emitting bursts of heat and light. The body is covered in blisters, cracks, and glowing fissures. The entire area of the mass feels like it is ready to tear open at any moment. Those near the target can feel the unstable energy radiating outward, and the target’s skin is visibly warping under the pressure. The final explosion is imminent.

  • Explosion Effects:

    • Fire Damage Calculation:

    •  

      Fire Damage: The dice size increases to d100. The fire damage is equal to (Constitution modifier x 5) × d100.
       
      • Example: A target with a Constitution modifier of +3 would deal (3 x 5) × d100 = 15d100 fire damage at this stage.
    • Explosion Radius: 160-foot radius.

    • Saving Throw: All creatures within the explosion radius must make a Dexterity saving throw against your spell save DC.

      • Failure: Full fire damage.
      • Success: Half fire damage.
  • Exhaustion: At this stage, the target has 5 levels of exhaustion and is critically weak, barely able to function.


Detonation:

  • If the target drops to 0 hit points or dies, the curse triggers the detonation. The fire damage and radius are calculated based on the current stage’s dice size and Constitution modifier. Naturally if the target long rests after stage 5 has been reached, they will die instead of reaching a stage 6 having then gained their full 6 levels of exhaustion.

Curse Removal Adjustments

Greater Restoration:

  • Casting Greater Restoration on the target halts the progression of the curse at its current stage. This does not remove the curse but provides a temporary pause.

  • Duration of Halt: The curse’s progression is halted for 24 hours, allowing time for the curse to be surgically removed.

Surgical Removal:

  • Requirements: A character proficient in Medicine must perform a delicate surgical procedure to remove the curse over the course of 1 hour.

  • Check: The healer must make a DC 20 Medicine check.

    • Success: The curse is successfully removed, stopping the progression.
    • Failure: The procedure fails, and the curse resumes progression immediately.
  • Assistance: Up to two additional characters proficient in Medicine may assist, granting the primary healer advantage on the check.

Other Removal Methods:

  • A Wish spell can remove the curse entirely at any stage.
  • Remove Curse alone does not work, but it may aid in the surgery at the DM’s discretion.

Visual Description of the Curse’s Progression

Stage 1:

  • A small, firm lump forms internally, typically in the chest or abdomen. The target feels mild discomfort, and the lump begins to feel like an unnatural pressure building beneath the surface.

Stage 2:

  • The lump grows, shifting and pressing against nearby organs or muscle tissue. The target can now feel the lump under their skin, and a faint warmth radiates from it, affecting their posture and movement.

Stage 3:

  • The lump swells into a glowing mass, visible through the skin. The area around it becomes discolored, glowing faintly in dim light. The target feels constant pain, and the mass pulsates when they move or become agitated.

Stage 4:

  • The mass has become a pulsating, glowing entity inside the target’s body, cracking the skin and emitting waves of heat. The target’s body is visibly unstable, blistering and warping around the mass. Pain becomes unbearable, and movement is nearly impossible.

Stage 5:

  • The target is on the verge of detonation. Their body is covered in glowing fissures, blisters, and pulsating cracks. The energy within the mass threatens to tear them apart at any moment, and those near them can feel the imminent explosion.
* - (a shard of bone, a drop of oil, and a spark of flame)

Spell Tags: Damage Exploration

Available For: Sorcerer Wizard

Overlord_Cruaver

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