Level
9th
Casting Time
1 Action
Range/Area
60 ft. ()
Components
V, S, M *
Duration
Special 5 Days
School
Necromancy
Attack/Save
None
Damage/Effect

This powerful 9th-level version of the Curse of Internal Combustion manipulates the target's very life force, using their vitality as a catalyst for a necrotic explosion. As the curse progresses, it draws upon the target's Constitution and hit die, using these traits to determine the final damage. Those with a positive Constitution modifier become ticking necrotic bombs, while those with a negative Constitution modifier cause an implosion that can heal rather than harm, turning their weakening body into a source of restorative energy for others. This version of the curse is deadlier and more complex, relying on a creature’s life force to fuel the magic.


Damage/Healing Calculation (Constitution-Based)

Final Necrotic Explosion Formula:

  • Necrotic Damage (or Healing):

    Necrotic Damage=(Constitution Modifier (unrestricted)×(Stage+Max Hit Die of Target))×Stage Die
  • The stage die begins 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)

  • Necrotic Effects: The target feels an unnatural sensation deep within their body as the curse takes root. A small pulse of life force begins to drain away, creating an internal force. The target experiences a slight pressure that weakens their vitality.

  • Necrotic Damage/Healing: The necrotic damage (or healing) is equal to:

    Necrotic Damage=(Constitution Modifier×(1+Max Hit Die of Target))×d8

    • Example (Positive Modifier): A fighter with a Constitution modifier of +3 and a maximum hit die of d10 would result in:
      3×(1+10)×d8=3×11×d8= 33d8 necrotic damage

    • Example (Negative Modifier): A barbarian with a Constitution modifier of -2 and a maximum hit die of d12 would result in:
      −2×(1+12)×d8=−2×13×d8= −26d8 necrotic damage, aka 26d8 healing

  • Explosion Radius: 20-foot radius.

  • Exhaustion: The target gains 1 level of exhaustion.


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

  • Necrotic Effects: The target's body begins to feel a more intense drain on their life force. A visible lump forms, glowing faintly with dark energy, as their life force is drawn inward. The target feels the necrotic energy pulling at their vitality.

  • Necrotic Damage/Healing: The dice size increases to d10. The necrotic damage (or healing) is equal to:

    Necrotic Damage=(Constitution Modifier×(2+Max Hit Die of Target))×d10

  • Explosion Radius: 40-foot radius.

  • Exhaustion: The target gains 2 levels of exhaustion.


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

  • Necrotic Effects: The target’s body is visibly destabilizing. The lump glows brightly with dark energy, radiating death. The pull on their life force becomes extreme, leaving the target feeling cold and lifeless.

  • Necrotic Damage/Healing: The dice size increases to d12. The necrotic damage (or healing) is equal to:

    Necrotic Damage=(Constitution Modifier×(3+Max Hit Die of Target))×d12
  • Explosion Radius: 80-foot radius.

  • Exhaustion: The target gains 3 levels of exhaustion.


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

  • Necrotic Effects: The lump swells and pulsates with intense necrotic energy. The target’s skin begins to crack, leaking dark energy as their life force is forcibly drained. The target feels near death, barely able to stand under the weight of their own body.

  • Necrotic Damage/Healing: The dice size increases to d20. The necrotic damage (or healing) is equal to:

    Necrotic Damage=(Constitution Modifier×(4+Max Hit Die of Target))×d20
  • Explosion Radius: 160-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 necrotic explosion.

  • Necrotic Effects: The target’s body can no longer contain the dark energy. Their skin and flesh are barely holding together, with necrotic energy seeping out. Their life force is drawn inward, ready to collapse into a deadly explosion or implosion.

  • Necrotic Damage/Healing: The dice size increases to d100. The necrotic damage (or healing) is equal to:

    Necrotic Damage=(Constitution Modifier×(5+Max Hit Die of Target))×d100
  • Explosion Radius: 320-foot radius.

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

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


Early Detonation:

  • If the target dies or drops to 0 hit points before reaching Stage 5, the curse triggers the detonation early. The necrotic damage (or healing) and radius are calculated based on the current stage’s dice size and Constitution modifier.

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.
* - (a shard of bone, a drop of blood, and a dark crystal)

Available For: Sorcerer Wizard

Overlord_Cruaver

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