Level
5th
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, S
Duration
Until Dispelled
School
Enchantment
Attack/Save
None
Damage/Effect

Yes one can be touched by the fickle finger of bad luck.

Victim must take blame for something they didn't do. Also having an available level 5 spell slot that is activated unintentionally. Spellcaster does not need to know this spell you want to cast it and cast it while swearing the truth.

Whether being blamed for stealing the church's candles, breaking a mirror, or walking under a latter. Misfortune seems to magnetize to the victim. In which they must roll a wisdom save against their own spell save DC for every roll for performance, persuasion, and intimidation. In order to not attract unwanted attention or answering belittling blaming. If they fail the Cursed will take a penalty of (1 d8) possibilities.(once a day or dispelled by the truth of an ally or magical dispel at the difficulty class. Or by the remove curse spell without any difficulty check.)

1 attract violence. Whether it be a met angry crowd or random encounter.(Up to 5 CR 1/2 Thugs)

2 attract thievery. Whether their items are stolen on their person or remotely placed unattended. (1d4 number of highest value items.)

3 attract pests. Mainly any kind of swarming wildlife. (medium or huge from that environmental region).

4 attract accidents. Once every hour a random number of 1d4 objects magically fling towards the target creature like loose deathy objects, trees falling, or other things. (Dex save of 20) Or take 3D4 Force damage.

5 attract random offensive magic. one spell is magically hurled towards the unlucky target(magic missile, fireball) Which is saved by the typical Castor save. (DC 18 if there isn't any identifiable caster.)

6 attract storms. Depending on the local environment. The target must make a dexterity save of 18 in order not to be affected by the local storm. And 2d8 of any type of damage from region. Cold damage from icy and watery regions, fire damage from hot environments, lightning damage from forest, plains, and urban, or acid from swamps, mountains, or underdark.

7 attract diseases. 1d4 (1 sores, 2 flu, 3 spitting, 4 pink eye). Target becomes sick for 1 day. Having disadvantages on skill checks and limited movement of 10 ft walk speed.

8 attract disasters. 1d4 (1 earth quake or tidal waves , 2 storms and flood, 3 collapsing structures, 4 stampedes of common wildlife or a gargantuan creature.) Within targeted creature area of 600 ft destroys all nearby environments and structures within one minute. Creatures within the target area must make a dexterity check of 20 in order not to get 2d8 of environmental damage.

Previous Versions

Name Date Modified Views Adds Version Actions
2/9/2023 10:54:39 PM
0
0
1
Coming Soon
12/14/2024 9:31:38 PM
7
1
1.5
Coming Soon

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Steward_champion_of_righteousnes

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