A group of powerful evil clerics must enact the ritual as an evil deity designates expending five 9th level spell slots and utilizing the power from four mages sacrificed in the process, whereon a targeted region is altered to enact this curse upon travelers or adventurers who trigger it or wear the cursed item(s). This trigger can be placed on any specific magical or none magical object, region, or triggered by another spell in any location on any plane of existence. Sight to target is not necessary, only that the leader of the ritual has physically been to the location, handled the object, or touched/investigated the spelled area where the trigger is to be placed. Effectively this is a 10th level or higher spell and therefore the leader must be magically sacrificed by the deity invoked by this spell. This death occurs by completely draining the caster of all magic channeled through them, and finally their own life force. A resurrection spell can later bring them back.
- When cursed, the target's hit points are reduced to zero, and the target may die if left unattended.
- All ability scores are reduced by 1.
- While cursed, the target has an increasing number of nightmarish dreams that may affect them in various ways for 1 hour depending on the save. Each nightmare will affect the targets with a successive DC 10 ability save. On a failed save the target takes 1d4 points of psychic damage, and be in the frightened condition.
- While cursed, the target is marked by a black hand print somewhere on the body.
- If the curse is allowed to remain on the targeted individuals, in roughly 6 month's time, the curse casts power word kill on the bearer. If the target dies, it's soul is bound to the evil deity used to enact the spell, and used as a power source to fuel fantastic actions of the evil cleric originally casting the curse.
- Any detect magic will show a blinding level of magic in the form of evil tendrils emanating from the curse mark.
- If the complete removal ritual is not enacted the curse casts power word kill on the caster and curse bearer. A 10 minute inspection with detect magic and identify will allow the caster to understand this, but will take 1d12 points of psychic damage in the process.
To remove Curse of the Void:
- A group of 12 magic users must begin by channeling raw magic power into the cursed individual in the amount of 3 - 8th level spell slots per round.
- remove curse spell cast at ninth level breaks the bond of the mark to the soul of the cursed individual.
- This causes the individual to lose much of their life essence, and must receive greater restoration at ninth level, within one round, to prevent immediate death and activation of the curse.
- A wish spell wish within two rounds of the remove curse will render the mark inert and the curse effectively removed.
The mark will remain even if the curse is gone.
At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
* - (A sphere of annihilation & 4 human magic users sacrificed plus a 100,000 gold peaces worth of each of the following: Diamond, Ruby, Emerald, Sapphire.)
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