Curse. This spell curses a creature on the same plane of existence as you with lethal bad luck. The target must make a Wisdom saving throw against the spell’s DC, which is modified by a set group of circumstances. If the caster is familiar with the target, the DC is not decreased. If they know the target firsthand the DC but are not familiar, the DC is decremented by 5. If they know the target secondhand, the DC decreases by 10. However, the wrongdoings of the target can increase the DC as well. The increases are as follows: +2 for a broken promise, +7 if they're a sworn enemy, +10 if they've committed an egregious betrayal against the caster, +8 if they desecrated the caster's home, and +5 if the caster feels spiteful envy toward the target.
On a successful save, the target becomes aware that somebody attempted to curse them. On a failed save, the target becomes cursed and is unaware of this. Upon the completion of this curse’s triggering event, the target automatically advances to stage 1 of this curse.
Formula. This spell is a formula, meaning that it may be cast by a non-caster if they follow the guidelines. However, formulas do not just require knowledge. They often require bravery in the face of harnessing the forces of reality. Some require a test of Constitution as the caster must harm themself in some fashion. In general, enacting a formula is usually a prolonged ordeal. If the caster fails, they are exposed to the naked insanity of existence. They are magically frightened of the arcane and take a point of exhaustion until they finish a long rest.
To cast this spell as a formula, the caster must succeed on 1. A DC 15 Intelligence (Arcana) or Wisdom (Mystery) spell to remember the incantation 2. A DC 15 Wisdom save or Wisdom (Mystery) check to hold fast as the materials involved in the curse begin to burn and darkness envelops the space immediately around the caster, and finally 3. A DC 18 Intelligence (Arcana) or Wisdom (Mystery) check to recall the precise gestures and markings required to bind the strings of fate. These tests take place over the course of the hour.
Triggering event. The next time the target walks through a doorway or up a flight of stairs, the target stubs their toe, bruising it badly.
Stage 1. The cursed creature falls victim to minor inconveniences and bad luck. Shops they wish to visit close just as they arrive, equipment breaks at inconvenient moments, and other unfortunate events befall them.
Stage 2. The cursed creature becomes a beacon of bad luck as otherwise harmless setbacks become increasingly dangerous. For example, objects constantly seem to be placed in their way. Additionally, the cursed creature has disadvantage on Dexterity saving throws.
Stage 3. The cursed creature becomes dangerously accident-prone, as even the simplest tasks have unforeseen life-threatening consequences. The cursed creature’s Dexterity score becomes 6, unless it was lower already.
Culmination. Upon failing the final escalation check, the cursed creature twists into a deformed figure and becomes a Herald of Calamity. If the creature is a player character, they become an NPC under the GM’s control.
Dispelling. The target can dispel the curse by eating a pair of fairy wings, by aiding in the birthing of a black cat, or by finding a four leafed clover.
Escalation. Escalation represents the curse gaining power as time goes on. At dawn once a day, a cursed creature must make an escalation check to see if their curse escalates. To pass, a creature needs to roll an unmodified d20, and obtain a score greater than the number of checks they have made on this stage. On a failed save, the cursed creature applies the effects of the next stage of the curse, in addition to any previous stages. For example, a creature who has just been cursed makes an escalation check the following dawn. They must roll greater than a 1. The next day the DC will increase to 2, and so on. If, on the 5th dawn, they roll a 5 or less, the curse escalates to the second stage. They apply any new effects and reset the DC to 1.
Previous Versions
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1/23/2021 10:33:28 PM
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Coming Soon
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