You place a curse on 1 weapon you touch. If the weapon is equipped on someone else, make an melee attack using your dexterity against his ac to affect it. If he is currently carrying that weapon, do it with disadvantage. If you succeed on either of these, the person will be unaware of what you did unless he saw you do it (you may need to make a stealth check depending on the dm). After the weapon is cursed, you can choose whether the carrier can willingly part with it or not (unless otherwise specified). If the weapon isn't carried, it curses the first person to wield it in an hour if they are carrying it for that long. choose 2 of the following effects
*pick an ability, the carrier makes those ability and saving throws with disadvantage (If the weapon uses the ability, weapon attacks are made with disadvantage)
*pick an ability, the carrier loses 1d4 of it, if this brings him below 5, they cannot make any attacks (spell or otherwise) with it.
*the weapon has a -2 for attack rolls
*the weapon becomes a two-handed, heavy weapon, if the weapon is really small like a dagger, or ranged, attacks made with it is -2
*this weapon does half damage and can't critical hit
*if the carrier gets hit, he must make a wisdom saving throw, on a fail, he is forced to attack the most recent attacker. If you can't see the attacker, you attack the nearest person to you that you can see. If you can't see anyone, you automatically succeed. (weapon of vengeance)
*the carrier's speed is halved and his ac is reduced by -3
*any magical effect within 5ft of the weapon is automatically dispelled as if by an antimagic field. Because of this, the caster can't benefit from any spell, and he also can't cast spells, this however also means he can't take damage from spells. Magical weapons aren't affected.
*this weapon does 1 necrotic damage to the carrier every time you use it, this damage goes throw immunities and resistances. And you can't heal the damage done until you part with it. Every time you make a long rest, make a wisdom saving throw, on a success, you can willingly part with this weapon for a minute, and after that, the spell breaks for you.
* once cursed, you always know how far away the carrier is, and divination spells cast from you can be cast on the carrier even if you don't know where he is. Remember, it tells you how far away the carrier is, not where he is, it will accurately track his distance from you up to 200 miles off, after which you just know he is really far away.
* roll a d6, after the carrier is cursed, he suffers from one of these personality disorders
- I won't hesitate to kill if I am threatened or attacked, it is always the best way, even if others think otherwise
- I would kill if anyone tries to part me with this weapon
- All of my friends are secretly plotting against me, they were never really my friends, but I must keep pretending until I can kill all of them
- I am incapable of dying, not with this weapon
- I totally forgot literally everything that happened within my whole life, but I have these skills, I must've been someone (you lose all ability to cast spells until you relearn them)
- I could never kill anyone, I wouldn't hurt a fly, this weapon is just for looks.
The dc for any saving throws are the casters when the spell was cast. The carrier must be cursed in order for it to affect him. A remove curse spell targetted at the weapon at the same level this spell was casted can break the curse, and the weapon becomes regular again, if this was cast as a ritual, any remove curse has to be cast at 3rd level or higher. The weapon counts as magical while cursed and an identify spell will identify this weapon as cursed, and will tell you everything it will do. If you part the person from the weapon, the curse breaks in 5 minutes or until lesser restoration (or better) is cast on him.
* - (ruby dust worth at least 25gp)
Comments