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Curses! A new spell descriptor and feats

Hashmalum

Explorer
[size=+2]The Curse Descriptor[/size]
The curse descriptor is applied to any spell that (1) can be dispelled with remove curse or (2) has the word "curse" in the name.

[size=+2]Accursed Spell [Metamagic][/size]
You can imbue your spells with the power of hatred and vindictiveness, turning them into curses.
Prerequisites: Must be able to cast at least one spell with the curse descriptor.
Benefit: An accursed spell acquires the curse descriptor. Dispel magic no longer dispels an accursed spell, but remove curse does. Only non-harmless, targeted spells with a duration other than instantaneous may be affected by this feat. An accursed spell uses up a spell slot of one level higher than its normal level.

[size=+2]Curse Focus [General][/size]
Your curse spells are particularly powerful.
Prerequisites: Ability to cast at least one spell with the curse descriptor, alignment non-good.
Benefit: The DC of any spells with the curse descriptor you cast increases by 2.
Special: This ability overlaps (does not stack) with the increase to save DC from the Spell Focus feat.

Book of Vile Darkness-inspired rules for dying curses can be found
here.
 

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Quickleaf

Legend
And, of course, you'll need this spell...

...to protect you from those curses. :)

Curse Ward
Abjuration
Level: 3 Target: One creature touched
Components: V, S, M Duration: 10 minutes/level or until discharged
Casting Time: Standard action Saving Throw: Will negates (harmless)
Range: Touch Spell Resistance: Yes (harmless)
This spell prevents the creature touched from being cursed. Such curses include: bestow curse, eyebite, and unholy blight. Against certain powerful curses, it only works if the caster’s level is higher than the caster level of the curser. Such powerful curses include: lesser geas, mark of justice, and being bitten by an infected lycanthrope (in this case use the creature’s level/HD)..Against the geas spell and mummy’s rot, the caster must be two levels higher to protect the target.
Material Component: Holy oil poured over the target’s head.
 

Gez

First Post
Curse is a already descriptor in Arcana Unearthed.

From my house-rules:
List of Descriptors

Acid: Acid spells involve the energies of acid, or are thematically linked to acid or corrosion. Some creatures are immune to the harmful effects of acid.
Air: Air spells involve the element of air, or are thematically linked to air, wind or sky. Some creatures are immune to the harmful effects of air spells.
Animal: Animal spells deal with animal and vermin, or are thematically linked to them.
Chaotic: Chaotic spells are attuned to chaotic ideals. Casting a chaotic spell is a chaotic act.
Cold: Cold spells involve the energies of cold, or are thematically linked to frost, ice or snow. Some creatures are immune to the harmful effects of cold.
Curse: Curse spells affects adversely their target, and may be dispelled only with a remove curse spell. They usually have a permanent or long-lasting duration.
Darkness: Darkness spells deprive an area of light or shape and control zone of shadows or darkness.
Death: Death spells use massive amount of negative energy to instantly kill living targets. All death spells are implicitely also negative spells. It is harder to restore to life a creature that was killed by a death spell than by a more mundane mean.
Disease: Disease spells create and spread diseases. Some creatures are immune to the harmful effects of disease. Spells that that help to fight off disease are not disease spells but positive spells.
Dream: Dream spells involve dreams, nightmares, or the Plane of Dreams and its denizens.
Earth: Earth spells involve the element of earth, or are thematically linked to earth, stone or metal. Some creatures are immune to the harmful effects of earth spells.
Electricity: Electricity spells involve the energies of electricity, or are thematically linked to lightning or storm. Some creatures are immune to the harmful effects of electricity.
Evil: Evil spells are attuned to evil ideals. Casting an evil spell is an evil act.
Fear: Fear spells induce fear into their target. Some creatures are immune to fear.
Fire: Fire spells involve the energies of the fire element, or are thematically linked to fire, heat or incandescence. Some creatures are immune to the harmful effects of fire.
Force: Force spells create or manipulate raw magical force. Force effects are also felt in the coterminous location of the ethereal plane.
Good: Good spells are attuned to good ideals. Casting a good spell is a good act.
Language-Dependent: Language-dependent spells involve saying something to a target, often a message or a command. The spell fails if the target can't understand what was spoken.
Lawful: Lawful spells are attuned to lawful ideals. Casting a lawful spell is a lawful act.
Life: Life spells use massive amount of positive energy to create life or to bring back a dead creature to life.
Light: Light spells provide an area with light or shape and control zone of light or shadows.
Magic: Spells with this descriptor affect spellcasting, magic items, other spells or other magical effects.
Mind-Affecting: Mind-affecting spells alter the thoughts of their target. Creatures that are mindless, those whose sentience is too alien to be understood, or those whose mind is shrouded in negative energies, are immune to mind-affecting spells.
Negative: Negative spells harness negative energies; usually to sap strength or vitality.
Plant: Plant spells involves woods or vegetals, or are thematically linked with wood or vegetations.
Poison: Poison spells create or strengthen poison. Some creatures are immune to the harmful effects of poison. Spells that turn poisons into something benign, or that help to fight off poison, are not poison spells but positive spells.
Positive: Positive spells harness positive energies; usually to cure wounds, disease or poison.
Sonic: Sonic spells involve the energies of sound, or are thematically linked to sound, noise or voice. Some creatures are immune to the harmful effects of sound.
Spirit: Spirit spells affects specifically creatures with the Spirit subtype.
Teleportation: Teleportation spells involve instant transportation from a place to another.
Truename: Truename spells may require the caster to know the truename of the target.
Water: Water spells involve the element of water, or are thematically linked to rain, sea or river. Some creatures are immune to the harmful effects of water spells.​
 

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