New Spell: Jinx

Quip

First Post
And you thought your rolls were bad before :)


Jinx
Conjuration
Level: Wiz/Sor 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft + 10 ft/lvl)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

The target is affliced with the powers of misfortune. For every attack roll, skill, save, or check that would normally require a single d20 roll, the target must instead roll two d20s. The lower of the two rolls is the actual result.

The effects of this spell may be negated by a remove curse spell.

Note: If the target has the power of good fortune, such as the granted power of the Luck domain, the target may choose to spend that power to negate the effects of this spell.

Material Component: A bit of fur from a black cat.



Greater Jinx
Conjuration
Level: Wiz/Sor 6
Duration: Permanent

As Jinx, but with the level and duration as noted above.



And some numbers for reference:

Average result on a d20 = 6
Chance of Fumble = 10%
Chance to Threaten:
20 = 0.25%
19-20 = 1%
18-20 = 2.25%
17-20 = 4%
16-20 = 6.25%
Chance of Confirmed Crit: Not too likely :D
 
Last edited:

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Level is too high. At 7th level you can kill them outright with finger of death. Heck, at 3rd level you can hold them for the same length of time. Bestow curse is permanent and bestows massive penalties to all rolls that will have the same effect as this at 4th level. I'd put at only 2nd given it's current duration.
 

The level does seem rather high. Given Bestow Curse's ability to apply a -4 penalty to attacks, saves and such like, and given the results you list, I'd say that this is probably balanced at 3rd. In terms of effect, it is probably more unpleasant that Bestow Curse; but in terms of damage, it's inferior.

It is clearly inferior to Hold Monster (5th), Feeblemind (5th) and Polymorph Other (4th).

Also, why is this Conjuration? Transmutation or possibly Enchantment would probably be more appropriate.
 

I would change the school to Enchantment.

Then I would lower the level to 3rd.

Then I would create a higher level version (6th?) that gave a duration of 1 hour/level.

And I might consider making the higher level spell a 7th level spell that is Permanent until the character gets a Remove Curse, Break Enchantment, or the like.
 


Glad you all like it. :)

I wasn't sure what level I should stick this at, so I played it safe and stuck it high. The main thing I was concerned with wasn't average rolls, but the odds at the upper end. A 16 to hit is almost as bad as a 20, but a 20 to hit is bloddy impossible. Attack rolls are bad enough, but saving throws is where it really gets you.

Still, as unlucky as this spell makes you, I suppose being dead is even worse luck.

Lets see, on my personal scale of spell effects its not nearly as bad as "Completely Screwed" (Finger of Death) and still not quite "Pretty Much Screwed" (Flesh to Stone). The effects are clearly worse than anything bestow curse can inflict, but thats permanent. But the save and duration is more in line with Hold person, another "Pretty Much Screwed" effect. The ability to run away balances the fact that most any other spell is gonna smack you. So 3rd it is. And change the range to medium I guess. Permanent at 6 sounds okay too.

School I wasn't sure about, its all in the interpretation I guess. The only luck penalty related spell I saw was prayer, so I went with conjuration. Transmutation was my next idea. Enchantment's not quite right, unless you describe it as making you a clutz. Maybe it can be divination (kind of an anti-true strike)? Keep it as is for now, though you could change it with little consequence.

I'll edit the post to match. And not write spells after 1 AM anymore.
 

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