PDA

View Full Version : D&D 3.x Other Curses! Cursed again! (3.5/PF spells, PEACH)



Jormengand
2015-04-02, 03:29 PM
Way back when, I started making these spells for some members of the playground in the thread for such spells. I've decided to compile them, and add a few more for good measure. Be good and have fun:

[Cursed] Spells
Spells with the [Cursed] tag appear just like another spell, often with a related or opposed effect. It is just as hard to reveal the nature of a cursed spell as it is to do the same to a cursed item - spellcraft checks will reveal the name and effects of the spell used as a masquerade, not the cursed spell. Cursed spells never actually reveal their true nature; they do not announce that they are curses, and the character who suffers their effects does not technically know that they are under the effect.

Cursed spells of first through fourth level can be removed with remove curse. Those of up to seventh level are susceptible to break enchantment. Those of higher levels require a limited wish, wish or miracle to remove, although in this special case no experience need be paid for any of these spells.

However, due to the potency of cursed spells, each one requires an individual, special-purpose casting of the relevant spell to remove it.

The material components for [Cursed] spells are always optional and are given for reference only. The caster may choose to have the object or an item to act as a fake be used as a material component, but this cannot be done to dispose of creatures handily. Similarly, focuses are unnecessary but there is nothing to stop the caster having one.



The spells below are listed by sorcerer/wizard level where possible, and cleric level otherwise.

0 level
Blackhawk's Tearing
Transmutation [Cursed]
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: One object of up to 1 lb whose possessor (and the object itself, if intelligent) is willing.
Duration: Until discharged
Saving Throw: Will negates (appears harmless, object)
Spell Resistance: Yes (appears harmless, object)

This spell appears to be the spell Mending to all scrutiny - which means that the spell becomes undetectable the moment its casting is complete, though someone might dispel it without noticing it even exists. In reality, it reverses any beneficial effect it had, and also causes 1d6 points of damage to the object in question, when that object is used or attacked.

Curse Minor Wounds
Necromancy [Cursed]
Level: Clr 0, Drd 0

This spell works like Curse Light Wounds, only it emulates the effect of cure minor wounds or inflict minor wounds instead

1st level
Curse Light Wounds
Necromancy [Cursed]
Level: Brd 1, Clr 1, Drd 1, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous or permanent until discharged.
Saving Throw: Will half (appears harmless)
Spell Resistance: Yes (appears harmless)

Curse Light Wounds masquerades as cure light wounds or inflict light wounds, whichever is beneficial to the target. Further, it actually provides the relevant healing to the target. However, the moment the target is damaged, the restored hit points are lost in duplicate - the attack appears to have simply dealt more damage than one might expect.

2nd level
Curse Moderate Wounds
Necromancy [Cursed]
Level: Brd 2, Clr 2, Drd 2, Rgr 3

Curse Moderate Wounds acts much like Curse Light Wounds, but it emulates cure moderate wounds or inflict moderate wounds instead.

Lightlawbliss' Rightwrongness
Illusion [Figment, Cursed]
Level: Clr 2
Casting Time: 1 standard action
Components: V, S, DF
Range: Close (25 ft + 5 ft/2 levels)
Area: 20 ft radius emanation
Duration: 1 minute/level
Saving throw: Will disbelief
Spell resistance: No.

This spell appears for all intents and purposes to be a Zone of Truth, but actually allows anyone within to speak freely.

Storm Rage
Evocation [Mind-Affecting, Cursed]
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One willing living creature per three levels, no two of which may be more than 30 ft. apart
Duration: Concentration + 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

Storm Rage works much like Rage, and indeed appears to be the same spell for all intents and purposes. However, it deals 1d6/level electricity damage to each raging creature when the rage ends, and the subjects are fatigued as a barbarian at the end of the rage.

Urashima's Balanced Strength
Transmutation [Cursed]
Level: Clr 2, Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell appears to be the spell Bull's Strength, until the target takes an action requiring their strength score, at which point the effect is reversed for the rest of the duration.

Arcane Material Component
A few hairs, or a pinch of dung, from a bull. The material component is not strictly necessary, but those in the know might notice its omission.

3rd Level
Curse Serious Wounds
Necromancy [Cursed]
Level: Brd 3, Clr 3, Drd 4, Rgr 4

Curse Serious Wounds acts much like Curse Light Wounds, but it emulates cure serious wounds or inflict serious wounds instead.

Scarlet's Heated Craze
Enchantment (Compulsion) [Cursed, Mind-affecting]
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One willing living creature per three levels, no two of which may be more than 30 ft. apart
Duration: Concentration + 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

This spell appears, when cast, to be the spell Rage, to the point of actually being unidentifiable as anything else until it takes effect. The moment that anyone actually attempts to use any aspect of their rage, they become heavily inebriated, taking a -6 penalty to their dexterity, wisdom and intelligence, and losing the actual effects of their rage, for the duration. They sober up afterwards, but even then are oblivious to the cause of their own drunkenness unless they work it out through rational deduction of the spell's sudden loss of functionality inciding with their sudden impairment.

Those who are barbarians or others of their calibre may still rage as normal while drunk, though whether or not this is advisable is up for debate.

Wings of Death
Transmutation [Cursed]
Level: Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (appears harmless)
Spell Resistance: Yes (appears harmless)

Wings of Death functions like fly until the user goes more than 10 feet in the air for each level they have, attempts to use the spell to tactical advantage in combat, has the spell dispelled or removed (via a targeted Remove Curse, for example), or lets the duration expire. When this happens, the spell ends abruptly, and they fall normally.

Arcane Focus
A wing feather from any bird. Neither arcane nor divine focus is actually needed for the spell.

4th Level
Curse Critical Wounds
Necromancy [Cursed]
Level: Brd 4, Clr 4, Drd 5

Curse Critical Wounds acts much like Curse Light Wounds, but it emulates cure critical wounds or inflict critical wounds instead.

Fluke's Burning Head
Evocation [Fire, Cursed]
Level: Clr 4
Casting Time: 1 standard action
Components: V, S, DF
Range: Touch
Target: Creature touched
Duration: Permanent until discharged
Saving throw: Will negates (Appears harmless)
Spell resistance: Yes (Appears harmless)

This spell appears to be the spell Imbue with spell ability, (though no spells are actually transferred, some appear to be) and cannot be detected for what it is until one of the granted spells is actually cast. At this point, the target's head is set ablaze, and they take 1d6 points of fire damage per level. They fail, of course, actually to cast the granted spell, and the others (if any) are lost. While the source of the damage is probably obvious, the target is not necessarily aware of it.

Reinstate Curse
Necromancy [Cursed]
Level: Brd 3, Clr 3, Pal 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: Instantaneous or 1d4 hours
Saving Throw: Will negates (Appears harmless)
Spell Resistance: Yes (Appears harmless)

Reinstate Curse appears to be the spell Remove Curse, and can be used as such, but it also restores a curse that was upon the creature within the last 24 hours. That curse starts to take effect 1d4 hours later and lasts for its duration.

Sideswipe's Fineness
Transmutation [Cursed]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell appears to be the spell Polymorph, and actually works as such until triggered by the creature actually attempting fight in earnest using their new form. If the creature attacks or is attacked in a serious manner, they immediately transform into another form chosen by you upon casting the spell, this form being of fine size. They retain this new form until the spell is ended.

Material component
An empty cocoon. As with any cursed spell, the material component is not strictly necessary, but anyone who knows that it is required for the normal spell might notice if it is eschewed.

5th Level

Verdant Dream
Illusion (Phantasm) [Cursed, Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 minute
Range: Unlimited
Target: One living creature touched
Duration: 6 hours
Saving Throw: None
Spell Resistance: Yes

This spell tricks a creature into acting as a messenger for a Dream spell which is not actually being cast, but appears to be regardless of what means are used to investigate. The creature is instead trapped in a green forest, which appears to be part of the dream in question, and delivers their message, unaware that time is being slowed so much that they are actually taking six hours in reality to deliver the message, and that no-one will ever receive it. In this time, the would-be-messenger can be picked up, carried around, and even attacked without ever noticing it.

6th Level

Mage's Miscast
Evocation [Fire, Cursed]
Level: Wiz/Sor 6
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until expended.
Saving throw: Will negates (Appears harmless)
Spell resistance: Yes (Appears harmless)

Mage's Miscast appears for all intents and purposes to be the spell Greater Heroism, and it actually has the same effect even though it's not an enchantment. However, the moment the subject wishes to cast a spell of any import, they instead botch the spell horribly - they spend the spell slot as normal and instead cast a fireball spell, centred on themselves. A psionic manifester or a user of spell-like or psi-like abilities is still subject to this effect in the same way. The spell's effect is then discharged, including the spell masking it.

A creature who doesn't recognise the Mage's Miscast spell doesn't know why their spell fails, though they know they lost their heroism effect. Creatures who can't use any abilties what would trigger the effect can't be affected.

7th Level
Medusa's Gift
Transmutation [Cursed]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: Permanent (D)
Saving Throw: Will negates (appears harmless)
Spell Resistance: Yes (appears harmless)

Medusa's Gift appears to be the spell statue, but the effect is permanent until the caster chooses to dismiss it, and the creature cannot transform back; they are stuck as a statue.

Material Component

Lime, sand, and a drop of water stirred by an iron bar, such as a nail or spike. This component (and its preparation in this manner) are unnecessary for any purpose except for hiding the spell's true nature.

8th Level
Keledrath's Mutation
Transmutation [Cursed]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature
Duration: See text
Saving Throw: No
Spell Resistance: No

This spell looks like Polymorph Any Object until the creature attempts to fight in combat, or use any of the new form's abilities. When they do, they are mutated into a horrible new form.

They take 2d6 points of damage to each ability score, and take on a size one greater than their own. They move at half their normal speed, can't fly or burrow, and lose access to all of their equipment for the duration. While in this mutant form, they can't speak, severely hampering their ability to cast most spells (though many powers are unaffected). Because they aren't silenced and they literally can't speak at all, the Truenamer's The Universe Hears Just Fine ability doesn't take effect.

9th Level

Malediction
Evocation or Universal
Level: Clr 9, Sor/Wiz 9
Components: V, S (but see text)
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

Malediction replicates the spell miracle or wish as appropriate, gaining the relevant school and components, except for the XP component. Any item it produces is cursed with the opposite effect curse (even if the base item is nonmagical); any spell it replicates must either be a [Cursed] spell, or immediately has the Cursed Spell metamagic applied to it.

Specific effects are reversed as follows:

(Miracle)
Undo the harmful effects of certain spells, such as feeblemind or insanity. Also does: Reinstate each curse (as reinstate curse) that was upon the target in the last 24 hours.
Swinging the tide of a battle in your favor by raising fallen allies to continue fighting. Also does: Kills them again at the least convenient moment.
Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error. Replaced with: Sends allies but not you to a specific locale with no chance of error. Lies to them about their destination.
Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster. Also does: Replicates the natural disaster 48 hours later, and again 48 hours after that.

(Wish)
Undo the harmful effects of certain spells, such as geas/quest or insanity. Also does: Reinstate each curse (as reinstate curse) that was upon the target in the last 24 hours.
Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies. Replaces with: Provides a -1 inherent penalty to a willing creature's ability score which masquerades as a bonus for 1 hour.
Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level. Also does: Kills them again at the least convenient moment.
Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. Replace with: Sends allies but not you to a specific locale with no chance of error. Lies to them about their destination.
Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. Cannot be chosen.



Yeah, kinda a work in process. Plzrate+comment. Also, if you have any more cursed spell ideas, let's hear them.

qazzquimby
2015-04-02, 04:57 PM
This is fantastic. Quietly sabotaging the party while they thank you for it. Is it possible to make a template to apply to any spell without everything coming to pieces? Something like, if the spell would grant a benefit, when that benefit would next be used, reverse the effect, or if the spell would apply a non-numerical affect, it instead has no effect?

Jormengand
2015-04-03, 05:39 AM
Cursed Spell [Metamagic]
Prerequisites: Must have cast at least three different cursed spells.
Your experience in curses allows you to turn almost any beneficial spell into a deadly curse.
Benefits: You can curse any spell which is designated as harmless or which affects only willing creatures. The following effects take place:

- Any hit points granted by the spell are lost in duplicate whenever the target next takes damage.
- Any ability score boosts, damage reduction, or bonuses to die rolls are reversed the moment any of them becomes relevant.
- Any special abilities are lost at the least convenient possible moment. This may include resurrections that are suddenly undone in the midst of battle, or flight that stops thousands of feet above the ground.
- Anything else granted by the spell is adjudicated by the DM as appropriate.

Further, the spell's school sometimes changes. Conjuration (Healing) spells become Necromancy spells. Abjuration spells become illusion spells. All such spells gain the [Cursed] descriptor and are therefore no longer subject to material components.

A cursed spell takes up a spell slot of the normal level and spontaneous casters aren't subject to the usual restriction that prevents them casting a metamagic spell as anything less than a full action. Instead, they must designate when regaining spell slots which spells they are going to apply the metamagic to that day. For example, a sorcerer may decide that he will cast Owl's Wisdom as a cursed spell today, and cat's grace as a normal spell.



The reason for this weird restriction is that otherwise, you would basically be doubling your spells known, because each cursed spell is a completely new spell, in effect. And that's fairly dangerous.

Anyway, I'm going to write in a few more actual cursed spells. Have fun with them.

Waldmarschallin
2015-04-04, 04:54 PM
Cursed Spell [Metamagic]
Prerequisites: Must have cast at least three different cursed spells.
Your experience in curses allows you to turn almost any beneficial spell into a deadly curse.
Benefits: You can curse any spell which is designated as harmless or which affects only willing creatures. The following effects take place:

- Any hit points granted by the spell are lost in duplicate whenever the target next takes damage.
- Any ability score boosts, damage reduction, or bonuses to die rolls are reversed the moment any of them becomes relevant.
- Any special abilities are lost at the least convenient possible moment. This may include resurrections that are suddenly undone in the midst of battle, or flight that stops thousands of feet above the ground.
- Anything else granted by the spell is adjudicated by the DM as appropriate.

Further, the spell's school sometimes changes. Conjuration (Healing) spells become Necromancy spells. Abjuration spells become illusion spells. All such spells gain the [Cursed] descriptor and are therefore no longer subject to material components.

A cursed spell takes up a spell slot of the normal level and spontaneous casters aren't subject to the usual restriction that prevents them casting a metamagic spell as anything less than a full action. Instead, they must designate when regaining spell slots which spells they are going to apply the metamagic to that day. For example, a sorcerer may decide that he will cast Owl's Wisdom as a cursed spell today, and cat's grace as a normal spell.



The reason for this weird restriction is that otherwise, you would basically be doubling your spells known, because each cursed spell is a completely new spell, in effect. And that's fairly dangerous.

Anyway, I'm going to write in a few more actual cursed spells. Have fun with them.


When you say "in duplicate" do you mean "in addition", as in they lose the health as well as taking damage, or do they take double the hp they recovered instead of natural damage? If it's the latter that's ripe for creative use- I cast cursed light wounds on my next buddy to be in danger of taking more then 2d8+10 damage, and he gets a net benefit.

Amechra
2015-04-04, 04:58 PM
If Curse Light Wounds heals your "buddy" for 5 HP, the next time they get injured they lose 10 HP in addition to the damage from the attack.

Jormengand
2015-04-05, 09:02 AM
When you say "in duplicate" do you mean "in addition", as in they lose the health as well as taking damage, or do they take double the hp they recovered instead of natural damage? If it's the latter that's ripe for creative use- I cast cursed light wounds on my next buddy to be in danger of taking more then 2d8+10 damage, and he gets a net benefit.
If Curse Light Wounds heals your "buddy" for 5 HP, the next time they get injured they lose 10 HP in addition to the damage from the attack.

Yes; this is the correct way to resolve cursed healing spells.

Otherwise curse minor wounds would be pretty hilarious.