magic_unlocked
2008-02-14, 08:59 AM
I was bored and decided to write up the Unforgivable curses. I think they're balanced, at least, as close as they can get. What says the Playground on this?
The Unforgivable Curses
These curses are, above all else, unforgivable, even in Wizarding circles and are punishable by death, or worse.
The Cruciatus Curse
Dark/Necromancy [Evil, Vile]
Level: clr 5, sorc/wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft CL)
Effect: 1 creature targeted with line of sight (See Text)
Duration: Concentration, up to 1 round a level (max 20)
Spell Resistance: Yes.
By channeling pure hate and spite, your torture your enemy to her very core, driving her into madness with sheer pain.
This spell deals 4d8 + CL non-lethal damage per casting to your victim, in addition to this; she must make a fortitude save or fall to the floor in utter pain, falling helpless for 1 round. As a further effect of this most terrible spell, the target must also make a special will save, DC 10 + ½ your caster level or take 2 points of Wisdom damage. If she takes enough wisdom damage to put her to 0, it then becomes permanent wisdom drain and only a restoration spell, or similar divine magic, can restore a victim back to sanity. Arcane magic, even a Lesser Wish and Wish have no effect.
A person brought to insanity by this spell does nothing but drool and mutter incoherently.
The Imperious Curse
Dark/Enchantment [Evil, Vile]
Level: brd 6, sorc/wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft +5ft CL)
Effect: One creature in line of sight
Duration: See Text
Spell Resistance: Yes
With a single spoken word, you utterly crush your targets will and dominate their mind to your complete control.
This spell functions almost exactly like the Dominate Monster spell, however, the duration is indefinite… almost. Every day, the target muse make a will save equal to 10 + ½ caster's CL + caster's cha modifier (calculated at time of casting). Failure results in the target being utterly dominated by you. However, once your target has been dominated, you can force it to do actions that would otherwise be against its nature. It a make a standard Will save if the action is against their nature, however, they are not released from mental domination and act as though slowed for 1 minute and a Wisdom check DC 15 reveals that they are mentally dominated. The target that makes the will save due to actions against their nature still carry that task out, but in the absolute least efficient way possible, especially if it will get them discovered.
You can only have one such creature dominated by this spell at a time. If the creature breaks free of your domination, you are immediately alerted with a mental "ping" similiar to that of an Alarm spell.
The Killing Curse
Dark/Necromancy [Evil, Vile]
Level: clr 9, Death 8, Necromancy 8, sorc/wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft CL)
Effect: 1 ray (see text)
Duration: Instantaneous
Spell Resistance: No
With two words of power, you snuff out the life force of any creature in one blow, killing it instantly.
You expel the creature’s soul out of its body while simultaneously stopping all of its vital processes at once. The creature must make a Will save to keep its soul in its body and it must make a fortitude save to keep its vital processes alive.
If a creature fails its will save, it soul is ripped out of its body in the harshest, most painful way possible. It takes 2d8 points of wisdom drain and dies instantly. If later brought back, this wisdom drain is not restored, even if a True Resurrection spell is cast. It takes a restoration spell, or similar divine magic to restore this wisdom drain after the creature is brought back.
If a creature makes its will save, but fails its fortitude save, it is immediately dropped to negative 9 HP and takes 2d8 points of strength and dexterity drain, it also takes 4 constitution drain, but HP lost from constitution is not calculated when it is dropped. It is a simultaneous result.
Even if a creature makes both saves, it takes 3d6 + CL in damage, and takes 1d4 points of ability drain to all of its abilities. It is also stunned for the next round and dazed the round after that.
This spell can only be used on living creatures that have souls.
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Sorry about the large post. I don't know how to hide it, sorry.
Edit 2.0: Added a clause in the Killing Curse that limits it to living creatures that have souls. Also added a clause in the Imperious Cuse limiting it to one creature at a time. Added a standard will save to the Imperious Curse. Fixed Special Will Save mix-up. Added the Vile descriptor.
The Unforgivable Curses
These curses are, above all else, unforgivable, even in Wizarding circles and are punishable by death, or worse.
The Cruciatus Curse
Dark/Necromancy [Evil, Vile]
Level: clr 5, sorc/wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft CL)
Effect: 1 creature targeted with line of sight (See Text)
Duration: Concentration, up to 1 round a level (max 20)
Spell Resistance: Yes.
By channeling pure hate and spite, your torture your enemy to her very core, driving her into madness with sheer pain.
This spell deals 4d8 + CL non-lethal damage per casting to your victim, in addition to this; she must make a fortitude save or fall to the floor in utter pain, falling helpless for 1 round. As a further effect of this most terrible spell, the target must also make a special will save, DC 10 + ½ your caster level or take 2 points of Wisdom damage. If she takes enough wisdom damage to put her to 0, it then becomes permanent wisdom drain and only a restoration spell, or similar divine magic, can restore a victim back to sanity. Arcane magic, even a Lesser Wish and Wish have no effect.
A person brought to insanity by this spell does nothing but drool and mutter incoherently.
The Imperious Curse
Dark/Enchantment [Evil, Vile]
Level: brd 6, sorc/wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft +5ft CL)
Effect: One creature in line of sight
Duration: See Text
Spell Resistance: Yes
With a single spoken word, you utterly crush your targets will and dominate their mind to your complete control.
This spell functions almost exactly like the Dominate Monster spell, however, the duration is indefinite… almost. Every day, the target muse make a will save equal to 10 + ½ caster's CL + caster's cha modifier (calculated at time of casting). Failure results in the target being utterly dominated by you. However, once your target has been dominated, you can force it to do actions that would otherwise be against its nature. It a make a standard Will save if the action is against their nature, however, they are not released from mental domination and act as though slowed for 1 minute and a Wisdom check DC 15 reveals that they are mentally dominated. The target that makes the will save due to actions against their nature still carry that task out, but in the absolute least efficient way possible, especially if it will get them discovered.
You can only have one such creature dominated by this spell at a time. If the creature breaks free of your domination, you are immediately alerted with a mental "ping" similiar to that of an Alarm spell.
The Killing Curse
Dark/Necromancy [Evil, Vile]
Level: clr 9, Death 8, Necromancy 8, sorc/wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft CL)
Effect: 1 ray (see text)
Duration: Instantaneous
Spell Resistance: No
With two words of power, you snuff out the life force of any creature in one blow, killing it instantly.
You expel the creature’s soul out of its body while simultaneously stopping all of its vital processes at once. The creature must make a Will save to keep its soul in its body and it must make a fortitude save to keep its vital processes alive.
If a creature fails its will save, it soul is ripped out of its body in the harshest, most painful way possible. It takes 2d8 points of wisdom drain and dies instantly. If later brought back, this wisdom drain is not restored, even if a True Resurrection spell is cast. It takes a restoration spell, or similar divine magic to restore this wisdom drain after the creature is brought back.
If a creature makes its will save, but fails its fortitude save, it is immediately dropped to negative 9 HP and takes 2d8 points of strength and dexterity drain, it also takes 4 constitution drain, but HP lost from constitution is not calculated when it is dropped. It is a simultaneous result.
Even if a creature makes both saves, it takes 3d6 + CL in damage, and takes 1d4 points of ability drain to all of its abilities. It is also stunned for the next round and dazed the round after that.
This spell can only be used on living creatures that have souls.
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Sorry about the large post. I don't know how to hide it, sorry.
Edit 2.0: Added a clause in the Killing Curse that limits it to living creatures that have souls. Also added a clause in the Imperious Cuse limiting it to one creature at a time. Added a standard will save to the Imperious Curse. Fixed Special Will Save mix-up. Added the Vile descriptor.