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View Full Version : Vindictive, Spiteful, and Just Plain Cruel Spells



Lysander
2008-09-15, 10:37 AM
Magic is useful for more than just immediate smiting. Anyone interested in developing some terrifying spells for the evil mage?

Triggered Petrification
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

On casting the spell the caster can pick any word or phrase. Upon uttering the trigger word the subject transforms to stone, per Flesh to Stone. The subject receives no saving throw after uttering the word.

This can either be used tactically, to petrify an enemy in the future, or as a method of torment. A common technique is to inform the subject that they are under a spell but not tell them the trigger word, leaving them afraid to speak.

Thirsting Touch
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

The subject becomes cursed so that fluids will evaporate before passing through the subject's lips. All beverages are affected, including milk, juices, and liquor.

The only way the subject can drink is by submersing their head in a large body of water such as a river or lake. Liquid will make it through but most water will still quickly evaporate, causing it to take ten minutes to drink a cup of water.


Murphy's Curse
Enchanment
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

The spell has no effect on the subject themselves, but makes small mistakes and accidents more likely for everyone else within one-hundred yards. Serious harm is unlikely, but tripping, spilling, dropping, and general clumsiness become pandemic and very obviously attributable to the subject's presence. In most situations the subject will become a social pariah, forced to remain far from other people.

There is no save to resist the clumsiness, but it does not take effect in life or death situations when people are more alert. Nor can it affect anyone with more HD than either the caster or the subject.

vegetalss4
2008-09-15, 10:55 AM
the spells should be permanet not Instantaneous
other that that it looks good

SurlySeraph
2008-09-15, 12:06 PM
For Triggered Petrification, could you make the verbal component of a certain spell the trigger word?

Zeta Kai
2008-09-15, 12:50 PM
Murphy's Curse needs to have more mechanical effects for it to be a high-level spell. As written, it doesn't do anything quantifiable. Perhaps everyone within 100' should take a -1 penalty on all attacks, saving throws, & skill checks. That seems to fit the described effect, while giving the DM some numbers to work with.

thegurullamen
2008-09-15, 01:40 PM
Magic is useful for more than just immediate smiting. Anyone interested in developing some terrifying spells for the evil mage?


Not sure if this is an invitation or just rhetorical, but I'll treat it as the former.

Implant Phobia
Enchantment/Necromancy (because it's EVILLL!!!!! bwahaha) [Fear]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

Warps the targets mind into reacting fearfully to an agent of the caster's choice. Whenever the target comes into contact (or in proximity to) the chosen agent, they are immediately panicked until the agent is removed or destroyed. If the agent is commonplace (such as air or water) or is present with the target at the time of casting, the target gets a +4 bonus to his Will save.

Trigger Phobia
Enchantment/Illusion [Fear]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Special
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell acts as Fear except as noted above. If the caster has implanted a phobia in another being with the Implant Phobia spell, he may activate that phobia--whether or not the agent and the victim are in close proximity--as a swift action and from anywhere while on the same plane. In this case, the victim does not get a saving throw.

Devastating Phobia
Enchantment/Necromancy [Fear]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Special
Target: One creature
Duration: Permanent
Saving Throw: Will partial
Spell Resistance: Yes

This spell functions as Trigger Phobia except as noted here. If the target succeeds on a Will save, they are still panicked as if affected by Fear. If they fail their Will save, roll 1d8 and consult the chart below to determine the results.

{table=head]Number Rolled|Affliction|Effect

1|Dementia.|Suffers permanent Confusion

2|Rage.|Suffers from an unending Rage. Cannot sleep, eat or do anything besides attacking all nearby creatures whom are perceived as foes.

3|Despair.|Spends every action trying to commit suicide unless prevented from doing so.

4|Agony.|Panicked and suffers from permanent Wrack (BoVD).

5|Crush.|Soul flees the body. All stats reduced to 1, hp reduced to 0 and stable. It takes a Heal, Wish, Miracle or other appropriate, high level spell to draw the soul back and only after the Devastating Phobia has been cured or nullified.

6|Stress.|Suffers a heart attack. Is reduced to -9 hit points and instantly stabilized.

7|Overload.|Suffers a heart attack. Instantly slain.

8|Weakness.|The target suffers a greater effect than most. Roll twice. Once the first effect has been healed or nullified, the second immediately takes effect. The target gets a second Will save against the second effect, but at a -4 penalty.
[/table]

DracoDei
2008-09-15, 01:44 PM
An Attack penalty seems odd for something that isn't supposed to kick in in comebat(although for hunting or such it might work), but the saves (for getting hurt after falling a 10' because you falled the DC 10 balance check to walk on a rafter while repairing your barn, and for diseases) and skill check thing sounds good.

Jack_Simth
2008-09-15, 03:34 PM
Flavor Text Source (http://zebragirl.keenspot.com/d/20050502.html)
The Curse Without a Name
Conjouration(Teleportation) [Evil]
Level: Sor/Wiz 9
Components: V, S, F
Casting time: One standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: Permanent
Saving Throw: Will partial (see text)
SR: Yes
Somewhere, there's a man. He doesn't want to be where he is. There's no place he'd rather be less. This man is suffering. But inevitably, he starts to get used to it. He becomes calm enough to distance himself from his misery, just a little. And without meaning to, he thinks of a place he'd rather be less. A place which can hurt him in ways he's not currently being hurt. Whether it's a few feet away or in another horrible universe, he's glad he's where he is, and not there. This is just a fleeting though. But then he's there. And he'll stay there until he thinks of a place he'd rather be less.
On a failed will save, this spell condemns the target to eternal misery. It does this with several effects. First, the target is rendered completely unable to take actions of any sort, except to think (but this does not permit casting spells, manifesting powers, or taking any other action of any kind). Second, the target is rendered completely conscious for the duration of the spell. Third, the target is rendered unkillable for the duration of the spell (damage accrues, and injury is still afflicted - the target feels everything, but can't die while the spell lasts). Fourth, the target is instantly whisked away to the place the target least wants to be. Finally, whenever the target thinks of a place he'd rather be less (no matter how fleetingly), he is instantly transported there, regardless of local conditions. In practical terms, the target is never seen again. The spell cannot be dispelled, but Disjunction will take it down with an opposed caster level check. Not even a Wish or Miracle can retrieve the subject while the spell is in effect, but a Wish or a "powerful request" miracle will specify where the subject will be in one round.

On a successful save, the target is merely moved to a random plane, but otherwise not inconvenienced.

Focus: some form of woven material (which must be worn by the subject), and a scarf.

thegurullamen
2008-09-15, 04:31 PM
The Curse Without a Name

You, sir, are mean.

Jack_Simth
2008-09-15, 04:45 PM
You, sir, are mean.
1) That's the point of the thread, isn't it?
2) It's not originally mine - I just formatted it for D&D 3.5. As far as I'm aware, it was first created in the comic I link to at the beginning of the post.

Prometheus
2008-09-15, 04:57 PM
Well, it could be worse...*yank* The ultimate punishment against speaking cliches, you're not even allowed to think of them.

I think someone can be creative enough with existing curses to really wreck some havoc. Contigency->Geas. Antipathy->Love of their life. Symbol of Pain. Hold Person + Summon Swarm. Bestow Curse.

Actually there needs to be a Greater Bestow Curse.

Zeta Kai
2008-09-15, 05:16 PM
Actually there needs to be a Greater Bestow Curse.

Since you mentioned it, I just made one:

Bestow Curse, Greater
Necromancy
Level: Clr 6, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25’ + 5’ per 2 levels)
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

You place a curse on the subject. Choose one of the following three effects.
-12 decrease to an ability score (minimum 0).
-8 penalty on attack rolls, saves, ability checks, & skill checks.
Each turn, the target has a 10% chance to act normally; otherwise, it takes no action.
You may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow curse counters remove curse.

Jack_Simth
2008-09-15, 05:28 PM
Since you mentioned it, I just made one:

Bestow Curse, Greater
Necromancy
Level: Clr 6, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25’ + 5’ per 2 levels)
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

You place a curse on the subject. Choose one of the following three effects.
-12 decrease to an ability score (minimum 0).
-8 penalty on attack rolls, saves, ability checks, & skill checks.
Each turn, the target has a 90% chance to act normally; otherwise, it takes no action.
You may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow curse counters remove curse.

Umm....: "Each turn, the target has a 90% chance to act normally; otherwise, it takes no action." - as written, that curse has almost no effect on the target (1/10 chance of losing the action)

Zeta Kai
2008-09-15, 05:35 PM
Oops, I meant 10%. Fixed.

sigurd
2008-09-16, 07:01 AM
I can see Triggered Petrification as being a powerful curse with some great and terrifying uses.

A baddie could capture a supporter of the local hero and torture\compel information from them. Then the supporter might be cursed with Triggered Petrification if they speak or aid the hero. Pretty good psychological warfare to make people fear event o speak the hero's name :)

sigurd

Kami2awa
2008-09-17, 06:23 PM
I can imagine Triggered Petrification as the consequence of speaking the name of powerful demons and devils; not as a result of the spell but just because the name is that powerful. Alternately it could be any status effect, based on the demon's powers (e.g. Orcus' name turns you into a zombie or just drops you stone dead).

Lysander
2008-09-22, 01:23 PM
Hmm, I see no reason why you couldn't make the verbal component of a spell the trigger for petrification. It would be pretty funny if you picked the verbal component for a remove curse spell so they'd be unable to cure themselves.

Here's one to torment a targets friends/family:

Unconscious Clone
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instant
Saving Throw: Will negates
Spell Resistance: Yes

This spell teleports the subject to a plane of the caster's choice. As the subject vanishes a completely identical living, breathing, but permanently unconscious clone of them is created in the spot they occupied. The clone has 0 Int, Wis, and Dex, but otherwise their stats are identical, they require air and sustenance to live, and they age normally. Any magical spell attempting to cure the clone will fail naturally, since nothing is wrong with them.

ArlEammon
2008-09-22, 03:46 PM
Cruel Dishonor
Level : 9
Casting Time: 1 hour
Duration: Permanent
Reagents: a drop of your blood, your subject's blood, and some kind of disagreement with the subject.

Description:

The target is hit with a symbol of pain, greater dispel curse, disease, and a continueous spell effect like Protection from Evil, etcetera, as is appropriate. The target also is hit with 1 hit point of damage per their level. All effects are permanent, except for hit point damage. In addition, the target is covered with an aura that deceives others in their area to sense an alignment of the target's actually opposing alignment. The target is also under a permanent geas, serving the caster. Not even a Wish or Miracle can remove the geas, but they can remove the other effects.

However, two wishes after one another, or two miracles will undo the curse completely.

SurlySeraph
2008-09-22, 04:23 PM
@^: Hm. It would be best to specify exactly which spells you can use for "continuous spell effect like Protection from Evil," and to specify how the disease is determined (whether the caster chooses the disease or you roll on a table for it). Also, are you sure you want to cause "greater dispel curse" rather than "greater bestow curse"? Also, the hit point damage seems kind of superfluous, given how much else it does.

Stacking Greater Bestow Curse and Symbol of Pain means that this can give a character -12 to all attack rolls, skill checks, and ability checks. Depending on the disease, the character could also be blinded and/or take a good deal of damage to his stats. Using Greater Bestow Curse's "-12 decrease to an ability score" option and the right disease, you could quite easily give someone -15 to a stat. If you choose, say, INT on a fighter, this spell will make him comatose, bad at fighting, must follow an order you gave him that will likely make everyone around him think he's their enemy, AND may get everyone around him trying to kill him because of his alignment. And all of this is permanent until he can find someone who, despite his apparent alignment and likely helplessness, is willing to cast Wish on him twice. Following this interpretation, this is rather overpowered even for a 9th level spell.

If we negate the Greater Bestow Curse part, it's a much more reasonable spell. As is, however, it's too powerful.

ArlEammon
2008-09-22, 04:35 PM
@^: Hm. It would be best to specify exactly which spells you can use for "continuous spell effect like Protection from Evil," and to specify how the disease is determined (whether the caster chooses the disease or you roll on a table for it). Also, are you sure you want to cause "greater dispel curse" rather than "greater bestow curse"? Also, the hit point damage seems kind of superfluous, given how much else it does.

Stacking Greater Bestow Curse and Symbol of Pain means that this can give a character -12 to all attack rolls, skill checks, and ability checks. Depending on the disease, the character could also be blinded and/or take a good deal of damage to his stats. Using Greater Bestow Curse's "-12 decrease to an ability score" option and the right disease, you could quite easily give someone -15 to a stat. If you choose, say, INT on a fighter, this spell will make him comatose, bad at fighting, must follow an order you gave him that will likely make everyone around him think he's their enemy, AND may get everyone around him trying to kill him because of his alignment. And all of this is permanent until he can find someone who, despite his apparent alignment and likely helplessness, is willing to cast Wish on him twice. Following this interpretation, this is rather overpowered even for a 9th level spell.

If we negate the Greater Bestow Curse part, it's a much more reasonable spell. As is, however, it's too powerful.


I forgot to include a penalty for casting the spell. Unable to cast spells for one whole day. My grammar was bad though

Zeful
2008-09-22, 05:03 PM
Food of the Soul
Necromancy [Evil]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 10 minutes
Range: See text
Target: See text
Duration: Permanent
Saving Throw: Will negates (see text)
Spell Resistance: No (subject to change)
You draw part of another being's soul into your own, making you stronger... However the strength of the soul is a double-edged sword.

You may weaken another living being to empower yourself. Upon casting this spell you must specify a target by which you can identify without question that exists on the same plane as yourself. This can takes the form of scrying the target and pointing, or speaking the target's given name aloud. Failure to identify the target thusly causes the spell to fail. If the subject fails their saving throw you may impose any of the following penalties, to gain the associated benefit for yourself. The penalties and benefits stay until the subject is killed or dispelled.
Penalty:-2 max hp per caster level. Benefit: +2 temporary HP per level. This HP renews every day. Penalty:-1 to one ability score per four caster levels (max -5)Benefit:+1 profane bonus to the same ability score (max+5). Penatly:Loss of a subtype and all it's associated benefits (as per the monster manual) Benefit:Gain the subtype lost, and all it's associated benefits.
If the target makes the saving throw the immediately know your name and location relative to themselves. They also gain a +4 moral bonus to all their saves against your spells. They also take 15 less damage from any spell you cast that deals damage to them.

Kind of rough but what do you think?

AstralFire
2008-09-22, 05:19 PM
Curse Without A Name is too powerful for a 9th level spell. It is, in every respect, an actual save or permanently die.

thegurullamen
2008-09-22, 09:07 PM
Blah blah is too powerful for a 9th level spell.

Is that..can...can that happen?

Zeful
2008-09-22, 11:56 PM
Curse Without A Name is too powerful for a 9th level spell. It is, in every respect, an actual save or permanently die.

Except it can be defeated by roleplaying/monastic thought exercises. Just never think about where you are. If you don't think about were you are, there can't be a place you'd least like to be.

SurlySeraph
2008-09-23, 12:51 AM
I forgot to include a penalty for casting the spell. Unable to cast spells for one whole day. My grammar was bad though

Unconventional, but adds a lot to balance. The target is still utterly screwed, but at the cost of screwing over the caster. I'm not the best at balance, but that seems fair to me.

Matar
2008-09-23, 02:45 AM
Never made a spell before... might as well try. No idea if these are any good, advise for a newbie would be nice xD

"There is evil in this world that would make a holy man weep till the end of time. There are people in the multiverse that would make Paladins sick and vengful. And there are things that exist on the edge of reality that would make the wisest man insane. Let me help you see it all!"

See the Wicked
Transmutation/Divination [Evil]
Level: Sor/Wiz 6
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: One creature touched who's mental stats are above three.
Duration: Permanent
Saving Throw: Fort negates/Will Partial
Spell Resistance: Yes

Upon casting this spell you cover the targets body in hundreds of eye's. If the target succeeds it's Fort save then the spell is negated, but if it fails it falls victim to the this heinous spell. Every three rounds the target must roll a Will Save, if it succeeds it must make another roll three rounds later. However, if it fails the target sees countless unspeakable acts all across the multiverse in stunning clarity. The target loses one point of wisdom, and goes one step towards evil (If evil already, the target just loses one point of wisdom). This effect is permanent unless ether Remove Curse, Wish, or Miracle is used and beats the opposed caster level.


"You will help me. You will hurt, you will kill, and you will enjoy it. And if you don't? Then everything you love will burn.

Aid the Sinful
Enchantment [Evil] [Mind-effecting]
Level: Sor/Wiz 9
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Creature Targeted/Special
Duration: Permanent
Saving Throw: Will Negates
Spell Resistance: No

This spell doesn't harm the target, but instead it harms the targets loved ones. Every time the Target refuses an order given by the caster or willingly trys to harm the caster, the person the target cares for most takes 1d6*caster level (Max 5d6) in damage. This damage will continue every round until ether the caster is dead, the Target follows the order, or the Target stops attempting hostile action towards the caster. This spell can only be removed by ether a Remove Curse, Wish, or Miracle Spell that beats an opposed caster level check.

"Baalzebul will hold your tounge. Beg for help, and ask for harm. Speak your love, and mention hate. State your plight, and say your fine. Baalzebul will hold your tounge."

Lie like a Disciple
Necromancy
Level: Cleric/Favored Soul 5
Components: V, M
Casting Time: Ten minuets
Range: Special
Target: Creature Targeted/Spacial
Duration: One Week
Saving Throw: None
Spell Resistance: No

This spell can only completed if the Target has been rendered completely immobile. Using rare powders and herbs that cost no less then 200 GP, and by speaking the necessary chant for ten minuets after the herbs are applied the caster forces the Target to only tell lies. The target is unable to speak the truth under any circumstances, or even write it out. Any attempt to do so will result in writing or speaking a lie. All lies are given at a +30 to the bluff skill, making it almost impossible to decern if something is wrong with the Target. This effect is ended after ether one week, or when someone tells the target a secret truth that they have told no one else before. Anyone speaking to the Target of the spell for more then ten minuets may make a Will Save in order to notice something terribly wrong, and perhaps figure out what has befallen the target.

Kami2awa
2008-09-23, 03:37 AM
Mark of the Murderer

Enchantment
Level: Clr 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

The target is permanently marked in some way which draws horror and suspicion; possibly their hands are always covered in blood, horns grow from their head, the pupils of their eyes change to an evil symbol, etc. This means that very few beings who see the mark will trust the target and some will attack them on sight. The caster chooses the effect, which cannot be so severe to penalise abilities or dice rolls (except for any involving social interaction, e.g. Diplomacy).

The Mark cannot be dispelled but Remove Curse or Break Enchantment can remove it. The Mark can be used by characters of any alignment (it is not an Evil spell), but, obviously, Good characters should only use it on those who would deserve it (hence the spell name).

Component: Something from the target's body e.g. a hair, drop of blood etc. If the spell is used to mark the perpetrator of a crime, the caster may also add a body part from the victim (even if the victim is dead). If so, the target saves at -4.

AstralFire
2008-09-23, 05:50 AM
Is that..can...can that happen?

A spell with a permanent duration which cannot be undone by casting 'Miracle' or 'Wish' is usually a good contender, yes. The fact that it's very hard to nail with even a disjunction raises it up a few points. And you still take (plenty of damage) while being shifted around, so you probably immediately die upon finally being freed.

On a successful save, you're STILL shifted to another plane, as though someone had cast Gate right under your feet (a powerful 9th level spell in its own right.)


Except it can be defeated by roleplaying/monastic thought exercises. Just never think about where you are. If you don't think about were you are, there can't be a place you'd least like to be.

That should be mechanically represented by additional Will Saves to get out. Otherwise, it's flavor more than anything.

nhbdy
2008-09-23, 10:25 AM
Since you mentioned it, I just made one:

Bestow Curse, Greater
Necromancy
Level: Clr 6, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25’ + 5’ per 2 levels)
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

You place a curse on the subject. Choose one of the following three effects.
-12 decrease to an ability score (minimum 0).
-8 penalty on attack rolls, saves, ability checks, & skill checks.
Each turn, the target has a 10% chance to act normally; otherwise, it takes no action.
You may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow curse counters remove curse.

greater bestow curse was allready made, check book of vile darkness

Lysander
2008-09-23, 10:31 AM
Aid the Sinful
Enchantment [Evil] [Mind-effecting]
Level: Sor/Wiz 9
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Creature Targeted/Special
Duration: Permanent
Saving Throw: Will Negates
Spell Resistance: No

This spell doesn't harm the target, but instead it harms the targets loved ones. Every time the Target refuses an order given by the caster or willingly trys to harm the caster, the person the target cares for most takes 1d6*caster level (Max 5d6) in damage. This damage will continue every round until ether the caster is dead, the Target follows the order, or the Target stops attempting hostile action towards the caster. This spell can only be removed by ether a Remove Curse, Wish, or Miracle Spell that beats an opposed caster level check.

"Baalzebul will hold your tounge. Beg for help, and ask for harm. Speak your love, and mention hate. State your plight, and say your fine. Baalzebul will hold your tounge."


Would their loved one get the saving throw or would they? And does it require that their loved one be present?

---

Here are some petty spells. They don't have any use in combat and they don't kill or incapacitate your foe. They're just useful if you're a huge jerk.

Cycling Disease
Enchantment
Level: Necromancy 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes

Each day the subject's maximum normal health is lowered by one point until it reaches 1hp. Then their maximum health rises by one point until it gets back to normal, then begins to decrease once again, falling and rising endlessly. A remove curse spell will stop any downward cycling and cause their maximum health to rise 1 point a day until it reaches normal.

Embarrass
Enchantment
Level:6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Instant
Saving Throw: Will negates
Spell Resistance: Yes

The caster picks a specific time of any day within the next 30 days. At that precise moment the target randomly suffers a random effect as determined by a d6 roll:

1: Terrible stuttering for ten minutes
2: Pees pants
3: Vomits in the direction of the nearest member of the opposite gender
4: Loudly shouts a vulgar phrase
5: Diarrhea
6: All of the above

Destroy Eyebrows
Evocation
Level: 1
Components: V, S, M
Casting Time: 1 standard action
Range: 50 feet
Target: One creature per caster level
Duration: Instant
Saving Throw: Will negates
Spell Resistance: Yes

All affected people have their eyebrow hair burned off. This results in a -1 penalty to charisma rolls until their eyebrows grow back.

This spell cannot affect those without eyebrows.

Matar
2008-09-23, 04:48 PM
Would their loved one get the saving throw or would they? And does it require that their loved one be present?

Nope, would have said so if it did. Is it too strong for a level nine spell? Or too weak?

Zaphrasz
2008-09-23, 05:01 PM
The Curse Without a Name
Seems a lot like Eternity of Torture from the Book of Vile Darkness, which makes it's target immortal, helpless, senseless, in constant pain, and drained of all abilities scores except Constitution. Only downside is that you need the Pain domain, so not many people can cast it. Dungeons and Dragons has some evil stuff in it, but I haven't found anything worse than that one.