Curse

A Single Target Spell that Potentially causes a creature to take one of a selection of Curses.

Tier II - Underworld - Witchcraft

A Single Target Spell that Potentially causes a creature to take one of a selection of Curses.

Spell Tier II
Action Type Action
Mana Cost 2
Range 10 Meters
Requirements Voice, 1 Free Hand
Sustainable No
Spell Traits Audible, Visible

Effect: Choose a creature within range. That creature Must Roll a Wisdom Saving Throw, The DC is equal to the Caster’s Spell Save DC. If the creature fails the Saving Throw they receive the Curse of the casters choosing from the choices below.

Curse Effect
Bad Luck The creature receives -2 to all d20 Rolls until it succeeds on this Spell’s Wisdom Saving Throw at the end of one of their Turns.
Clumsiness The creature Critically Fails and drops all held items if it rolls a 1-5 on the d20 while making any physical Skill Rolls or Attacks until it succeeds on this Spell’s Wisdom Saving Throw at the end of one of their Turns.
Daftness The creature receives -4 to Insight and all Mental Skill Rolls until it succeeds on this Spell’s Wisdom Saving Throw at the end of one of their Turns.
Weariness The Creature has its Maximum Stamina Reduced by 2(to a minimum of 1) until it succeeds on this Spell’s Wisdom Saving Throw at the end of one of their Turns.

Overpower: The Caster may spend 1 additional Mana to Increase the Range of this spell by 5 Meters,

Or Increase the DC to resist this Spell’s Effect by 2,

Or Curse an additional Creature within Range.