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Curse Break spell v1 (SSDK Materials)

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Sep 14th, 2017
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  1. Curse Break
  2. Oracle 4
  3. Transmutation [Curse]
  4. Casting Time: 1 Standard action
  5. Components: V, S
  6. Duration: 1 minute/level
  7. Range: Touch
  8. Target: One character with the Oracle's Curse class feature
  9. Saving throw: Fortitude negates, see text Spell resistance: yes
  10.  
  11. You reach into the very essence of the mysterious forces granting you your powers, and temporarily break your own Oracle's Curse; by sacrificing some of the powers you normally gain from bearing it, you twist the burden they have placed upon you into a fearsome boon.
  12.  
  13. When casting this spell, choose either mystery or spells. If you choose Mystery, for the duration of this spell the target becomes unable to benefit from or use its Revelations (as well as other class features granted by archetypes that replace revelations, such as a Warsighted's Martial Flexibility). If you choose Spells, for the duration of this spell the target becomes unable to cast any spells granted to him by the class granting him the Oracle's Curse class feature (usually Oracle).
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  15. For the duration of this spell, the negative effects of the target's Oracle's Curse are lifted, and they gain the benefits of a normally negative curse. Choose one of the options as per Bestow Curse; you gain the penalties listed in this spell as a bonus instead (a +6 increase to an ability score, +4 to attack rolls, saves, ability checks and skill checks, a 50% chance each turn to gain an extra standard action). You may also design your own curse using Bestow Curse as a guideline, or choose one of the Oracle Curse-themed options below (per GM fiat, these may only be available to characters with a fitting Oracle's Curse):
  16. NOW I SEE - The veil clouding your eyes is lifted, and those around you are forced to bear the burden instead. All creatures who come within Close range of you must make a Fortitude save or be struck blind for the duration of the spell.
  17. TEMPORAL INSIGHT - Your vision pierces the future, allowing you to take action before others have even thought to move. You always go first in the initiative order, and you gain a +4 bonus to Reflex Saves.
  18. THE SPIRITS' WRATH - Your inner ghosts are unleashed upon your foes. You materialize a malevolent spirit that violently haunts the area around you; the malevolent spirit uses your statistics and adds the Ghost template, replacing the Rejuvenation ability with Regeneration 5 (the Regeneration cannot be disabled by any means except waiting until the spell expires). The spirit attacks any creature except yourself that comes within Close range of you without regard for friend or foe; if there are no creatures within Close range of you, it remains within Close range of you and attacks the nearest enemy from range.
  19. THE SLOWNESS - As you gain a spring in your step, everyone around you grinds to a halt. All squares adjacent to you count as difficult terrain, and all creatures who begin their turn within Close range of you must make a Will save or be forced to stand in place, unable to move by any means for 1 turn.
  20. DEVOURING CONSUMPTION - The path to Abaddon is swung wide open. Whenever you deal lethal hit point damage, you also deal an additional number of nonlethal hit points equal to 1/2 the damage you dealt as bonus damage.
  21. WORDS HAVE MEANING - You have deciphered the gibberish of your cursed speech - now, every last word becomes infused with power. All creatures within Close range of you must make a Will save every time they speak or use any language-based or sonic ability or effect; failure means a Primal Magic Event occurs. You are not immune to this effect, but when you would trigger this effect you may choose to either roll for a Primal Magic Event twice and pick either, or roll normally for a Primal Magic Event and then choose whether to attempt a Will save or not when the result of that roll is revealed.
  22. ALL BUT THE SONG - The sound has returned, and yours is the only voice that shall grace your presence. The area within Close range of you is affected as per Silence, except you can still speak and use sonic or language-based effects, and those inside the area are not immune to these effects when created by you.
  23. THE FAIREST OF THEM ALL - The horrific visage you're normally forced to bear has been cast off - now, none shall surpass your beauty. Any creature that starts its turn within Close range of you must make a Fortitude save, or take 1d3 Charisma damage. Every time a creature fails its save and takes Charisma damage from this effect, you gain a cumulative +1 Enhancement bonus to Charisma.
  24. THE MAW - Your hunger knows no end, and animates as the terrifying all-devouring spectre of your disembodied mouth. Your mouth leaves your face and becomes an enormous gnashing, cackling maw, that attacks all creatures (except you) within Close range of you. It deals 1d6 points of damage per 2 caster levels of this spell and causes its target to become Shaken for 1d4 rounds, and every round it can make attack 1 target per 5 caster levels; a successful Reflex save halves the damage received, and negates the Shaken condition. Once per turn as a Move action, you can direct the Maw to attack a target within Medium range; if you do not direct it, it selects targets randomly. The Maw cannot be damaged, destroyed or targeted; it is simply a manifestation of the spell affecting you. Your ability to speak or use language-dependent effects is not affected by your mouth being disembodied.
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  26. This spell cannot be dispelled by Dispel Magic, but can be affected by Remove Curse or any other effect that could target an effect created by Bestow Curse. Curse Break counters both Remove Curse and Bestow Curse.
  27.  
  28. Curse Break, Greater
  29. Oracle 8
  30. Transmutation [Curse]
  31.  
  32. This spell functions as Curse Break, except you may use the effects of Greater Bestow Curse as benefits. Alternately, you may use two options available as per Curse Break instead.
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