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<blockquote data-quote="EarlyBird" data-source="post: 7239128" data-attributes="member: 6899077"><p>The relief on the magistrate's face is plain, as everyone agrees to the parole terms. He mounts quickly and has a watchman bring a prisoner wagon around to use as a quicker way of getting to the sages home. He apologizes as you are unshackled and loaded into the vehicle.</p><p></p><p>The ride is truly a bumpy one as you travel along the cobblestones of the city. At the odd speed there is no time for conversation, just a lot of swearing and hanging on for dear life. When the wide ride is finally over, you are a bit sore and more than a little frazzled.</p><p></p><p>The stone two story dwelling is unremarkable and slightly run down. The grounds before the home hold a short garden, choked with weeds, but still growing a variety of herbs and wildflowers. Inside the house has the feel of an old home that hasn't been lived in for half a century. Everything has a small layer of dust except the stairs leading to the second level. It is these steps that the magistrate climbs and beckons you all to follow. He opens a well oiled door at the top of the steps into a grand chamber...</p><p></p><p style="text-align: center">[ATTACH]89170[/ATTACH]</p><p></p><p>The room is a cornucopia of magical treasure. Items adore the walls, floor and ceiling. An old human man sits behind a huge table waving his hands over something that glows to bright to tell what it is. A large almost plain chest (compared to the items in the room), sits open in the middle of the floor. <span style="color: #800000">"Your weapons and other gear are there."</span> the magistrate tells you as you fan out in front of the table. And everything is there, except for Zaleyka's rapier. </p><p></p><p>Before she can demand it, the sage speaks up. <span style="color: #0000CD">"Your weapon had <em>his</em> blood on it. Blood I could use to learn more about him, even perhaps find him."</span> The glowing dies down and the drow's rapier sits upon the table looking brand new.</p><p></p><p><span style="color: #0000CD">"I have learned so much about Mad Merrim from the blood magic. But you aren't here for that you wish to know about the spell, the one that steals away your magic. Or failing that turns you into a walking candle stick. Ha ha. Yes, yes I know the spell, I have found out all about the <em>Curse of Forgetfulness</em>."</span></p><p></p><p>[ooc]So here is the spell, which of the course of the next half hour or so he will tell you about. Figured you could read this and then ask your questions about it from there. [/ooc]</p><p></p><p>[sblock=New Spell]</p><p>Curse of Forgetfulness</p><p>8th-level enchantment</p><p></p><p>Casting Time: 1 action</p><p>Range: 60 feet or touch</p><p>Components: V, S</p><p>Duration: delayed 1d4 rounds, then cursed until removed</p><p></p><p>By means of this spell, the wizard bestows a special curse on another creature that destroys their innate magical ability to cast spells. Lost cantrips cannot be relearned and lost spell slots may not be regained, although new slots through leveling may be obtained.</p><p></p><p>When this spell is cast all creatures in a 30' radius from the target must make a CON save or become infected as follows:</p><p>- Starting round 1 the target is affected as if faerie fire were cast upon them. </p><p>- Then 1d4 rounds later they lose a random cantrip they know. (Use the d4 as the way to randomly determine which) And the faerie fire ends.</p><p>- Every 5 days afterward they roll another save or lose an additional random cantrip or a spell slot of the lowest level they can cast. This continues until they lose all magical ability. Leveling up is a way to gain spell levels and new cantrips, but they will be vunlerable to the curse when it comes around once more.</p><p>-A creature touched by the caster has disavantage on their CON save. Normal melee attack.</p><p></p><p>A creature that succeeds on their save or has no innate spellcasting ability is lightly faerie fire (equivalent of a candle), until the curse is removed. This has no mechanical effect on the character like the spell does, they simple glow as bright as a candle. And since the curse is not feeding off the targets magical energy a remove curse or greater restoration spell works as normal.</p><p></p><p>A remove curse cannot remove this affliction as it feeds and gains strength, only a greater restoration spell cast with a lvl 8 slot, or a wish spell may remove the curse. And does so one target at a time. The reverse of this spell <em>Bestow Remembrance</em> will remove the curse from every person in a 30' radius under the effects of a <em>Curse of Forgetfulness</em> spell. All knowledge of lost cantrips or innate magical ability is restored to the target.[/sblock]</p></blockquote><p></p>
[QUOTE="EarlyBird, post: 7239128, member: 6899077"] The relief on the magistrate's face is plain, as everyone agrees to the parole terms. He mounts quickly and has a watchman bring a prisoner wagon around to use as a quicker way of getting to the sages home. He apologizes as you are unshackled and loaded into the vehicle. The ride is truly a bumpy one as you travel along the cobblestones of the city. At the odd speed there is no time for conversation, just a lot of swearing and hanging on for dear life. When the wide ride is finally over, you are a bit sore and more than a little frazzled. The stone two story dwelling is unremarkable and slightly run down. The grounds before the home hold a short garden, choked with weeds, but still growing a variety of herbs and wildflowers. Inside the house has the feel of an old home that hasn't been lived in for half a century. Everything has a small layer of dust except the stairs leading to the second level. It is these steps that the magistrate climbs and beckons you all to follow. He opens a well oiled door at the top of the steps into a grand chamber... [CENTER][ATTACH=CONFIG]89170._xfImport[/ATTACH][/CENTER] The room is a cornucopia of magical treasure. Items adore the walls, floor and ceiling. An old human man sits behind a huge table waving his hands over something that glows to bright to tell what it is. A large almost plain chest (compared to the items in the room), sits open in the middle of the floor. [COLOR=#800000]"Your weapons and other gear are there."[/COLOR] the magistrate tells you as you fan out in front of the table. And everything is there, except for Zaleyka's rapier. Before she can demand it, the sage speaks up. [COLOR=#0000CD]"Your weapon had [I]his[/I] blood on it. Blood I could use to learn more about him, even perhaps find him."[/COLOR] The glowing dies down and the drow's rapier sits upon the table looking brand new. [COLOR=#0000CD]"I have learned so much about Mad Merrim from the blood magic. But you aren't here for that you wish to know about the spell, the one that steals away your magic. Or failing that turns you into a walking candle stick. Ha ha. Yes, yes I know the spell, I have found out all about the [I]Curse of Forgetfulness[/I]."[/COLOR] [ooc]So here is the spell, which of the course of the next half hour or so he will tell you about. Figured you could read this and then ask your questions about it from there. [/ooc] [sblock=New Spell] Curse of Forgetfulness 8th-level enchantment Casting Time: 1 action Range: 60 feet or touch Components: V, S Duration: delayed 1d4 rounds, then cursed until removed By means of this spell, the wizard bestows a special curse on another creature that destroys their innate magical ability to cast spells. Lost cantrips cannot be relearned and lost spell slots may not be regained, although new slots through leveling may be obtained. When this spell is cast all creatures in a 30' radius from the target must make a CON save or become infected as follows: - Starting round 1 the target is affected as if faerie fire were cast upon them. - Then 1d4 rounds later they lose a random cantrip they know. (Use the d4 as the way to randomly determine which) And the faerie fire ends. - Every 5 days afterward they roll another save or lose an additional random cantrip or a spell slot of the lowest level they can cast. This continues until they lose all magical ability. Leveling up is a way to gain spell levels and new cantrips, but they will be vunlerable to the curse when it comes around once more. -A creature touched by the caster has disavantage on their CON save. Normal melee attack. A creature that succeeds on their save or has no innate spellcasting ability is lightly faerie fire (equivalent of a candle), until the curse is removed. This has no mechanical effect on the character like the spell does, they simple glow as bright as a candle. And since the curse is not feeding off the targets magical energy a remove curse or greater restoration spell works as normal. A remove curse cannot remove this affliction as it feeds and gains strength, only a greater restoration spell cast with a lvl 8 slot, or a wish spell may remove the curse. And does so one target at a time. The reverse of this spell [I]Bestow Remembrance[/I] will remove the curse from every person in a 30' radius under the effects of a [I]Curse of Forgetfulness[/I] spell. All knowledge of lost cantrips or innate magical ability is restored to the target.[/sblock] [/QUOTE]
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