New Spell: DIE ALONE

Three Faces of Oblivion

The Three Faces of Oblivion
Transmutation
Level: Sor/Wiz 7
Components: V, F
Casting Time: Full Round Action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: Permanent
Saving Throw: Fort partial (see text)
Spell Resistance: Yes

This spell inflicts a nearly inescapable curse that blinds, deafens, and mutes the character, causing his eyes and ears to seal up and his tongue and vocal chords to wither away. Creatures who sense or speak without the relevant organ are immune to that specific effect of the spell.

The target must make three fortitude saves, one against each effect, and does not suffer that effect immediately on a successful save. If even one save is failed, the target is cursed, as described below. If all three saves are successful, the target is not affected by the spell at all.

A creature affected by this curse is affected as described above, plus the debilitating effects will return one day after being cured unless the curse is removed. To remove the curse, all three of the debilitating effects must be removed, then the target must be affected by Break Enchantment, Limited Wish, or Remove Curse. Alternatively, the target can be affected by a single Wish or Miracle spell.

A Remove Curse or Break Enchantment spell will suppress (but not cure) all of the debilitating effects for one day. A Lesser Restoration spell, or any other restoration spell, will cure the muteness effect.

Focus: Three masks of white clay or porcelain, one without eyes, one without ears, and one without a mouth.
 
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I wonder if "Will(Special)" was intended, and that you save separately for each effect.

I might suggest a tweak that would make it even more diabolically wicked; make an effect take a day to reset itself after being cured. And make a remove curse neutralize the spell for a day.

In other words, make the characters use as many spells as possible, over as long a time as possible, to end the curse. If they require NPC assistence, they will have to go back again and again to get it.

In other words, weakening the curse actually makes it more annoying. :D
 






Legs Fall Off
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: Full Round Action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

The target creatures legs painlessly fall off at the hips without causing damage. The creature cannot regain their legs except with a Regeneration spell or similar effect. The creatures land speed is reduced to 5 feet, and the creature cannot run. Creatures whose land speed was 10 feet or less before being affected by this spell must take a full round action to move five feet. The creature is considered prone in regards to combat modifiers.
 

Die alone still has some problems, I think. A wizard could cast it on himself, waltz past any number of guards and steal everything from the royal treasury. One dispel magic later and he is home free.

Three faces of oblivion should have the saving throw ambiguity clarified; I conjecture you save once for each of the three effects- is that correct? It seems, too, that a heal plus a remove curse should fix everything. If the conditions are being addressed separately, I would suggest that a cure disease be able to treat the muteness. It's of the same level of power as remove blindness/deafness.

Despite these nit-picks, I compliment you on your work. Very creepy spells, very original, very yoink-worthy.
 

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