Malediction

Potentially causes a creature to become affected by one of the Witch’s or Warlock’s Curses.

Tier III - Underworld - Witchcraft

Causes a creature to suffer the effects of your Malediction, a powerful curse with destructive intent.

Spell Tier III
Action Type Action
Mana Cost 3
Range 25 Meters
Requirements Voice, 1 Free Hand
Sustainable No
Spell Traits Audible, Visible

Target: A creature within Range.

Effect: The targeted creature Must Roll a Wisdom Saving Throw, The DC is equal to the Caster’s Spell Save DC. 

Failure: If the creature fails the Saving Throw they receive the Curse of the casters choosing from the choices below. 

Malediction

Effect

Rotten Luck

The creature suffers a -4 penalty to all d20 Rolls until it succeeds on this Spell’s Wisdom Saving Throw at the end of one of their Turns or the Spell is no longer being Sustained.

Incompetence

The creature Critically Fails and drops all held items if it rolls a 1-8 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 or the Spell is no longer being Sustained.

Idiocy

The creature receives -6 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 or the Spell is no longer being Sustained.

Exhaustion

The Creature has its Maximum Stamina and Might Reduced by 5(to a minimum of 1) until it succeeds on this Spell’s Wisdom Saving Throw at the end of one of their Turns or the Spell is no longer being Sustained.

Success: If the creature succeeds on the Saving Throw they are unaffected.

Overpower: The Caster may spend 1 additional Mana to: 

Increase the Range of this spell by 5 Meters, 

Or 

Add 2 to this instance of the Spell’s Save DC, 

Or 

Spend 3 Additional Mana to Apply a second Malediction to the same Target.