Curse

Attunement Requirements:

21 Occult - 3 Attunement Slot

Casting Information:

Available Casts: 1

Action Point Cost: 4 AP

Range/Area: Touch

Components: V, S

Duration: Until Dispelled

Magic Attribute: Occult

Attack/Save: Occult Save

Spell Description:

You touch a creature, and that creature must succeed on a Occult saving throw or become cursed. When you cast this spell, choose the nature of the curse from the following options:

Weakness: Choose one attribute. While cursed, the target has disadvantage on ability checks, saving throws, and attacks made with that attribute score.

Lethargy: While cursed, the target has disadvantage on attack rolls.

Inaction: While cursed and in combat, the target must make a Occult saving throw at the start of each of its turns. If it fails, it expends all of its action points that turn doing nothing.

Necrosis: While the target is cursed, the target is Withered, and cannot regain Vitality.

At the GM’s discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

A Transfer Curse or Rebirth spell will end this spell.

Curses are meant to be anathema to an individuals sense of willpower, stripping them of their strengths, or their ability to act as they desire.