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Necromancy | |
Level: | Bard 6, Druid 9 |
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Components: | V, S, M |
Casting time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One creature |
Duration: | Permanent |
Saving Throw: | Fortitude partial |
Spell Resistance: | Yes |
Too bright. Too loud. Too heavy. Too hot. Too itchy. Help... me....
The target is cursed to experience everything in its extremes. On a failed Fortitude save, all morale bonuses and penalties are doubled, and the target takes a -4 penalty against emotion-altering effects. In addition their body suffers from injuries and even simple touch in excess. Touching the creature at all deals 4d6 points of non-lethal damage. If it is an attack, the creature takes an amount of non-lethal damage equal to the damage they are taking (or 4d6, if higher).
- In normal or brighter light, they must make a Fortitude save or become blinded for as long as they are exposed. In shadowy illumination, they are instead dazzled.
- Creatures speaking normally within 30 ft forces a Fortitude save against deafness for as long as they are exposed. Shouting creatures and the sounds of battle effect them within 60 ft, and soft noises whispers within 15 ft.
- They are treated as being encumbered with a weight one category heavier (normally Medium encumbrance). Only by dropping under 1/2 their light weight limit do they avoid this effect.
- The creature benefits from scent, but any smells within 30 ft render them sickened, and within 5 ft renders them nauseated if they fail a Fortitude save. This lasts as long as they are exposed. In addition if they eat or drink anything the taste also forces a save as if they were exposed to a scent within 5 ft.
On a successful save against the spell itself, the effect lasts only 1 round.
Material Component: A ghost pepper.
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