Spell
Curse of Ill-Fated Fortune
REG-CMNI5CUK
Spell
Curse of Ill-Fated Fortune
Spell Briefing
Level
Unsorted
Casting Time
1 hour
Range
Special
Components
V, S, M (a discarded piece of the target's equipment, a splinter of bone, and a collection of dice worth 800+ GP, all of which the spell consumes 80000 true)
Duration
Permanent
This spell curses a creature with lethal bad luck. The target must make a Dexterity saving throw.
Successful Saving Throw
On a successful save, the target takes 3d10 Thunder damage and is aware it was targeted by a curse. Additionally, the creature has Disadvantage on the first D20 Test it makes in the next 1 minute.
Initial Effect
On a failed save, the creature takes 7d10 Thunder damage and is cursed.
Triggering Event
The next time the target walks through a doorway, the target stubs its toe or bashes its head, and the curse advances to Stage 1.
Stage 1
The cursed creature falls victim to minor inconveniences and bad luck. Shops it wishes to visit close just as it arrives, and its equipment breaks at inconvenient moments.
Stage 2
The cursed creature becomes a beacon of bad luck as otherwise harmless setbacks become increasingly dangerous. Objects constantly seem to be placed in the creature's way. Additionally, the cursed creature has Disadvantage on Dexterity ability checks and saving throws.
Stage 3
The cursed creature becomes dangerously prone to accidents, as even the simplest tasks have unforeseen life-threatening consequences. The cursed creature has Disadvantage on Initiative checks, its Speed is reduced to 10 feet, and it has the Prone condition if it misses an attack roll.
Culmination
The cursed creature twists into a deformed figure and becomes a Herald of Calamity.