Curse Terrain, Greater

Necromancy [curse, evil]
Level: Cleric */Oracle * 6, Druid * 6, Hunter * 6, Shaman * 6, Sorcerer */Wizard * 6, Warlock * 6
Components: V, S, M (the heart of a creature that dwelled in the area and powdered onyx worth 1,500 gp)
Casting Time: 10 minutes
Range: touch
Area: 5-mile radius emanating from the touched point
Duration: 1 day (D)
Saving Throw: None
Spell Resistance: no
  By touching the ground, you curse the land with up to six unnatural hazards, each of CR 10 or less (see Horror Hazards. The hazards must be appropriate to the type of terrain (at the DM’s discretion). Any of the hazards that are rendered safe reset themselves and become dangerous again at each midnight.
  Though this makes the hazards appear frequently, their manifestations are still unpredictable-you can't control when the hazards begin or end, nor where they appear within the cursed terrain. If any hazards are encountered together, the encounter’s effective CR from hazards must be no more than 11 (for instance, two CR 9 hazards could be encountered together).
  Remove Curse removes this curse only if followed by a casting of Hallow at the effect’s center.
  Curse terrain spells can be made permanent with a permanency spell. The minimum Caster Level and gp cost are shown on the table below. The spell is still dismissable if made permanent.
 
SpellMinimum Caster LevelGP Cost
Lesser curse terrain9th2,500 gp
Curse terrain11th7,500 gp
Greater curse terrain15th17,500 gp
Supreme curse terrain19th27,500 gp

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