Curse Terrain, Supreme
Necromancy [curse, evil]
Level: Cleric */Oracle * 8, Druid * 8, Shaman * 8, Sorcerer */Wizard * 8, Warlock * 8
Components: V, S, M (the heart of a creature that dwelled in the area and powdered onyx worth 4,000 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 Seven unnatural hazards, each of CR 14 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 15 (for instance, two CR 13 hazards could be encountered together).
Remove Curse removes this curse only if followed by a casting of Hallow at the effect’s center, and then casting Disintegrate on each of the hazards before the next nightfall or midnight.
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.
Level: Cleric */Oracle * 8, Druid * 8, Shaman * 8, Sorcerer */Wizard * 8, Warlock * 8
Components: V, S, M (the heart of a creature that dwelled in the area and powdered onyx worth 4,000 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 Seven unnatural hazards, each of CR 14 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 15 (for instance, two CR 13 hazards could be encountered together).
Remove Curse removes this curse only if followed by a casting of Hallow at the effect’s center, and then casting Disintegrate on each of the hazards before the next nightfall or midnight.
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.
Spell | Minimum Caster Level | GP Cost |
---|---|---|
Lesser curse terrain | 9th | 2,500 gp |
Curse terrain | 11th | 7,500 gp |
Greater curse terrain | 15th | 17,500 gp |
Supreme curse terrain | 19th | 27,500 gp |