Passage of the Cursed

Passage of the Cursed (ritual)
6th-level conjuration
Casting Time: 1 action
Range: 10 feet
Components: V, M (A skull, a ruby worth 1GP, and a drop of blood from a murder victim, optional: heart of a creature slain by the caster)
Duration: Until the end of the caster's next turn
 

Description:

This spell, originating from Xarax the Persistent, creates a one-way ethereal gateway between two points on the same plane. If the optional heart of a creature slain by the caster is used, the gate becomes two-way. The caster and others can pass through before it closes at the end of the caster's next turn. Each portal with the two way variant will be given a name by the caster, and that is how they are able to open the portal each time it’s used after the first. Speak the word within 10 ft of the portal’s location and it opens until the end of your next turn.  
Dread Curse Mechanics:
Upon using the gate, individuals are afflicted with a profound curse, instilling deep-seated dread and haunting visions. The curse does not fade naturally and can only be lifted by a successful Wisdom save against the caster's spell save DC whenever they attempt a long rest. Alternatively a remove curse, greater restoration, or a wish spell may remove the Dread Curse. Until then, afflicted individuals experience disadvantage on all ability checks and saving throws due to their disturbed state. During their long rest attempts while afflicted with the Dread Curse, they must succeed on a Wisdom saving throw or suffer a night of tormented sleep, gaining no rest benefit. Only one additional rest attempt is allowed in a 24-hour period. Each failed attempt takes an amount of time equal to half a long rest.  
Incursion Mechanics:
Repeated casting of this spell in the same vicinity weakens the barriers between the material world and the Far Realm. This weakening can manifest as small, erratic portals that sporadically appear and disappear, each releasing bizarre and otherworldly creatures into the material plane. These creatures, ranging from minor aberrations to more formidable entities, are often disoriented and aggressive, leading to unpredictable and dangerous encounters. The area around these portals may also exhibit strange environmental effects: warped gravity, altered time flow, or reality distortions, challenging the adventurers' perception and sanity. As the frequency of the spell's use increases, so does the size and stability of these portals, potentially leading to a large-scale Far Realm incursion if left unchecked.


Cover image: A strange planet this way floats. by magejosh with DALLE3

Comments

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Jan 3, 2024 21:50 by Ruby O'Degee

I appreciate that you used specific details including the information about the "variant."

Stories that keep me guessing about where the monsters are hiding. Under my bed or in my head?
Jan 4, 2024 12:37 by mage josh

Glad you liked it! Yeah I want my fantasy world to have plenty of clearly Evil enemies that there are really no ethical issues attacking. You have to have a bad guy in order to have heroes stand up to them. I could totally see a dark wizard or cleric using a spell like this and not caring at all how bad their own people feel after using the gateway. Likely intentionally using this spell over the course of days and weeks in guerilla raids with the express purpose of actually just causing the Incursion threats to begin kicking in. Possibly as a means of farming monsters to acquire for BBEG "uses" you know, like you do.