Curse of Damned Aging (TP)
Grim Hollow: Campaign Guide p. 25 (Third Party)
- Level
- 4
- School
- Necromancy
- Casting Time
- 1 hour
- Range
- Self
- Components
- V, S, M (a childhood possession of the target, a pint of blood, and a Shadowsteel stopwatch worth at least 1,000 gp, all of which the spell consumes)
- Duration
- Until cured
- Classes
- Curse (Grim Hollow), Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Description
This spell curses a creature on the same plane of existence as you with withering and horrific aging. The target must make a Strength saving throw against the spell's DC, which is modified by the Curse Strength Table. On a successful save, the target becomes aware that somebody attempted to curse them. On a failed save, the target becomes cursed and is unaware of this. Upon the completion of this curse's triggering event, the target automatically advances to stage 1 of this curse.
Triggering event: The next time the target changes clothing, they find multiple wrinkles, grey hairs and liver spots they did not previously have.
Stage 1: The cursed creature is compelled to rest when the occasion permits it, becoming lethargic and lazy.
Stage 2: The cursed creature becomes feeble as their muscle mass begins to deteriorate. The cursed creature has disadvantage on Strength saving throws.
Stage 3: The cursed creature starts to age rapidly, becoming decrepit. The cursed creature's Strength score becomes 6, unless it was already lower.
Culmination: Upon failing the final escalation check, the cursed creature twists into a deformed figure and becomes a Body Snatcher. If the creature is a player character, they become an NPC under the GM's control.
Escalation: Escalation represents the curse gaining power as time goes on. At dawn once a day, a cursed creature must make an escalation check to see if their curse escalates. To pass, a creature needs to roll an unmodified d20, and obtain a score greater than the number of checks they have made on this stage. On a failed save, the cursed creature applies the effects of the next stage of the curse, in addition to any previous stages. For example, a creature who has just been cursed makes an escalation check the following dawn. They must roll greater than a 1. The next day the DC will increase to 2, and so on. If, on the 5th dawn, they roll a 5 or less, the curse escalates to the second stage. They apply any new effects and reset the DC to 1.
Curing: Once they have begun, curses are notoriously difficult to cure. Many adventurers have fallen to a curse before they were able to gather the components to cure it. As a result, it is not unheard of for traveling mystics to carry multiple curing ingredients with them, to sell for exorbitant prices. To cure a curse, a cursed creature must be targeted with the remove curse spell. In addition, a number of cure components are required equal to the number of stages their curse has escalated to. For example, a curse that has escalated to stage 3 requires 3 cure components as well as a remove curse spell. The following items outline a number of cure components that can be found within the world of Etharis. A GM can include additional components based on their setting, campaign story or game mechanic they wish to include.
- Hag's promise. A potion brewed by hags, purposely named confusingly.
- A strand of hair from the lost but not found. From a pillow or other possession of a lost person.
- A twice-murdered raven. A raven that has been killed, resurrected, then killed again.
- The highest pinecone of a forest. Found with a lot of climbing.
- A clock which runs backwards. Casting slow and haste on a timepiece will cause it to tick backwards.
- A black pearl, harvested but a week ago.
- Found with a lot of swimming.
- A book that has never been read. From a publisher or printing press.
- A rose that grows in darkness but not sunlight. A rare flower known as a Black Rose.
- A life willingly given. Someone willing to sacrifice themself to cure the cursed.
- Wish. A wish granted by a spell or entity.