Accursed Spells

by dArtagnan

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Accursed Spells

Feebleform

8th-level transmutation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a leather pouch filled with bones)
  • Duration: Instantaneous
  • Classes: Bard, Druid, Warlock, Wizard

Drain the strength and vitality of a creature, attempting to render it an emaciated shriveled husk. The target takes 4d6 necrotic damage and must make an Constitution saving throw.

On a failed save, the creature's Strength and Dexterity scores become 1. The creature can't resist the weight of its own body and collapses prone if not help up by some external force. The creature in unable to climb, fly, or swim, can only drag itself 5 feet per turn, and has a carrying capacity of 0 lb.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by greater restoration, heal, or wish.

Lethargy

4th-level necromancy


  • Casting Time; 1 action
  • Range Touch: Touch
  • Components: V, S, M (a valerian root)
  • Duration: Permanent
  • Classes: Druid, Ranger, Warlock, Wizard

You touch a creature, and that creature must succeed on a Charisma saving throw or become cursed for the duration of the spell. While cursed, the target cannot take the Dash action, travel faster than a slow pace and must rest 50% longer to complete a long rest.

A remove curse spell ends this effect.

Creatures that do not need to sleep aren't affected by this spell.

Nyctophobia

3rd-level necromancy


  • Casting Time; 1 action
  • Range Touch: Touch
  • Components: V, S, M
  • Duration: 24 hours
  • Classes: Druid, Warlock

You touch a creature, and that creature must succeed on a Charisma saving throw or become cursed for the duration of the spell. While cursed, the target loses any ability magical or otherwise to see in the dark. While a creature is in dim light or darkness, it is frightened.

A remove curse spell ends this effect.

Creatures with blindsight aren't affected by this spell.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration increases to 1 week. If you cast this spell using a spell slot of 7th level, the duration increases to 1 month. If you cast this spell using a spell slot of 8th level, the duration increases to 1 year. If you cast this spell using a spell slot of 9th level, the spell lasts until it is dispelled.

Poppycock

2nd-level enchanctment


  • Casting Time; 1 action
  • Range Touch: 20 feet
  • Components: V, S, M (a shredded tome)
  • Duration: 24 hours
  • Classes: Bard, Cleric, Warlock, Wizard

A creature within range must make a Wisdom saving throw or have their words muddled for the duration of the spell. While under the effects of this spell, the target can only speak gibberish.

Any attempts to discern the meaning of their speech, magical or otherwise, will fail as will any and all spells with verbal components that the target attempts to cast. Though, their thoughts are still in order, and as such any form of telepathic communication will be unaffected.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration increases to 1 week. If you cast this spell using a spell slot of 6th level or higher, the duration increases to 1 month. If you cast this spell using a spell slot of 8th level, the duration increases to 1 year. If you cast this spell using a spell slot of 9th level, the spell lasts until it is dispelled.

Sun's Scorn

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a mixture of gold and sulfur worth 500 gp which is consumed)
  • Duration: Permanent
  • Classes: Cleric, Druid

You touch a creature, and that creature must succeed on a Charisma saving throw or become cursed for the duration of the spell. While cursed, if the target stands in sunlight it has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Furthermore, if they start their turn in direct sunlight, they take 1d6 radiant damage.

A remove curse spell ends this effect.

Creatures that resist radiant damage make their saving throw with advantage, but lose that resistance if they fail. Creatures immune to radiant damage aren't affected by this spell.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage for starting one's turn in sunlight increases by 1d6 for each slot level 2nd.



Credits

Designed by d'Artagnan on DriveThru RPG, /u/dArtagnanDnD on reddit, dArtagnanDnD on patreon, dArtagnanTT on tumblr, and dArtagnanDnD on Twitter.

  • Made with "GM Binder".
  • Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast, under the Fan Content Policy