Curse of Death

Rank 5FocusUncommonRemaster
Range30 feet
Target1 creature
Durationsustained up to 1 minute
DefenseFortitude

Your patron wraps a hand around your target's heart. The target must attempt a Fortitude saving throw. Regardless of the result, the target is temporarily immune to all curses of death for 1 day.


Critical Success The target is unaffected.

Success The target is afflicted with the curse of death at stage 1, and the stage of the curse can't increase beyond stage 1.

Failure The target is afflicted with the curse of death at stage 1.

Critical Failure The target is afflicted with the curse of death at stage 2


Curse of Death (curse, death, void) This curse ends when the spell ends

Stage 1 scaling d6 void damage and Fatigued (1 round)

Stage 2 scaling d6 void damage and fatigued (1 round)

Stage 3 scaling d6 void damage and fatigued (1 round)

Stage 4 death


Heightened (+1) Increase the void damage taken on a success and during the first three stages of the curse by 1d6.

Traits

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Curse

A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.

Death

An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.

Focus

Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.

Hex

A hex is a spell caused by your patron's direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Void

Effects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy.

Witch

This indicates abilities from the witch class.