Curse of the Spirit Orchestra

Rank 7UncommonoccultLegacy
Range30 feet
Target1 creature
Durationvaries
DefenseWill

You summon an Invisible, insubstantial group of extraplanar musicians who follow the target and play distracting music to hinder its actions. The music the musicians play is as inappropriate to the action as possible (for example, loud drumbeats as the target tries to Sneak or silly children's songs when the target tries to orate in a serious manner). The musicians can't be reasoned with or harmed.


Critical Success The target is unaffected.

Success Until the start of your next turn, the target must roll twice and use the worse result when it attempts a Diplomacy, Intimidation, Performance, or Stealth check. When the target rolls a critical success on any skill check, it gets a success instead. When the target rolls a failure on any skill check, it gets a critical failure instead.

Failure As success, but the duration is 1 hour.

Critical Failure As success, but the duration is unlimited.

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.

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.

Misfortune

A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.