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Curse of the Spirit OrchestraSpell 7


UncommonConjurationCurseMisfortune
Source
Traditions Occult
Cast Two Actions (somatic, verbal)
Range 30 feet
Target 1 creature
Duration varies
Saving Throw Will

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

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Conjuration

Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, teleportation, or moving things from place to place.

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.

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.