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Mariner's CurseSpell 5


NecromancyCurse
Source Pathfinder Core Rulebook
Traditions Arcane, Occult, Primal
Cast Two Actions (somatic, verbal)
Range touch
Target 1 creature
Saving Throw Will

You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save.


Critical Success The target is unaffected.

Success The target becomes Sickened 1. Reducing its Sickened condition to 0 ends the curse.

Failure The target becomes Sickened 1 and can't reduce its Sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is Sickened and on the water at least a mile from shore, it is also Slowed 1.

Critical Failure As failure, but the target becomes Sickened 2.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

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.