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Hex of Chaos

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School necromancy [chaos]; Level cleric/oracle 2, sorcerer/wizard 2


Casting Time 1 standard action
Components V, S, DF


Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round/level or until discharged
Saving Throw Will negates; Spell Resistance yes


This spell inflicts a new random curse on the target each round. Roll on the following table at the start of the target’s turn each round to see what the effect of the curse is, until the duration ends or it is discharged.

d12 Effect
1 Ability damage; 1 point to Str, Dex, Con, Int, Wis, or Cha (roll 1d6 to determine Ability Score [discharges])
2 Blinded (Permanent [discharges])
3 Dazed
4 Deafened (Permanent [discharges])
5 Diminution (as per reduce person [discharges])
6 Fascinated
7 Frightened
8 Grappled (break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell [discharges])
9 Nauseated
10 Poisoned (Fortitude DC equal to spell DC; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save [discharges])
11 Paralyzed
12 -4 penaltv to Str, Dex, Con, Int, Wis, or Cha (roll 1d6 to determine Ability Score, cannot be reduced below 1).

So a 3rd level caster could cause permanent blindness, poison, or cause diminution for only 3 rounds. If a creature is immune to an effect, or the effect is not applicable and the spell does not discharge, continue to roll again the next round.

Section 15: Copyright Notice – 101 2nd Level Spells

101 2nd Level Spells. Copyright 2011, Steven D. Russell; Author: Steven D. Russell.