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# Mathematical Curse

School necromancy [curse]; Level antipaladin 2, bard 2, cleric 3, sorcerer/wizard 2, witch 2

CASTING

Casting Time 1 standard action
Components V, S, M/DF (a full set of 10 fingernails)

EFFECT

Range touch
Target one living creature
Duration see text
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

The Path of Numbers

The Path of Numbers is a system of numerology that describes eight basic energies. Any of these types of energy can interact at any time, producing 64 possible combinations. It is believed that those 64 combinations are sufficient to describe the basis of every interaction in the cosmos. No matter the plane, creature, or time in question, every event in the multiverse is based on one of those 64 templates. In short, the Path of Numbers is a periodic table of energetic elements.

Table: Eight Basic Energies
d8 Energy Type Magic School d20 Roll
1 Air Enchantment Will saves
2 Electricity Illusion Reflex saves
3 Fire Necromancy Attack rolls
4 Sonic Evocation Initiative rolls
5 Acid Abjuration Fortitude saves
6 Water Transmutation Caster level checks
7 Cold Divination Concentration checks
8 Earth Conjuration Combat Maneuver Checks

Using the Path of Numbers, you are able to influence the seemingly random elements in the environment around a creature, reducing that creature’s efficacy. Roll 3d8 and choose one of the dice—this die’s result is the penalty mathematical curse imparts. Next, choose either of the two remaining dice; the d20 roll corresponding to that result on the Eight Basic Energies table is the roll the spell’s penalty applies to. The result of the final die represents the number of rounds that mathematical curse lasts. A creature can be under the influence of only one mathematical curse at a time. If mathematical curse is cast on a creature already affected by that spell, the new curse replaces the previous one.