Curse of the Ancient Mariner

School transmutation; Level cleric/oracle 9


Casting Time 1 hour
Components V, S, M (a dead albatross), DF


Range touch
Target one creature
Duration permanent
Saving Throw none; Spell Resistance yes


This ancient and powerful rite causes disastrous luck to befall the captain of a sea vessel. The captain can never again safely sail the seas, nor can he be a part of any crew on a seagoing ship.

The target of this curse has the material component hung around his neck, marking him as cursed. Placing the component around the neck requires a successful CMB check against the CMD of the target. Success means that the component has been placed around the neck; even if removed immediately, the curse takes effect. From this point on, the target can never safely set foot on a ship again. The effects of the curse can be manifold; a colossal sea monster may come to attack the ship, terrible weather may plague the ship until it is finally submerged, the ship itself may simply begin to take on water and sink, etc. The GM is encouraged to make up any curse that seems appropriate. In all cases, the curse at the very least destroys the ship that the target boards. The effect can be removed only with a wish or miracle.

Section 15: Copyright Notice

Book of Lost Spells – Copyright 2015, Frog God Games, LLC

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