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 brings disastrous luck upon the captain of a sea vessel. He can never again safely command a vessel or be a part of a crew on a seagoing ship without bringing his accursed fate down upon his mates.

The target of this foul curse must have the material component hung around his neck, which requires the caster perform a special steal combat maneuver against the target. Success indicates that the component has successfully 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 many-fold; a colossal sea monster may come to attack the ship, terrible weather may constantly plague the ship, or the ship may simply begin to take on water for unknown reasons, etc. The GM is encouraged to bring any combination of unfortunate events upon the target that seem appropriate.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a wish spell. This spell has no effect on any target that is not the captain of a ship.

Section 15: Copyright Notice
Dead Man’s Chest Copyright 2005 Necromancer Games, Inc.; Authors Lance Hawvermale, Rob Mason, Robert Hunter, Patrick Goulah, Greg Ragland, Matt McGee, Chris Bernhardt, Casey W. Christofferson, Chad Coulter, Skeeter Green, and Travis Hawvermale, with additional contributions by Erica Balsley, Lindsey Barrentine, Jay Decker, Rachel Mason, and Nadine Oatmeyer.
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