By The Blood I

School evocation; Level godling 1

CASTING

Casting Time 1 standard action
Components None

EFFECT

Range touch
Target creature touched
Duration permanent
Saving Throw Will negates; Spell Resistance yes

By the Blood II

School evocation; Level godling 2

By the Blood III

School evocation; Level godling 3

By the Blood IV

School evocation; Level godling 4

By the Blood V

School evocation; Level godling 5

By the Blood VI

School evocation; Level godling 6

By the Blood VII

School evocation; Level godling 7

By the Blood VIII

School evocation; Level godling 8

By the Blood IX

School evocation; Level godling 9

DESCRIPTION

You call upon the divine power of your heritage to place a curse on the subject. There are three standard curse effects all godlings can access. Additionally, for each lineage domain you possess you gain another curse option from which to choose. Each special domain curse is detailed below. The power of these curse effects are determined by what level of by the blood you cast on the subject.

  • Decrease to an ability score by an amount equal to by the blood level x2 (minimum one).
  • Penalty on attack rolls, saves, ability checks and skill checks equal to by the blood level.
  • Each turn, the target has a percent chance to take no action equal to by the blood level x 10%.

The lineage domain curses, by domain, are:

Air: Each minute, 10% chance the subject takes electricity damage equal to 1d6/(level of by the blood.)

Animal: Penalty to AC against attacks from animals and magical beasts equal to –2/(level of by the blood.)

Artifice: Each minute, 10% chance a random object in subject’s possession takes damage (bypassing hardness) equal to 1d6/(level of by the blood.)

Chaos: Each round, 5% chance per level of by the blood the subject is confused for 1 minute.

Charm: Each round, 5% chance per level of by the blood the subject’s attitude toward you is helpful.

Community: When subject meets a creature with less than 1/3 your hit dice/ level, the creature has a 5% chance per level of by the blood of suffering the results of bestow curse as if cast at your level.

Darkness: Each round, 5% chance per level of by the blood the subject is unable to see (not even with blindsense or tremorsense).

Death: Each minute, 10% chance the subject takes negative energy damage (similar to inflict light wounds) equal to 1d4/(level of by the blood.)

Destruction: Each minute, 10% chance the subject takes sonic damage equal to 1d6/(level of by the blood.)

Earth: Each minute, 10% chance the subject takes acid damage equal to 1d6/(level of by the blood.)

Evil: Each day, 5% chance per level of by the blood the subject’s alignment shifts toward evil for 1 day. Characters with a good moral alignment shift to a neutral moral alignment, those with a neutral moral alignment switch to an evil moral alignment.

Fire: Each minute, 10% chance the subject takes fire damage equal to 1d6/(level of by the blood.)

Glory: Each day, 5% chance per level of by the blood the subject cannot grant enhancement, luck, or morale bonuses to other characters, and receives no benefit from enhancement, morale, or luck bonuses.

Good: Each day, 5% chance per level of by the blood the subject’s alignment shifts toward good for 1 day. Characters with an evil moral alignment shift to a neutral moral alignment, those with a neutral moral alignment switch to a good moral alignment.

Healing: Each round, 5% chance per level of by the blood the subject is unable to benefit from magic healing.

Knowledge: Each day, 5% chance per level of by the blood the subject is unable to make a successful Knowledge check.

Law: Each day, 5% chance per level of by the blood the subject is unable to lie.

Liberation: Each day, 5% chance per level of by the blood the subject is unable to grapple or trip foes, or use any form of lock.

Luck: Each day, 5% chance per level of by the blood the subject must roll all attack rolls, skill checks, saving throws, and random determination rolls twice and take the worse of each result.

Madness: Each day, 5% chance per level of by the blood the subject is confused.

Magic: Each minute, 10% chance the subject takes force damage equal to 1d4/(level of by the blood.)

Nobility: Each day, 5% chance per level of by the blood the subject fails all Charisma checks and Charisma-based skill checks.

Plant: Penalty to AC against attacks from plants equal to –2/(level of by the blood.)

Protection: Penalty to AC –1/(level of by the blood.)

Repose: Each day, 5% chance per level of by the blood the subject cannot cast necromancy [evil] spells.

Rune: Each day, 5% chance per level of by the blood the subject cannot read or write (including being unable to use or create scrolls or magic writing).

Strength: Each day, 5% chance per level of by the blood the subject has heavy encumbrance of 5–10 lbs and fails all Strength checks and Strength-based skill checks.

Sun: Each day, 5% chance per level of by the blood the subject radiates light like a torch and cannot succeed at a Stealth check.

Travel: Each day, 5% chance per level of by the blood the subject at half its normal movement rates.

Trickery: Each day, 5% chance per level of by the blood the subject fails all Wisdom checks and Wisdom-based skill checks.

War: The damage subject deals with any attack, spell, or ability is reduced by 10% x (by the blood level).

Water: Each day, 10% chance per level of by the blood the subject fails all swim checks and can hold breath only 1 round before beginning to drown.

Weather: Each day, 10% chance per level of by the blood the subject is affected by winds as if the wind force was 2 categories stronger than actual conditions.

The curse bestowed by this spell can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Because the power of the curse comes directly from you, it can also be removed by casting dispel magic on you (though not by casting it on the subject), and automatically ends if you die. Any effort to remove the spell that requires a caster level check always rolls against your current caster level, rather than your caster level at the time the spell was cast.

Section 15: Copyright Notice

The Genius Guide To: The Mystic Godling

The Genius Guide To: The Mystic Godling. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
scroll to top