Malediction
A malediction is a more severe form of bestow curse. As it is a judicial curse, the saving throw of the spell can be increased through the use of ceremonial force.
Crime and Punishment
Author Keith Baker
Series Campaign Style
Publisher Atlas Games
Publish date 2003
Transmutation [Judicial Curse]
Level: Bard 5, Cleric 5, Inquisitor 5, Sorcerer/Wizard 6
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes
When you cast malediction, you can choose one of the following effects:
- Affliction – One of the target’s ability scores is permanently reduced by 9 (to a minimum of 1; Intelligence can only be reduced to a minimum of 3).
- Ill Luck – The target suffers a -6 penalty on attack rolls, saving throws, skill checks, and ability checks.
- Torpor – Each turn, the victim has a 35% chance (1-7 on a d20) of acting normally; otherwise, she takes no action.
You can come up with other effects with your GM’s permission, but they should have roughly this level of power. The effects of malediction do not stack with those of bestow curse; however, if the two spells are being used for different purposes – a curse is reducing the victims Strength while a malediction is affecting her Intelligence, for example – the two effects will not interfere with one another.
A malediction cannot be dispelled. remove curse can remove malediction, but only if its caster level is equal to or greater than your caster level. It can also be removed with Break enchantment, lesser wish, miracle, or wish. Finally, you can release the victim from the effects of the curse at any time.