Author Topic: Jesters Realm  (Read 12831 times)


Offline bhu

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Re: Jesters Realm
« Reply #1 on: December 11, 2011, 05:16:29 AM »
WITCH DOCTOR


   
"I don't wear grass skirts or wood masks, I don't shake fetishes at people, and i don't jump about screaming 'Ooh Eee Ooh Ah Ah', or any other sort of rubbish.  I am a trained professional sir.  I attended a learned school.  Now how much gold are you willing to pay for me to return your wife to her former state of being mammalian and sane?"

 You got into learning magic for the simplest of reasons: You wanted to make money, and you really wanted to fuck people up.  The basis of your personality is that you have been pushed around to the point it's driven you into an obsessive need for revenge.  Spite drives your life, or more accurately, the spite of your clients.   Your enemies are dead, but everyone else seems to make more of them for you on a daily basis...

MAKING A WITCH DOCTOR
 You are not a combat caster, and you aren't traditional battlefield control.  You're more of a saboteur.  The plan calls for you to screw people over before the group makes a raid of some sort, not during (though you have some quick and dirty abilities).  Using your magic requires subtlety. 
 Abilities: You will need Charisma as all your Spells and Class Abilities key off it.  A good Con and Dex wouldn't hurt either.
 Races: Witch Doctors are fairly prevalent among Neutral and Evil races, regardless of how advanced they are.  That they are primitives is something of a stereotype.
 Alignment: Witch Doctors cannot be Good.  The magics they deal with are too morally iffy to attract good people.
 Starting Gold: Same as Sorcerer.
 Starting Age: Same as Wizard.

Class Skills
 The Witch Doctor's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (Arcana, Local, Nature, Religion) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Curses, Making It Personal
2. +1    +0     +0     +3    Taking Advantage (+1 DC), Curse Breaker
3. +1    +1     +1     +3    Flexibility
4. +2    +1     +1     +4   
5. +2    +1     +1     +4    Bonus Feat
6. +3    +2     +2     +5    Curse Breaker
7. +3    +2     +2     +5    Flexibility
8. +4    +2     +2     +6    Taking Advantage (+2 to overcome SR)
9. +4    +3     +3     +6   
10.+5    +3     +3     +7    Bonus Feat
11.+5    +3     +3     +7    Flexibility
12.+6    +4     +4     +8   
13.+6    +4     +4     +8   
14.+7    +4     +4     +9    Taking Advantage (+2 DC)
15.+7    +5     +5     +9    Flexibility
16.+8    +5     +5     +10   
17.+8    +5     +5     +10   
18.+9    +6     +6     +11   
19.+9    +6     +6     +11    Flexibility
20.+10   +6     +6     +12   Taking Advantage (overcomes SR)

Weapon Proficiencies: You are proficient with all Simple Weapons, but no armor or shields.

Curses: You learn and cast spells as a Wizard of the same level.  Your key casting stat is Charisma however.  Many of your class abilities or Feats specifically affect 'Curses'.  Curses are any spell in your spell list without an asterisk by the name.  Unlike many other casters a Witch Doctor can cast spells with Alignment descriptors different from their own.  Remove Curse will counter or undo the effects of any spell on your spell list that is a Curse of 4th Level or less (unless the Curses description says otherwise).  Limited Wish will counter or undo the effects of any Curse that is 7th Level or Lower.  Miracle or Wish can counter or undo any Curse.

Making It Personal (Ex): If you can come into possession of a piece of an intended victim (a lock of hair, toenail clippings, a finger, etc) then the range of your Curses increases by +20' for that victim only, and if he makes a successful Saving Throw he is unaware that anything has happened unless you were foolish enough to cast a Curse in a manner that would attract his attention such as doing it in front of him.

Taking Advantage (Ex): Starting at 2nd level, a Witch Doctor's Curses become more effective when cast against an unwary foe. You gain a +1 bonus to the spell's save DC when you cast a Curse that targets any foe who are considered to be at a disadvantage.  This includes any of the following conditions: Ability Drained, Blinded, Confused, Dazed, Dazzled, Deafened, Disabled, Energy Drained, Exhausted, Fascinated, Fatigued, Flat-Footed, Nauseated, Paralyzed, Sickened, Staggered, Stunned, Unconscious, or Suffering from any Fear Effect such as Shaken or Frightened.  At 8th level, you gain a +2 bonus on rolls made to overcome the Spell Resistance of any affected target.

At 14th level, the bonus to your Curse's save DC increases to +2. At 20th level, you become able to automatically overcome the Spell Resistance of any affected target.

Curse Breaker (Ex): At Level 2 you gain a +1 Bonus on Opposed Caster Level Checks (usually meant for things like the Break Enchantment Spell) and Dispel Checks.

At Level 6 the Bonus increases to +2.

Bonus Feat: At Levels 5 and 10 you may choose a Bonus Feat you qualify for from the following list: Brew Potion, Chain Spell, Corrupt Spell, Craft Wondrous Item, Delay Spell, Enlarge Spell, Extend Spell, Fell Drain, Fell Frighten, Fell Weaken, Heighten Spell, Quicken Spell, Reach Spell, Silent Spell, Spell Focus (Evil), or any Metacurse Feat.  You may take Bonus Feats requiring an Evil Alignment whether you are Evil or not.

Flexibility: At Levels 3, 7, 11, 15, and 19 you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a Cleric or Wizard spell of any school except Conjuration or Evocation, and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.  You gain this spell and may cast it immediately. 

 
PLAYING A WITCH DOCTOR
 You are a curse master for hire.  People pay you good money to curse, kill, or otherwise bedevil their opponents, loved ones, and miscellaneous obstacles to their petty desires.  They pay better to have said curses removed.  So there's a lot of competition in your industry.  A lot of blackmailing as well.
 Religion: Witch Doctors are stereotyped as worshiping Evil or Chaotic Gods, but in truth they're fairly apatheist.  Religion gets in the way of making money and doing business.  Gods have inconvenient rules they'd like you to follow, wanting you to be compulsorily Good or Evil or some such.  You like to go where the money is personally.
 Other Classes: Most other classes absolutely hate you.  People consider you poison, because you cause nothing but heartache wherever you go.
 Combat: Combat doesn't make you money, and if you're being forced to fight, someone most likely knows who you are.  You'd rather avoid that occurrence.
 Advancement: Kind of determined by what people want from you really.  You may even specialize in removing curses if the money is good.

WITCH DOCTORS IN THE WORLD
"Bob?  He's perfectly normal.  Absolutely normal in every way."  *twitch*
 You're fairly well removed from the world for several reasons.  You need solitude to study, most people are pathetic creatures whose company you hate, and inconvenient torch bearing mobs tend to come for you in the night.
 Daily Life: Your days are endless study, the occasional moment of terror running for your life, and lots of people sneaking up to see you without the knowledge of their soon to be cursed friends and loved ones.  Once you've been paid, then you'll be doing sneaking of your own.
 Notables:
 Organizations: Most Witch Doctors are loners, only taking on some occasional students for company/minions/spell components.

NPC Reaction
 NPC's have a love/hate relationship with you.  They want you around to use against their enemies (and unsuspecting 'friends').  But they don't want you to be used on them, and are willing to turn to rivals in an effort to be rid of you.  You've learned to have good lawyers, and magically binding contracts.

WITCH DOCTORS IN THE GAME
 This class is designed to screw over people and make them absolutely miserable.  Trolls and drama queens will love it, so make sure they aren't playing one so no one in the group ends up arrested.
 Adaptation: This meant for a silly campaign but it's pretty easily adapted to a horror campaign as well.
 Encounters: You will generally encounter a Witch Doctor because someone wants you to kill one, or you need to hire one.  They really don't like to be found otherwise.


EPIC WITCH DOCTOR

Hit Die: d4
Skills Points at Each  Level : 4 + int
Curse Breaker At Level 22 and every 4 Levels thereafter your Curse Breaker Bonus increase by +1. 
Spells The Witch Doctor’s caster level is equal to her class level. The Witch Doctor’s number of spells per day does not increase after 20th level. Each time the Witch Doctor achieves a new level, he or she learns two new spells of any spell levels that he or she can cast (according to his or her new level).
Bonus Feats: The Epic Witch Doctor gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: May 20, 2013, 09:36:29 PM by bhu »

Offline bhu

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Re: Jesters Realm
« Reply #2 on: December 14, 2011, 03:04:55 AM »




Levels
(Base class, 20)
Spellcasting


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Spells per Day
 
01st2nd3rd4th5th6th7th8th9th
53
64
65-
663
664-
6653
6664-
66653
66664-
666653
666664-
6666653
6666664-
66666653
66666664-
666666653
666666664-
6666666653
6666666664
6666666665


WITCH DOCTOR SPELL LIST

0: Daze, Inflict Minor Wounds, Resistance*, Touch of Fatigue, Detect Magic*, Detect Poison*, Slash Tongue

1st: Angry Ache, Backbiter, Bane, Bestow Wound, Buzzing Bee, Charm Person, Command, Curse Water, Distort Speech, Distract, Distract Assailant, Doom, Gaslighting, Impede, Incite, Inflict Light Wounds, Inhibit, Karmic Aura, Power Word Fatigue, Power Word Pain, Protection from Chaos/Evil/Good/Law*, Ray of Clumsiness, Ray of Enfeeblement, Reduce Person, Shock and Awe, Smell of Fear, Sorrow, Spirit Worm, Stupor

2nd: Addiction, Big Head, Black Karma Curse, Black Lungs, Blinding Spittle, Blindness/Deafness, Boiling Blood, Boneblast, Curse of Ill Fortune, Curse of Impending Blades, Daze Monster, Decomposition, Delusions of Grandeur, Dog Whistle, Escalating Enfeeblement, Execration, Genderosity, Ghoul Touch, Increase Virulence, Inflict Moderate Wounds, Lesser Restoration*, Lesser Spell Immunity*, Mark of the Outcast, Necrotic Cyst, Necrotic Scrying, Nybor's Gentle Reminder, Phantom Foe, Power Word Sicken, Protection from Charm*, Ray of Sickness, Ray of Stupidity, Ray of Weakness, Rebuke, Remove Paralysis*, Scale Weakening, Shit A Brick, Sink, Slow Consumption, Tasha's Hideous Laughter, Touch of Idiocy, Wracking Touch

3rd: A Twinkle in your Eye and a Doberman on Your Ass, Awaken Sin, Bothersome Babble, Brittleskin, Clutch of Orcus, Crumble, Curse of Arrow Attraction, Curse of Petty Failing, Dehydrate, Dispel Magic*, Energy Vulnerability, Evard's Black Growth, Evil Eye, Explosive Runes, Glyph of Warding, Heatstroke, Hypothermia, Know Vulnerabilities, I Monster, Infestation of Maggots, Infested, Inflict Serious Wounds, Karmic Backlash, Magic Circle against Chaos/Evil/Good/Law*, Mass Curse of Impending Blades, Mental Weakness, Mind Poison, Miser's Envy, Necrotic Bloat, Nybor's Mild Admonishment, Otto's Imperative Ambulation, Possess Animal, Power Word Deafen, Power Word Foofy, Power Word Maladroit, Power Word Weaken, Prickling Torment, Puppeteer, Ray of Exhaustion, Red Fester, Remove Blindness/Deafness*, Remove Disease*, Rotting Curse of Urfestra, Sepia Snake Sigil, Spell Turning*, Spell Vulnerability, Spider Poison, Suggestion, Tormenting Thirst, Vampiric Touch, Why is There Napalm in my Urine?

4th: Amazon Thighs, Assay Spell Resistance, Backlash, Bestow Curse, Break Enchantment*, Castigate, Charm Monster, Confound, Confusion, Contagion, Crushing Despair, Cursed Blade, Curse of Happiness, Curse of the Elemental Lords, Death Ward, Distort Summons, Disturb Pregnancy, Ebony Ray of Doom, Enervation, Explosive Flatulence, Finger of Agony, Fire Trap, Flatulence, Greater Addiction, Greater Rebuke, Greater Resistance*, Grim Revenge, Heart Ripper, Incurable Plague, Indian Giver, Infernal Wound, Inflict Critical Wounds, Languor, Lard Ass, Lesser Geas, Lesser Globe of Invulnerability*, Liquid Pain, Lower Spell Resistance, Mass Reduce Person, Matrimonial Horror, Modify Memory, Minor Fears, Necrotic Domination, Neutralize Poison*, Oo ee oo ah ah ting tang walla walla bing bang, Pain, Perceived Malignment, Plague Carrier, Poison, Power Word Bloat, Power Word Distract, Power Word Kneel, Pronouncement of Fate, Psychic Poison, Remove Curse*, Restoration*, Seed of Undeath, Sensory Deprivation, Siren's Call, Sobriety, Spell Immunity*, Sphere of Funk, Touch of the Blackened Soul, Touch of Years, Vecna's Malevolent Whisper, Wither Limb, Wrack, Your Own Personal Mosquito

5th: Baleful Polymorph, Beastmind, Bewildering Mischance, Bleed, Boomerang Curse, Channeled Lifetheft, Chronic Fatigue Syndrome, Cool Runnings, Cryptwarden's Grasp, Demonic Bowel Movement, Discordant Malediction, Dispel Chaos/Evil/Good/Law, Dominate Person, Dreaming Puppet, Feeblemind, Flesh to Salt, Forbidden Speech, Gelid Blood, Greater Command, Grimwald's Graymantle, Heartclutch, I'm Your Biggest Fan, Inappropriately Timed Vomiting, Incite Riot, Inflict Zoanthropy, Joy Division, Legion's Curse of Petty Failing, Let's Get Ready to Fumble!, Living in Denial, Love Spell, Magic Jar, Mark of Sin, Mass Contagion, Mass Curse of Ill Fortune, Mass Inflict Light Wounds, Master of Diplomacy, Maybe You Should Get Yourself Checked, Mean Girls, Memory Rot, Mercenary, Migraine, Minister of Funny Walks, Morality Undone, Mouthless, Night's Caress, Oath of Blood, Pinhead, Possess, Power Leech, Power Word Disable, Shift Blame, Skull Eyes, Soul Shackles, Spell Resistance*, Stop Heart, Summon Anvil, Superior Resistance*, Symbol of Pain, Symbol of Sleep, Symbol of Spell Loss, The Birds, Vulnerability, We All Go a Little Mad Sometimes

6th: Arrow of Bone, Ashen Union, Break Hex, Circle of Death, Cloak of Hate, Contagious Touch, Contingency, Crippling Fear, Crumble, Cursed with Beauty, Cursed with Intellect, Curse of Lycanthropy, Delicious, Endless Slumber, Everybody Loves Me, Eyebite, Fetish Monkey, Flesh to Stone, Food Poisoning, Forbiddance, Fugly, Geas/Quest, Globe of Invulnerability*, Greater Dispel Magic*, Greater Glyph of Warding, Harm, Karmic Retribution, Mass Inflict Moderate Wounds, Mass Suggestion, Necrotic Eruption, Opalescent Glare, Pardon Me Is That A Slug In Your Mouth?, Power Word Nauseate, Pox, Ray of Entropy, Remorseless Charm, Revenge of the Mooks, Ruby Ray of Reversal, Spellmantle*, Spider Curse, Stone to Flesh, Superior Resistance*, Symbol of Fear, Symbol of Persuasion, Symbol of Thirst, Tasha's Uncontrollable Hideous Hand, Touchy, Transfix, Unblinking, Wandering Hands, Wooden Blight, Your Own Personal Mob

7th: Acid Flashbacks, Antimagic Aura, Antimagic Ray*, Avasculate, Blasphemy, Chain of Sorrow, Curse Incubator, Da Vice, Destruction, Dictum, Evil Glare, Final Rebuke, Finger of Death, Greater Bestow Curse, Greater Harm, Greater Seed of Undeath, Holy Word, HULK SMASH, Illegal Thoughts, Insanity, Mass Flesh to Salt, Mass Inflict Serious Wounds, Insect Mind, Invert Personality, Mass Spell Resistance*, Master of Your Domain, Miasma of Entropy, Necrotic Curse, Necrotic Tumor, Nybor's Stern Reproof, Party Pooper, Power Word Blind, Power Word Mucous, Scourge, Sequester, Solipsism, Spell Turning, Sucking Chest Wound, Symbol of Stunning, Symbol of Weakness, Tattoo of Shame, Undeath After Death, WanderlustWord of Chaos

8th: Alms, Antipathy, Befoul, Bestow Greater Curse, Binding, Chain of Chaos, Compel, Delayed Blast Flatulence, Demand, Destroy Professional Accomplishments, Familial Geas, Fimbulwinter, Flensing, Greater Spell Immunity*, Gutwrench, Kardashian For a Day, Maddening Scream, Maddening Whispers, Mass Charm Monster, Mass Inflict Critical Wounds, Mind Blank, Nybor's Wrathful Castigation, Otto's Irresistible Dance, Personal Invisibility, Plague, Plague of Nightmares, Power Word Petrify, Power Word Stun, Protection from Spells*, Spell Immunity*, Steal Life, Summon Object from the Sky, Symbol of Death, Symbol of Insanity, Temporal Stasis, Transcribe Symbol*, Trap the Soul, True Domination, Wrathful Castigation

9th: Anathema, Anger Deity, Arboreal Transformation, Deathwish, Despoil, Dominate Monster, Energy Drain, Ensul's Soultheft, Eternity of Torture, Ghost Dad, Goddamn Harpies, Imprisonment, Imprison Soul, Into Every Life a Little Rain Must Fall, Laeral's Crowning Touch, Mass Harm, Mindrape, Monstrous Thrall, Mordenkainen's Disjunction, Necrotic Termination, Power Word Kill, Programmed Amnesia, Reaving Dispel, Soul Bind, Spread of Savagery, Trouble is a Friend of Mine, Unbinding*, Wandering Monster, Yes Man
« Last Edit: May 01, 2013, 01:26:54 AM by bhu »

Offline bhu

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Re: Jesters Realm
« Reply #3 on: December 14, 2011, 03:58:14 AM »
Creator's Note: Some titles poached from various internet lists or converted from Hackmaster cause they were too funny to pass up.


NEW SPELLS

Acid Flashbacks thanks Giarc
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 7
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 2d6 rounds
Saving Throw: Will Negates (see below)
Spell Resistance: Yes

Your victim constantly flashes back to his worst life experiences at inopportune moments. Until this Curse is removed whenever he is under stress (takes damage, is attacked, is in an argument, is affected by a spell, etc.) he must make a Will Save or he remembers the worst times of his life.  Like being molested by the Clerics of Pelor at the tender age of 7.  Finding out his wife had a much bigger cock than he did on their honeymoon.  Similar tales of woe.  For the next 2d6 rounds he is effectively Helpless until the visions recede as he simply stands in place screaming. 

Alms thanks Marillion
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 8
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Living Creature
Duration: Instantaneous
Saving Throw: Willpower Negates, see text
Spell Resistance: Yes

Your victim effectively has a Vow of Poverty, without any of the benefits.  He is cursed to remain in eternal poverty or suffer the consequences until this Curse is removed.  He is restricted to the following: He can wear simple robes or whatever clothing is necessary to protect him from the environment so long as it is not magical.  He can wield any weapon he can make for himself without tools (basically a club or a staff), and he can carry food  to sustain himself in a bag.  He may not carry or use other items or equipment (though allies can give him potions or 1 use items).  Each Magical Item he carries gives him a cumulative -1 Penalty on ALL rolls until he rids himself of them.  If he carries or uses non magical equipment he takes an additional -1 (-2 if there is more than 1 item).  If he carries coins, jewelry or other forms of money on his person divide the value in gold pieces by 1000 to find the penalty increase (i.e. if he's carrying 10,000 GP, the Penalty increases by -10, with a minimum of -1 for carrying money at all).  If the victim chooses to take the penalty and not live in poverty anyway, after 1 week he takes 1 point of Ability damage from all 6 Abilities per day.  If he somehow find a way around this, after a week he must make a Willpower Save (DC is same as initial Save) daily or die.  If  he has the Vow of Poverty Feat you lose it's benefits while under the effects of this Curse.  Anyone trying to give him any equipment or money must make a Willpower Save (same DC) in order to do so.  Material component is a gold piece.

Amazon Thighs thanks sirpercival
Transmutation
Level: Witch Doctor 4
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Your victims new biggie sized thighs make running difficult, and make stealth impossible from the hideous sound they make constantly rubbing together.  Until this Curse is removed the victim automatically fails all Move Silently rolls (whenever they move anyone within listening distance can make a simple DC 10 Listen Check to hear them) and Land, Swim and Burrow Movement Rates are halved (round down, minimum of 5).  He also takes a -8 Penalty on Jump and Tumble Checks.  Focus is a small Venus Figurine.

And Lo the Rain Hath Fallen
Necromancy
Level: Witch Doctor 9
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

A companion spell to 'Into Every Life a Little Rain Must Fall' just in case they didn't get the hint the first time.  This can only be cast on someone who is currently cursed by Into Every Life a Little Rain Must Fall, and rewards them by replacing their current curse with a potentially worse one.  No rain falls within a 1 mile radius of the victim until this Curse is removed, and additionally all water sources (streams, rivers, lakes, etc) dry up at the rate of 1 inch of water loss per day.  If the victim remains anywhere for any length of time it becomes a barren, uninhabitable wasteland.  Oceans will refill the loss, but if he remains there for long enough even an ocean can be drained.  In addition any creature within 30' of the victim that falls below 0 hit points dies (himself included).  If the victim dies his corpse must have a Wish cast on it to remove this Curse as it does not expire with his demise.

Anger Deity
Universal
Level: Witch Doctor 9
Components: V, S
Casting Time: 1 Standard Action
Range:    see text
Target: 1 Creature
Duration: see text
Saving Throw: see text
Spell Resistance: see text

You can now piss off Gods while pointing at your enemy and saying "He did it", and amazingly the Gods believe you.  Effectively this can duplicate the effects of any spell 8th level or lower as long as it targets a single creature and has a negative effect of some kind upon his person.

A Twinkle In Your Eye And A Doberman On Your Ass
Conjuration
Level: Witch Doctor 3
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 Round/Level
Saving Throw: Will Negates
Spell Resistance: No

When you cast this spell on an opponent, a ghostly dog bites him on the ass and begins pulling him (it's often used to prevent people fleeing).  The dog is only substantial to the victim.  It has an AC of 15, hp equal to half the casters maximum, and a Grapple Check of (Caster Level plus Ability Modifier from main casting stat) (it may initiate Grapple Check without provoking an Attack of Opportunity).  It does 1d6+2 damage with a successful Grapple Check, and will attempt to use it's Grapple to prevent the victim from moving (or pull him in a directions specified by the caster).

Beastmind
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Until this curse is removed your victims Int is reduced to 2, and he believes he is an animal of whatever kind you wish.  He cannot use the following skills: Appraise, Autohypnosis, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Forgery, Gather Information, Handle Animal, Heal, Knowledge, Open Lock, Perform, Profession, Ride, Sleight of Hand, Speak Language, Spellcraft, Use Magic Device, Use Rope.  The victim also cannot use Spells or Spell-Like Abilities, and cannot communicate (though he understands Common well enough to be taught tricks like any other animal).  Material component is a bit of fur or skin from the creature whose mind you want to give the victim.

Big Head
Transmutation
Level: Witch Doctor 2
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Your opponents head swells to 3 times it's normal size.  His giant melon head gives him a -2 to Armor Class until this curse is removed as it makes for an easy target.  He also takes a -2 penalty on Fortitude Saves as he become more prone to certain types of injuries.  Helms and head wear change size to fit his new dimensions.  Focus is a bobblehead doll.

Boomerang Curse
Transmutation
Level: Witch Doctor 5
Components: V, S, M
Casting Time: 1 Round
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Your victims missed ranged attacks (including spells) fly back and hit him until this Curse is removed.  If his ranged attacks miss apply his attack roll result to his own Armor Class.  If it would normally hit he is struck by his own attack.

Break Hex
Abjuration
Level: Witch Doctor 6
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Creature or Item touched
Duration: Instantaneous
Saving Throw: Willpower Negates (harmless)
Spell Resistance: Yes (harmless)

Sort of a more powerful version of Remove Curse that not only removes the problem, but inflicts it on it's original caster as well.  Whoever cast the Curse is now affected by it himself and must make an Opposed Level Check to get rid of it via Remove Curse or Break Hex himself.

Chronic Fatigue Syndrome thanks Arraxis
Transmutation
Level: Witch Doctor 5
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Until this Curse is removed your victim is Fatigued (any action which would cause him to be Fatigued makes him Exhausted instead).  He can recover from being Exhausted as normal but cannot recover from Fatigue regardless of rest.

Cool Runnings
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 5
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your victim becomes obsessed with mastering a skill he is eminently unsuited for, such as a Wizard mastering axe throwing, or a Bard becoming a professional wrestler, or a Barbarian playing chess.  Until this Curse is removed, when your victim gains new Levels he will devote that Level and it's skill points to promoting this particular skill.  He may retrain these Levels once the Curse is removed.

Crippling Fear thanks sirpercival
Necromancy (Fear, Mind-Affecting)
Level: Witch Doctor 6
Components: V, S, F
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates (see text)
Spell Resistance: Yes

Your victim develops a severely limiting phobia until this Curse is removed.  Unlike the Minor Fears spell however you choose something fairly omnipresent to make the PC fear (i.e. the sky, the air, the ground, fear, his own penis, etc.).  He permanently has a -2 Morale Penalty to all rolls and must make a Willpower Check to perform any Action when he is stressed (i.e. all of the time).

Cursed with Awesome, Blessed with Suck
Transmutation
Level: Witch Doctor 9
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

You give your victim a neat little boost that comes with a nasty price.  Until this Curse is removed your victim gains the following: +4 to all Stats except Int which becomes a 2.  He becomes immune to disease, poison, and stunning, and gains Regeneration 3 (doesn't regenerate fire or acid damage).  He also gains DR 10/Magic, SR 25, and Darkvision 60'.  Now for the downside: He also gains the Frenzy ability from the Complete Warrior, and is unable to remember or recognize anyone he used to know.   If anyone approaches within 10' of him he immediately goes into Frenzy, and may Frenzy as many times per day as necessary to wipe out all life around him larger than a cat.

Cursed with Beauty
Transmutation
Level: Witch Doctor 6
Components: V, S, F
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your victim is now hawt, and knows it.  Until this Curse is removed they gain a +4 Bonus to Charisma while taking a -4 Penalty to Wisdom.  People encountering your victim dislike their suddenly self centered personality, and are jealous of their suddenly perfect form.  They want her, but they don't consider her a 'person', they consider her something to show off, and have no interest in their thoughts or feelings on just about anything.  She's arm candy.  Despite any effort your victim makes NPC attitudes will never be better than indifferent towards her (this includes magical means such as spells from the Charm subschool), as they don't believe she has an intellect or can contribute in any way besides jut looking pretty.  Focus is a Venus Figurine.

Cursed With Intellect
Transmutation
Level: Witch Doctor 6
Components: V, S, F
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your victim grows a little too smart for his own good.  Until this Curse is removed he gains a +4 Bonus to Intelligence, but a -4 Penalty to Charisma as he becomes a snooty megalomaniac.  Despite efforts NPC attitudes can never be made better than Indifferent due to him being such an unlikeable ass (this includes magical means such as spells from the Charm subschool).  Focus is a pinch of donkey fur.

Curse of Happiness
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 4
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates (see text)
Spell Resistance: Yes

Your victim is compulsorily happy, scaring the shit out of everyone around him.  He takes a -4 Morale Penalty to all Attack rolls, Saving Throws, and Skill Checks until this spell is removed.  In addition all living beings within 30' of him take a -1 Penalty to Attack rolls, Saving Throws, and Skill Checks as he makes them distracted and nervous.

Curse Incubator
Necromancy (Evil)
Level: Witch Doctor 7
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your victim becomes contagious, passing along any curses placed on him to others as well (with the exception of Curse Incubator).  Until this Curse is removed anyone touching the victim must make a Saving Throw (Save type and DC are identical to original spell) or be affected by the Curse as well. 

Da Vice
Necromancy (Language Dependent)
Level: Witch Doctor 7
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

It feels like there is a vice crushing your victims 'quiet area' whenever he breaks one of the commands given him when this curse is cast.  In the case of men this is obviously the testicles, but since ovaries being squeezed don't exactly feel any better it's not like women are unaffected.  When casting this spell you give your opponent a single command of up to 10 words.  You can bar the subject from doing something ("Do not contact my daughter"), or require them to do something ("Bring me 50 gold pieces every Wednesday by 5 PM").  Limits are similar to Lesser Geas.  Until the Curse is removed if the victim violates that command they are Stunned for 1d3 rounds (no Saving Throw).

Deathwish
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 9
Components: V, S, F
Casting Time: 1 Round
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: 1 day/Level
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your victim becomes obsessed with committing suicide in a spectacular and memorable fashion.  And by memorable we don't mean cliches like walking into the sea or hanging oneself leaving a dramatic note.  They gain the delusional belief that if they can murder themselves in a memorable enough way they can change the world.  And they all seek to out do former victims of this spell.  Your victim doesn't wish to die fighting against impossible odds.  Heroes do that all the time.  Your victim wants to die while attempting to buttrape Orcus.  Or maybe they want to pimp slap Asmodeus while informing him they had their way with his daughter and she didn't live up to the hype.  Needless to say victims of this spell sometimes live for years trying to finance their dream of killing themselves, however they will ignore everything else including personal responsibilities and relationships in pursuit of it.  Focus is an iron cross.

Delayed Blast Flatulence
Conjuration (Creation)
Level: Witch Doctor 8
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: 1 day/level
Saving Throw: Fortitude negates, see text
Spell Resistance: No

Like Explosive Flatulence, but timed.  Instead of going off immediately the spell detonates any time of your choosing within the spells duration.

Delicious
Transmutation
Level: Witch Doctor 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates, see text
Spell Resistance: Yes

Monsters somehow sense your victim will taste better than other members of the party.  They seem damn hard to hide from as well.  He takes a -10 Penalty on Hide Checks from Opponents with Scent, who also gain a +10 Bonus on Survival Checks meant to track him.  Any opponent that could conceivably find his species food and gets within 60' of him must make a Willpower Save or they decide to attack him as opposed to other party members. 

Demonic Bowel Movement thanks Risada
Necromancy
Level: Witch Doctor 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your victim randomly poops swarms of black flies, fiendish monkeys, etc.  A favorite to use on Paladins. Until this Curse is removed, your victim takes 1d6 damage per day as he randomly defecates any single Monster 2 Size Classes smaller than himself that has the Evil descriptor and is CR 4 or less.   He may also defecate swarms if they aren't more than a 10' Area.  This defecation is a Full Round Action during which time the victim is helpless.

Destroy Professional Accomplishments
Necromancy
Level Witch Doctor 8
Components: V, S, F
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: 1 Minute/Level
Saving Throw: Willpower Negates
Spell Resistance: Yes

You can temporarily suppress class abilities.  While this spell is in effect your opponent loses all Class Abilities he gained via his last 3 Levels as well as taking a -3 Penalty on all rolls.  Focus is a Voodoo doll.

Disturb Pregnancy
Transmutation
Level: Witch Doctor 4
Components: V, S, F
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Creature and possibly one fetus inside said creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

You can do horrible things to women, but will choose not to for the correct amount of money (blackmail is usually the intent behind use of this spell).  You choose from one of the following options when casting this spell on a woman (or a pregnant man if you can actually find one):

You can make them barren and incapable of ever having children or terminate a current pregnancy.  You can also make them hyper fertile immediately becoming pregnant any time they have sexual congress, birthing up to 1d4 children 1d6 hours later.  Or you can just immediately make them pregnant with a single child.

The child will be born with the Template of your choice (Unholy Scion, Half-Fiend, and Zombie are popular choices) or you can determine it's race or gender.  Optionally it can be any monster whose CR is equal to or less than the Casters.

The child will be born deformed or with any birth defect or genetic condition  or gender of your choice.

The child can become parasitic and instead of being born it will do 1 point of Temporary Constitution damage per day to it's host until this curse is removed at which point it becomes a normal child.

If this curse is removed any children born as a result of it are returned to normal (i.e. if deformed they become normal or if inhuman they return to human or whatever race they originally were).  Focus is a Venus Figurine.

Dog Whistle
Evocation (Sonic, Mind-Affecting)
Level: Witch Doctor 2
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: 1 round/Level
Saving Throw: See text
Spell Resistance: Yes

This curse produces a sound only your victim can hear.  A very painful sound.  If your victim Fails a Willpower Save he spends the duration of the spell Cowering.  The whistle continues to sound so he must make a Save each round he remains within range if he succeeds on the initial Save.

Evard's Black Growth
Necromancy
Level Witch Doctor 3
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Is that a cancerous tentacle? Until this curse is removed a small black tentacle grows somewhere on your victim.  He takes a -2 penalty to all Saves against Spells from the Necromancy school (or Spell-Like/Supernatural Abilities duplicating their effects), and a -2 Penalty on AC against tentacle attacks as the growth calls to it's ideological brethren.  He also must re-roll any time he rolls a Natural 20 on an attempt to escape a Grapple.

Everybody Loves Me
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 6
Components: V, S, F
Casting Time: 1 Round
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Living Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your victim become pronoid, believing everyone has his best interests at heart.  Until this curse is removed he fails all Sense Motive Checks.  Focus is a little yellow ball with a smiley face.

Explosive Flatulence
Conjuration (Creation)
Level: Witch Doctor 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Reflex half, see text
Spell Resistance: Yes

When your victim farts, bad things happen.  This spell is identical to Fireball with one exception.  Choose 1 opponent within 60', and the blast emanates from him (he receives no Saving throw)

Fetish Monkey
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 6
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Living Creature
Duration: Instantaneous
Saving Throw: Willpower Negates, see text
Spell Resistance: Yes

Your victim becomes the opposite of afraid of something he very much really should be.  Specifically he develops a sexual fetish for something that is quite possibly dangerous to his person.  Examples would be an Elf developing a Fetish for particularly abusive Orcs, a Halfing developing one for Minotaurs, a human developing one for Vampires or Mariliths, etc.  You get the idea.  The victim cannot perceive the object of his desire as being abusive or dangerous regardless of how irrational this makes him/her/it.  Alternatively the victim can becomes obsessed with relations with things that are not good for them such as swords, bandsaws, or pools of boiling lava, possibly leading to suicidal behavior.  When confronted with the object of his desire the victim must make a Willpower Save or attempt to seduce/mate with it regardless of social convention, sanity, or risk to personal health.  This is usually used to seduce opponents that find you repulsive in order to mentally enslave them, or to publicly humiliate them, or to get them to agree to something they don't wish to in order to get the Curse removed.  If the victim goes more than 1 week without having to make a Willpower Save they become depressed and impotent taking a -1 on all rolls until the curse is removed or they are required to make a Willpower Save again.

Flatulence
Conjuration (Creation)
Level: Witch Doctor 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: 1 round/level
Saving Throw: Fortitude negates, see text
Spell Resistance: No

Dear God, the stench is Lovecraftian.  This is identical to Stinking Cloud with one exception.  Choose one opponent in range.  The cloud emanates from him and he receives no Save against it.

Flowers for Algernon
Transmutation (Evil)
Level: Witch Doctor 5
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

You infect one living creature with spores that give it a semi-permanent +6 Bonus to Intelligence at the price of one 1 point of Int Drain every 24 hours after the first day until this curse is removed.  If Int drops to 0 before the Curse is removed the victim gains the Yellow Musk Zombie template.  Int Drain may not be cured until the curse is removed.

Food Poisoning
Necromancy (Evil)
Level: Witch Doctor 6
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Until this Curse is removed your victim must make a Fortitude Save whenever they eat or be poisoned.  Initial and Secondary Damage is 2d4 Strength damage.  Beings who are normally immune to poison are still affected by this spell.

Fugly thanks Elemental
Necromancy (Fear)(Mind-Affecting)
Level: Witch Doctor 6
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Living Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Strangers perceive your victim as their worst fear.  Or naked.  Or at the very least damn offensive.  Until this Curse is removed all NPC's (including Animals) treat him as Hostile and Diplomacy will not change that opinion.

Gaslighting
Transmutation
Level: Witch Doctor 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature or Object
Duration: 1 Hour
Saving Throw: No
Spell Resistance: No

You can perform myriad small tricks in order to make your victim think he is losing his mind.  This is similar to Prestidigation in many ways.  In addition you may increase/decrease the size of their clothing or equipment (or change the color, brand, etc), switch places between two unattended objects, deal 1 point of any type of damage, or make small cosmetic changes to 1 creature (cut or style their hair, change their hair or eye or skin color, give them sharp nails or canines, make them bald, give them hair or warts or acne, give them tattoos, add or subtract up to 1' of their height, add or subtract up to 40 pounds in weight, change their voice, alter their cup size plus or minus 1, etc).  Shrunken weapons are -1 to damage, enlarged ones are -1 to hit.  Shrunken armor increases the Armor Check Penalty by 1, enlarged armor has it's arcane spell failure percentage increased by +10%.

Genderosity thanks Arraxis
Transmutation
Level: Witch Doctor 2
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

You may muck about with your victims gender in ways they find truly upsetting.  You may set them to any specific gender, or any mix in between.  Embarrassment and humiliation causes them to become Shaken for 24 hours as well.  If the new Gender is incompatible with Class Abilities which require the old gender they are lost until this spell is removed.  Pregnant women who fail their Saving throw immediately have their pregnancy terminated.

Ghost Dad
Necromancy (Evil)
Level: Witch Doctor 9
Components: V, S, F
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Until this Curse is removed anyone your victim kills rises the next day as a Ghost or Ghost Brute hellbent on destroying him, or at least making his life miserable.  In addition to their normal abilities the Ghosts your victim creates can always sense if he is within 120' as if they had Blindsight and are compelled to Attack him.  They are not tied to a location like many Undead and may wander.  Focus is an iron cross.

Goddamn Harpies thanks Noliar
Conjuration (Summoning, Evil)
Level: Witch Doctor 9
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Remember that Greek tale about a man cursed to have Harpies eat or defile all his food?  Your victim knows how he feels.  Until this curse is removed whenever your victim is about to eat, 2d4 Harpies fly out of the sky and begin suicidally attacking him and anyone else who defends him while gleefully defecating everywhere.  Just for good measure they are followed by 1d4 Harpy Archers (See MM) 10 minutes later.  Rings of Sustenance or other similar effects that ensure the victim doesn't need to eat do not function within this time.

Greater Addiction
Enchantment
Level: Witch Doctor 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

This curse causes your victim to be addicted to a specific substance or activity.  That substance or activity is chosen when you cast this spell and until this Curse is removed your Victim is addicted to it (it's addiction rating is considered Extreme, see Chapter 3 of the Book of Vile Darkness).

HULK SMASH
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 7
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will Negates (see text)
Spell Resistance: Yes

Until this Curse is removed whenever your victim is under stress (takes damage, is attacked, is in an argument, is affected by a spell, etc.) he gets pissed.  Real pissed.  He effectively gains the Greater Rage Ability listed under Barbarian in the PHB unless he makes a Willpower Save, with some minor drawbacks.  For one he can't tell friend from foe in a manner similar to Frenzy, nor may he end the Rage early voluntarily.  Two, even though he believes himself to be an invulnerable engine of destruction, he is not.  He will attack with his bare hands believing he needs nothing else even if he has better weapons or could attack at range. 

Illegal Thoughts
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 7
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your victim is cursed with a little voice telling him to do things.  Bad things.  Things involving sheep and a prison break.  Until this curse is removed the victim must make a Willpower Save daily or spend one hour each day doing an act he knows is illegal, particularly if the act violates his alignment, or would have significant social repercussions for him.  After completing this act the victim takes a -2 Morale Penalty to all rolls (even if he is normally immune to Morale Penalties) until he receives an Atonement spell.  He is temporarily considered Chaotic or Neutral Evil for the hour he breaks the law.

I, Monster thanks Nikita Darkstar
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 3
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living being
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

Your victim is convinced he has become a monster such as a vampire.  You choose which one when cursing him and the victims Alignment changes to resemble that of whatever he believes he is.  It does not however give him any of the powers or weaknesses of said monster, and no amount of evidence will cure him of this delusion (the Curse has to be removed like any other).

I'm Your Biggest Fan
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 5
Components: V, S
Casting Time: 1 Round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living being
Duration: 1 day/Level
Saving Throw: Will Negates
Spell Resistance: Yes

Your victim becomes the stalker of a target you designate.  He spends his hours fantasizing about said target and for the duration of the spell gains a +2 Bonus on all rolls made for purposes of kidnapping the target and making them 'his', or doing horrible things to said target.  Unfortunately he cannot concentrate on anything else and receives a -4 Penalty on all rolls meant for any other reason.  The victim also loses 1 Constitution point per day as long as the spell remains in effect and they have not at least spent one hour in the presence of their obsession.

Inappropriately Timed Vomiting
Conjuration (Creation)
Level: Witch Doctor 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: 1 Creature
Duration: 1 round/level (see text)
Saving Throw: Fortitude negates, see text
Spell Resistance: No

If your victim fails his Save, you can make him projectile vomit bad things at a future date of your choice.  You can choose any point up to a week after he fails his save, and at that point he begins spraying vomit in a 15' Cone for the listed duration.  Your victim is Nauseated during this time and for 1 round after, and anyone sprayed by his vomit must make a Fortitude Save or be Nauseated for 1d3 rounds as well.

Incurable Plague
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One living being
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

You inflict your victim with a hallucinatory disease apparent to all, but resistant to Clerical healing.  You may, of course, end it at anytime.  Until this curse is removed the victim takes a -2 Penalty to a physical stat of your choice.  He detects as being diseased by any spell that reveals said condition, but Remove Disease and similar spells will not cure him, only a spell that removes Curses.  This is usually used to blackmail someone by providing a cure others seem unable to.

Indian Giver thanks Marillion
Necromancy
Level: Witch Doctor 4
Components: V, S, M
Casting Time: 1 Round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Living Creature
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

Whenever someone gifts your victim he must return the gift or favor with something similar or bad things happen.  Effectively when given a gift (or you are done a favor) the victim must give a gift of equal or greater value in return or fulfill one request of the giver until this Curse is removed.  If he does not he suffers the effects of a Bestow Curse until he fulfills the request or is cured.  Often used to acquire items or make Paladins violate their Code.

Infested
Transmutation
Level: Witch Doctor 3
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Your victim is rife with vermin.  They love him.  They won't hurt him, but the little bastards won't leave either, massively complicating his life.  For one thing they devour any food in the vicinity if he remains there more than 10 minutes (he can still eat the vermin).  They also cause a -4 Penalty on Diplomacy, Disguise, Gather Information, Handle Animal, Hide, Move Silently, and some Perform Checks.  They also cause social problems such as inns banning your victim, and traveling companions getting pissed off.

Inflict Zoanthropy
Transmutation
Level: Witch Doctor 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Your victim becomes a Were critter.  If he fails his Saving Throw you can make him any afflicted Were-creature of the appropriate Hit Dice Level until this curse is removed.  Material component is a bit of fur or hide from any Were.

Insect Mind
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 7
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Until this curse is removed your victims Int is reduced to nil, and he believes he is an arthropod of whatever kind you wish.  He loses all Skills and Feats and is considered to have the Mindless ability.  Material component is a bit of chitin from the creature whose mind you want to give the victim.

Into Every Life a Little Rain Must Fall
Necromancy
Level: Witch Doctor 9
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature or Object
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your victims luck goes straight to hell.  Until this curse is removed the weather becomes obstinately foul around a 1 mile radius from his person.  If it's winter, he suffers whiteout blizzard conditions.  If it's summer he causes drought.  If he's in the desert there's a sandstorm.  In addition, there is a 50% chance each day of a natural disaster occurring within 1 mile of his vicinity.  Floods if he's near water, or maybe red tides.  Avalanches in mountains.   Volcanic eruptions if he's near volcanoes, or tornadoes if all else fails.

Invert Personality
Enchantment (Compulsion)
Level: Witch Doctor 7
Components: V, S, F
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

Your victims Alignment becomes the opposite of what it currently is.  Chaos becomes Lawful, Good becomes Evil, Neutral remains the same.  Alignment Subtypes change as well.

Invisibility, Personal
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 8
Components: V, S
Casting Time: 1 Round
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Living being
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

Your victim permanently loses the ability to sense you in any way.  Until this Curse is removed you are considered to have Superior Invisibility (as per the spell) against him.

Joy Division thanks Elemental
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 5
Components:
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

Your victim is now colorblind, tone deaf, cannot smell or taste, and has their sense of touch numbed.  They also become unable to feel positive emotions.  Until this Curse is removed he suffers a -6 on all Skill Checks.  He also loses the Scent (and Blindsense or Blindsight if it's based on hearing) or Tremorsense abilities if he has them.

Kardashian for a Day
Transmutation
Level: Witch Doctor 8
Components: V, S, M
Casting Time: 1 Minute
Range: Touch
Target: 1 Creature
Duration: 24 hours
Saving Throw: Fortitude Negates
Spell Resistance: No

Your victim becomes immediately and uncontrollably famous.  This is not as good as he immediately believes.  Until this curse is removed he automatically fails all Disguise Checks, and everyone knows his face and name, and a reputation that may or may not be true.  Gather Information Checks made about him take only a round, and are at +8.  When he meets anyone they must make a Willpower Save (same DC), and if they fail there are equal chances they ether worship or despise him.  If they hate or adore him their minds cannot be changed except by magic, the end of this curse, or him putting in time and effort (which will basically result in them becoming the opposite instead of going back to normal).  The longer he stays in the vicinity the more extreme their behavior will get.  Adoring people will bribe or sleep with guards to be able to see him, or possibly become murderous stalkers hellbent on kidnapping him so he can be theirs forever.  Haters will frame him for crimes, attempt to rape/torture/mutilate/or otherwise permanently harm him, though killing itself is rare.  If he's dead they can't make him suffer. 

Lard Ass
Transmutation
Level: Witch Doctor 4
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Your victim's ass can more properly be referred to as a sofa now.  Until this Curse is removed the victim automatically fails all Jump and Tumble Checks and Land, Swim and Burrow Movement Rates are halved (round down, minimum of 5).   He also takes a -8 Penalty on Climb and Balance Checks.  His weight effectively doubles.  Clothing changes size to fit his new dimensions.  Focus is a small Venus Figurine.

« Last Edit: December 18, 2016, 07:42:55 PM by bhu »

Offline bhu

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Re: Jesters Realm
« Reply #4 on: January 20, 2012, 12:49:21 AM »
LET'S GET READY TO FUMBLE! thanks DonQuixote
Necromancy
Level: Witch Doctor 5
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Until this Curse is removed, when your victim rolls a Natural 1 on Attack Rolls, bad things happen and the following chart is consulted:

1: Your victim spontaneously goes permanently blind from a brief aneurysm.
2: Your victim gets no sleep for 1d4 days as the Gawds take the opportunity to visit him in the small hours and call him a 'wuss'.
3: The Lords of Hell (or perhaps the Abyss) feel the need to fuck with a random mortal and lo your victim has been chosen!  So they drop an Incendiary Cloud spell into the fray centered on him (Caster Level 15, DC 22 Save).
4: Your victims opponent projectile vomits onto him, infecting him with any Disease from the DMG that can infect by Contact.  Turns out he shouldn't have fought the Orc who had burritos.  He gets no save.
5: A back injury your victim received while in a drunken argument with a Vallkyrie acts up and he is Paralyzed for 1d3 rounds.
6: The laughter of your victims opponent awakens a huge monster neither of them were fortunate enough to know about (CR equals combined CR of victim and his opponent).
7: Somehow your victim attacks himself (roll damage).
8: Your victims weapon slips from his hands and goes flying allowing him to make a ranged attack roll against a random Ally/Opponent within range.
9: Your victims spontaneously shits himself and takes a -2 Morale Penalty on all rolls for 1 hour in embarrassment.
10: Somehow your victim ends up flat on his ass and is now prone.
11: Your victim takes a random head blow somehow and is Dazed 1 round. 
12: Your victim accidentally pokes his opponent with his suddenly raging hard-on causing a long moment of awkward silence in which both are considered Flat-Footed for 1 round.
13: Your victim realizes he got gyped by the guy who sold him his weapon as it shatters into a thousand pieces.  If he survives this he's probably going to kill that old fucker.
14: Your victims tomfoolery so enrages his opponent that he gains a +2 Hate Bonus to all Attack and Damage rolls for the duration of the encounter.
15: The laughter of your victims opponent awakens more of his kind and another 1d4 monsters of whatever type he is currently facing round the corner.
16: Your victim has a minor stroke and is Confused for 2d4 rounds.
17: Your victim realizes he applied the poison to the wrong part of his stabbity thingie, and he immediately is considered to have failed his Save against any one Contact poison from the DMG.
18:  The Gawds require entertainment, and as your victim has provided entertainment before they watch his antics and occasionally juice things up a little.  Your victim suddenly finds himself swept into a Bollywood dance number as he and every living thing within 30' are struck by an Irresistible Dance spell (Caster Level is same as yours).
19: Your victims pathetic display attracts the attention of appropriately aligned Fiends who make him an offer for his soul once per day for a week because, let's face it, he sucks and really needs the boost.
20: Your victims worthlessness offends the Gawds themselves who implode his/her left testicle/ovary.  He/she must make a DC 25 Willpower Save or die.  If he succeeds he takes 3d6 damage and is stunned for the 1d4 rounds he is praying for death instead.  If your victim does not have any appropriate organs his head explodes instead.

If the victim rolls a result that is not applicable reroll until you get one that is.

Living in Denial
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your victim loses touch with reality.  Until this Curse is removed halve the victims skill ranks in any skills requiring attentiveness or concentration such as Concentration, Craft, Disable Device, Listen, Open Lock, Spot, Search, etc.  He also takes a -4 Penalty on Willpower Saves against spells from the Illusion school or abilities duplicating their effects.

Love Spell
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 5
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Obsessive lust is more like it, but why quibble?  They still want you.  The victim falls in lust/love with the specific creature of your choice and will do anything to pursue them until this curse is removed.  As long as their feelings are returned nothing bad happens.  However if the object of their desire spurns them repeatedly over time this spell can lead to the suicide of the victim or turn him into a kidnapper or rapist.  Whenever the victim is spurned they must make another Willpower Save.  After they have failed another Willpower Save, their alignment determines what happens.  Good victims will attempt suicide.  Evil beings of any kind will attempt to take their would be paramour by force.  Neutral Victims have a 50% chance of going in either direction.  Focus is a Venus Figurine.

Master of Diplomacy thanks Marillion
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 5
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your victim cannot say anything that doesn't insult the intelligence of those around him.  He always get names wrong, or curses at odd moments, or says things like "By the Gods that Ogre smells like he bathes in rotten shit" in a room full of Ogres.  Whenever your victim makes a Bluff, Diplomacy, Gather Information or Intimidate Check the Check fails immediately and the being(s) which he was attempting to make a Check on must make a Willpower Save (DC is same) or begin attacking him exclusively for 1d6 rounds, after which they will leave him alone until the next time he speaks when it will start all over again.  How they attack is up to them just as long as it's painful and humiliating to your victim.

Master of Your Domain
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 7
Components: V, S, F
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your victim is compelled to do acts he should know better than to perform in front of witnesses for the prosecution.  This goes beyond simple exhibitionism.  This is more like stripping down in the town square and using a severed head as a masturbatory aid.  Until this curse is removed the victim must make a Willpower Save daily or spend one hour each day doing an act he knows people will find horrifying in as public a venue as he can get.  And not just simple easily defined horrifying acts like killing someone or assault or rape.  It has to be something truly bizarre and disturbing.  After completing this act the victim takes a -2 Morale Penalty to all rolls (even if he is normally immune to Morale Penalties) until the next time he must make his Willpower Save against this Curse again.  Focus is a Venus Figurine.

Matrimonial Horror
Transmutation
Level: Witch Doctor 4
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates, see below
Spell Resistance: Yes

The object of your opponents desire simultaneously falls deeply in lust with him while becoming the personification of his worst fears.  Is he terrified of hairy, pan-hermaphroditic cannibal orc women?  Guess what his girlfriend just became.  This spell is cast upon the spouse or significant other or object of desire of the being you actually wish to persecute.  It not only makes the victim fall madly in lust with the target you name, they also physically become something the secondary target is terrified of (yet they are still able to mate with due to the effects of the spell).  Effectively the person you curse becomes a horny monstrous would be rapist.  They are transformed into any creature whose CR is equal to your own, and the secondary target must make a Willpower Save or be Shaken for 1d6 rounds whenever they do something that triggers his phobia.  Focus is a Venus Figurine.

Maybe You Should Get Yourself Checked
Transmutation
Level: Witch Doctor 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude Save Negates
Spell Resistance: Yes

Your victims is the carrier of a hideous rotting disease known as Mummy Syphilis.  Until this Curse is removed your victim becomes the carrier of a magical STD.  It doesn't hurt him any, but any being engaging in sexual congress with him must make a Fortitude Save (same DC as the spell) or contract Mummy Rot.  Partners who die rise in 1d4 days as Mummies. 

Mean Girls
Conjuration (Calling, Chaotic, Evil)
Level: Witch Doctor 5
Components: V, S
Casting Time: 1 Minute
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Creates 3d4 Bitches
Duration: 1 Year
Saving Throw: None
Spell Resistance: No

Attractive women appear within 1 mile of your victim and begin spreading vicious rumors about him.  The spell creates 3d4 Bitches (see below for stats) who do their level best to ruin his life for 1 year by any means possible.

Bitch
                      Medium Humanoid (Chaotic, Evil)
Hit Dice:             4d8+4 (22 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          15 (+1 Dex, +4 Luck), touch 15, flat-footed 14
Base Attack/Grapple:  +3/+2
Attack:               Weapon +4 melee
Full Attack:          Weapon +4 melee
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities
Special Qualities:    SR 15, Immunities
Saves:                Fort +2, Ref +5, Will +3
Abilities:            Str 9, Dex 13, Con 12, Int 14, Wis 14, Cha 18
Skills:               Bluff +12, Diplomacy +12, Gather Information +12, Intimidate +8, Knowledge (Local) +6, Listen +6, Sense Motive +6
Feats:                Wanderer's Diplomacy, Weapon Finesse
Environment:          Usually urban
Organization:         Solitary or Clique (3-6)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +3

Bitches are attractive socialites who do their best to cause drama in the lives of those around them.

Spell-Like Abilities (Sp): At Will: Charm Person
1/day: Suggestion.

Immunities: Bitches do not require food, sleep, air, or water.  They are immune to spells with the Charm descriptor.

Skills: +4 Racial Bonus to Bluff, Diplomacy, and Gather Information Checks

Combat: Bitches avoid combat when possible, or try to charm their way out of it.


Mercenary thanks Marillion
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your victim will not aid or help anyone, even loved ones, without an explicit reward being promised.  He does not perceive this as being selfish or evil or even violating his alignment.  He will not use the Aid Another Action, cast a beneficial spell on another, or provide financial or other aid without a reward in exchange.  If that reward is not forthcoming immediately he will refuse to aid that individual until this Curse is removed.

Migraine
Necromancy
Level: Witch Doctor 5
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Your victim has a headache so bad he prays for death.  Until this curse is removed he cannot use any skill or ability that requires Concentration, or cast spells with a duration of Concentration.  He also loses the use of the Concentrate skill.

Minister of Funny Walks thanks Marillion
Transmutation
Level: Witch Doctor 5
Components: V, S, F
Casting Time: 1 Minute
Range: Unlimited
Target: 1 Creature
Duration: 1 Round/Level
Saving Throw: Willpower Negates
Spell Resistance: Yes

You may set limits on how your opponent may move.  When he comes up in the Initiative order you may decide how far and in what direction he will move, including denying him his Turn by taking a Full Round Action to Run or Charge.  You can even make him walk backwards or use alternate movement forms he may possess.

Minor Fears thanks sirpercival
Necromancy (Fear)(Mind-Affecting)
Level: Witch Doctor 4
Components: V, S, F
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your victim develops a bad phobia.  A Will save is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia (chosen at the time of the spells casting), and even then the character takes a -2 morale penalty on all rolls as long as the object of fear remains.

Mouthless
Transmutation
Level: Witch Doctor 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Willpower negates
Spell Resistance: Yes

You remove your victims mouth making their life interesting.  Until this Curse is removed your victim no longer needs food or water, but they cannot speak and lose all Abilities that require the use of their voice such as spells with the verbal component. 


My Cousin Jimmy Fucked A Squirrel Once
Enchantment (Compulsion, Mind-Affecting)
Level: Witch Doctor 5
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Willpower negates; see text
Spell Resistance: Yes

Your victim develops an embarrassing, socially unacceptable compulsion you can use to blackmail him with.  This is similar to Fetish Monkey, but instead of putting him into immediate danger via his own urges, the danger comes eventually as a side effect of them.  Perhaps he becomes a necrophile, or indulges in bestiality, or fucks mangoes.  If your society is pretty conservative he may just turn quietly homosexual.  Whatever the problem is, until this Curse is removed when he is confronted with the possibility of indulging his newfound urges
he must make a Willpower Save to avoid doing so regardless of social convention, sanity, or risk to personal health.  If the victim goes more than 1 week without having to make a Willpower Save they become depressed and impotent taking a -1 on all rolls until the curse is removed or they are required to make a Willpower Save again.  If they are ever caught indulging, they acquire a horrible social stigma that will cause them discrimination, harassment, or even put them at risk for imprisonment or murder.

Oo ee oo ah ah ting tang walla walla bing bang
Enchantment
Level: Witch Doctor 4
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Until this Curse is removed your victim perceives you as a wise man whose advice is coveted, and he fails all Sense Motive Checks made against you.

Pardon Me, Is That a Slug in Your Mouth?
Necromancy
Level: Witch Doctor 6
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

You summon horrible sluglike entities...inside your opponent.  Each round for the next 2d6 rounds he is Nauseated and loses a hit point per round while vomiting a giant slug up.  This is the least of his worries as the slugs are mildly carnivorous and will begin to assault him after regurgitation.

               Slug
                      Diminutive Magical Beast
Hit Dice:             3d10+3 (19 hp)
Initiative:           -2
Speed:                20 ft. (4 squares), Climb 20 ft., Swim 20 ft.
Armor Class:          15 (-2 Dex, +4 Size, +3 Natural), touch 12, flat-footed 15
Base Attack/Grapple:  +3/-11 (+1 when Attached)
Attack:               Touch +2 melee (Attach)
Full Attack:          Touch +2 melee (Attach)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Attach, Blood Drain
Special Qualities:    Darkvision 60 ft., Tremorsense 60 ft.
Saves:                Fort +4, Ref +1, Will +2
Abilities:            Str 6, Dex 6, Con 12, Int 4, Wis 12, Cha 6
Skills:               Climb +7, Spot +4, Swim +6
Feats:                Weapon Focus (Touch)
Challenge Rating:     2
Alignment:            Neutral Evil

Attach (Ex):  If a Slug hits with a touch attack, it uses its mouth to latch onto the opponent’s body. An attached Slug is effectively grappling its prey. The Slug loses its Dexterity bonus to AC, but holds on with great tenacity. Slugs have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached Slug can be struck with a weapon or grappled itself. To remove an attached Slug through grappling, the opponent must achieve a pin against the Slug.

Blood Drain (Ex): A Slug drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and crawls off to digest the meal. If its victim dies before the Slugs appetite has been sated, the Slug detaches and seeks a new target.

Skills: Slugs have a +8 Racial Bonus to Climb and Swim Checks, and may always Take 10 on a Climb or Swim Check.

Combat: Slugs go right for the Attach.


Party Pooper thanks Elemental
Transmutation
Level: Witch Doctor 7
Components: V, S, M
Casting Time: 1 Minute
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature (see text)
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Your victim is followed by his own personal solar eclipse or maybe just generates an aura of doom.  Until this curse is removed all Morale Bonuses within 60' of him do not function, and Morale penalties are doubled (and apply even to those normally immune to Morale Penalties).

Perceived Malignment
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your victim believes he has been wronged by a target you designate.  By pointing at the target and saying the magical words "It was him!" you magically compel your victim to attack that target regardless of their current possible relationship.  Although if it is a loved one they get an additional Save each round to break free.   If the target somehow escapes, your victim will continue to attack him on sight until this Curse is removed.  The manner of your victims attack is usually lethal unless it is a loved one.  Well usually.  If your victim has any grudges against their so-called loved ones this is the time you find that out.

Pinhead
Transmutation
Level: Witch Doctor 5
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Your victims head is now one third it's normal size or less.  Helms and head wear change size to fit your new dimensions.  Until this curse is removed your opponent cannot Take 10 or 20 on Intelligence based skills and his Intelligence Modifier is considered 0 despite whatever his score may be (unless it is already negative).

Power Word: Bloat
Transmutation
Level: Witch Doctor 4
Components: V
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with 200 hp or less
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You embiggen an opponent.  Whether they hear you speak the word of power or not they become morbidly obese until this curse if removed.  None of their non-magical clothing or equipment fits and bursts off of them.  They lose the benefits of the Endurance Feat if they have it and take a -4 penalty on every roll the Feat would normally give a bonus to.  They also cannot take a Run or Charge Action.

Power Word: Foofy
Transmutation
Level: Witch Doctor 3
Components: V
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with 200 hp or less
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your opponent is covered in incredibly thick fur whether he hears you speak the words of power or not.  Until this curse is removed your victim gains a +4 Bonus on Saves against any attack with the Cold descriptor (or cold weather).  Perversely he also takes a -4 Penalty on Saves against any attack/effect with the Fire descriptor.

Power Word: Kneel
Enchantment (Compulsion), (Mind-Affecting)
Level: Witch Doctor 4
Components: V
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 150 hp or less
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your opponent drops to his knees. One creature of  your choice is considered to be Cowering and Prone until is next turn whether he can hear the word you speak or not.  He must still take an action to stand when the spell ends.

Power Word: Mucous
Transmutation
Level: Witch Doctor 7
Components: V
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with 200 hp or less
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your opponent gains some sinus problems.  In additions to the effect of a Power Word Nauseate spell he spews great gouts of mucous from every bodily orifice creating a pool of slime in his own hex and all adjacent hexes.  The victim, all objects in the area, and the adjacent hexes also gain the effects of a Grease spell (duration for this effect is same as Grease).

Pyrotechnic Display of Affection
Transmutation
Level: Witch Doctor 3
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Willpower negates
Spell Resistance: Yes

When your victim is aroused, he or she puts on a fireworks display.  Usually emanating from their pants.  Until this Curse is removed, whenever your victim becomes sexually aroused he sets off a pyrotechnic display from his genital region for 1d4 rounds, and then smokes for an additional 4 rounds.  The pyrotechnics do 1d6 fire damage to himself and anything in adjacent squares, and any being within 10' must make a Reflex Save (same DC) or be blinded.  He has a 50% chance of setting the square he is standing in on fire.  Afterwards anything in his square or any adjacent square gain Total Concealment, and must make a Fortitude Save or be Sickened until they leave the smoke and for 1 round after.

Revenge of the Mooks
Enchantment (Compulsion)
Level: Witch Doctor 6
Components: V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft. level)
Target: One creature per Level, no two of which can be more than 30' apart
Duration: 1 Minute/Level
Saving Throw: Willpower Negates
Spell Resistance: Yes

You can turn a group of minions against their Lord.  If your victim has any Cohorts or followers they turn on him as do Called/Summoned creatures, or Animal Companions Familiars if any of them fail a Save.  For the duration of the spell they believe their former master to be Evil, and the bane of their existence and will do anything to kill them.

Shift Blame
Enchantment (Compulsion)(Mind-Affecting)(Language Dependent)
Level: Witch Doctor 5
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature/Level
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Someone else takes the blame for a deed you committed.  Choose a particular law of man, Gawd, or Nature you have violated, and until this curse is removed anyone seeing him who knows of the events in question must make a Willpower Save (same DC) or believe he did it instead of you.  You can end the Curse at any time to save him, but then the lynch mob will remember it was originally you that did bad things...

Shit a Brick
Conjuration (Creation)
Level: Witch Doctor 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: No

The next time your victim feels the call of nature, he will have to pass an object that does not normally go through the humanoid intestine...Until this curse is removed your opponent takes 1d6 damage whenever he poops.  If the max damage of 6 is rolled he also  takes 1 temporary point of Constitution damage.

Sobriety
Transmutation
Level: Witch Doctor 4
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Living Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates (see text)
Spell Resistance: Yes

Your opponent can no longer consume alcohol without getting violently ill.  The curse also addicts him to alcohol, just because you're a prick.  He not only has a Severe Addiction (see Book of Vile Darkness) to alcohol, but any time he consumes an alcoholic beverage he must make a Fortitude Save or become Nauseated for 1d6 rounds.  Needles to say removal of this curse will be a priority for him...

Something the Cat Dragged In
Universal
Level: Witch Doctor 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Willpower negates
Spell Resistance: No

Your victims pet now drags home the most interesting things.  Until this curse is removed a small cat will drop off interesting things at your victims doorstep.  If a murder has occurred within the last 24 hours it will be a piece of the victim or a murder weapon.  If a small, valuable, cat portable object has been stolen, he may get that.  Failing any sort of crime the cat can get you blamed for it brings by random CR 5 opponents.  If your victim has no feline pet/Familiar.Companion entity one will adopt him for the duration of this Curse.

Sphere of Funk
Transmutation
Level: Witch Doctor 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates, see text
Spell Resistance: Yes

Your victims personal body odor is so bad it could make Satan weep. Until this curse is removed any living creature within 30' of him must make a Fortitude Save or be Sickened for as long as he remains within range and for 2d6 rounds after.  Beings with Scent take a -4 Penalty on their Saving Throw against his personal stench, and unlike normal stench spells immunity to poison does not prevent them from being affected by this spell.  Material component is a skunk gland.

Sucking Chest Wound
Necromancy (Evil)
Level: Witch Doctor 7
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your victims wounds do not heal normally and quickly become infected and flyblown.  Until this Curse is lifted all damage the victim takes is considered to be Vile damage.  He is also exhausted when below full hp due to the infection and maggots.

Summon Anvil
Conjuration (Creation)
Level: Witch Doctor 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Targett: 1 Creature
Duration: Instantaneous
Saving Throw: Reflex for half
Spell Resistance: No

You can make anvils fall from the sky.  Your unlucky victim takes 1d6 Bludgeoning damage per caster level (maximum 15d6). 

Summon Object from the Sky
Conjuration (Creation)
Level: Witch Doctor 8
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: 20' radius spread
Duration: Instantaneous
Saving Throw: Reflex for half
Spell Resistance: No

You can make lots of things fall from the sky, like whales or houses.  Opponents in the area take 1d8 Bludgeoning damage per caster level (max 15d8).

Tasha's Uncontrollable Hideous Hand
Transmutation
Level: Witch Doctor 6
Components: V, S, F
Casting Time: 1 Minute
Range: Touch
Target: 1 Creature
Duration: 1 Hour/Level
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your victims hand has a mind of it's own.  Actually you can animate just about any part of him.  You can even make his penis go off to devour the living while he is sleeping.  If your victim fails his Saving Throw you may separate any part of his body from him painlessly and without injury.  Generally this is a hand, foot, arm, leg, head, or even the penis in truly odd circumstances.  The disembodied part gains a base Land speed of 5, and a Flight speed of 20 (Average).  Natural AC modifier is the same as the base creature.  Int, Wis, and Cha of the disembodied part are nil.  Con is the same as the base creature, Dex and Str are modified for Size Class as per the Monster Manual.  Saves are the same as the base creature, and Size class is -1 for an arm or leg, -2 for a head (-3 otherwise).  Full or partial limbs gain a Primary Slam attack equal to the Base creatures unarmed strike damage unless it has Natural attacks already.  Heads or other parts gain a Primary Bite attack doing 1d3 damage unless it has Natural Attacks already.  Hit dice equals the base creature, but actual hp vary.  Limbs are 20% of the victims hp, 10% for a head, and anything else is 5%.  You have full control over this part and may order it to do what you want, and often use this to commit crimes while the victims is fast asleep due to another spell.  Any damage taken by his limb is healed when it reattaches to him, and if it is destroyed it reappears upon his body. 

Tattoo of Shame
Necromancy
Level: Witch Doctor 7
Components: V, S, M
Casting Time: 1 Round
Range: Touch
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: No

Your victims new tattoo says bad things about him.  Until this curse is removed people able to see your Tattoo assume your victim is Evil.  Not Evil as in "he's an ex-con", Evil as in "that's Bob the Orphan Rapist".  He loses all ranks or Bonuses with Bluff, Diplomacy, or Gather Information Checks.  Hide checks made to conceal the Tattoo automatically fail as it always moves to present itself (or burns through clothes if it has to).

The Birds
Transmutation
Level: Witch Doctor 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates (see text)
Spell Resistance: Yes

Birds don't like you.  You seen that Hitchcock movie?  Welcome to the rest of your life.  Until this Curse is removed any Bird, magical or otherwise (this includes mixed bird/beasts like Hippogriffs, or humanoid birds) that sees you must make a Willpower Save or Attack you until you chase it away (usually by doing at least half it's hp in damage). 

Touchy thanks Bit Fiend
Enchantment (Compulsion)(Mind-Affecting)
Level: Witch Doctor 6
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates, see text
Spell Resistance: Yes

Your victim perceives constant personal insults where there are none.   Any time someone makes a Bluff or Diplomacy Check against him (or if a stranger attempts to so much as engage him in conversation) he must make a Willpower Save again or attack that individual for 2d6 rounds (after which if they both aren't dead he'll likely have to finish fighting anyway).  Attacks do not necessarily have to be lethal unless your target has Rage or Frenzy as an ability, or happens to be Evil in alignment, or is juuust a bit crazy.

Trouble is a Friend of Mine
Necromancy
Level: Witch Doctor 9
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: No

Trouble follows your victim quite literally as a physical manifestation.  Until this Curse is removed, an Astral Stalker becomes obsessed with your victim and secretly follows them about murdering anyone other than the caster that could come between them. 

Unblinking thanks Arraxis
Transmutation
Level: Witch Doctor 6
Components: V, S
Casting Time: 1 Round
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Your victim loses the ability to sleep.  Until this curse is removed he cannot sleep, and becomes Fatigues after 24 hours.  After 48 hours without sleep that upgrades to Exhausted.  After 72 hours the victims also becomes Confused as per the spell and takes 1 point of temporary Con damage per day.

Wandering Hands
Enchantment
Level: Witch Doctor 6
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Willpower negates
Spell Resistance: Yes

Your victim feels compelled to touch people he shouldn't in places he shouldn't.  Until this Curse is removed any time a socially inappropriate target is available (children, the elderly, nun, violent felons), the victim must make another Will Save or spend the round playing grab ass.  After which he is probably beaten soundly.  If the victim has ranks in Sleight of Hand and knows someone in the vicinity is carrying significant wealth that could be easily taken, he must make a Will Save or attempt to do so.

Wandering Monster
Transmutation
Level: Witch Doctor 9
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Your victim now has monsters randomly assault him.  Usually when he is alone, naked, on the loo, fighting other monsters, or in some way distracted.  Until this Curse is removed, once per day the victim is attacked by any Monster from the Summon Monster I-VII lists.  The monster always appears unexpectedly, and gets a free surprise round against your victim. 


Wanderlust
Enchanment (Compulsion)
Level: Witch Doctor 7
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your victim becomes a wandering gypsy.  Until this Curse is removed he must spend at least 8 hours a day traveling if he is able to, or take 1 point of Constitution Drain.  If he is injured, imprisoned, or otherwise prevented from moving he gets a pass.  However once he is able to travel again he must do so or take 1 point of Constitution Drain for every day he stopped.  For example if a victim is laid up for 4 weeks with a busted leg, once it heals he has 1 day to begin moving or he takes 28 points of Con Drain.

We All Go A Little Mad Sometimes
Enchantment (Compulsion)(Mind Affecting)
Level: Witch Doctor 5
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 Living Creature
Duration: Instantaneous
Saving Throw: Willpower Negates
Spell Resistance: Yes

You cause your victim to go insane.  Until this curse is removed you can inflict any one mental disorder listed here on your victim.

Why is There Napalm in My Urine?
Transmutation 3
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

Your victim now pees fire. Until this Curse is removed each time your victim feels the call of nature he takes 1d6 Fire damage whenever he pees, and sets the square he is occupying on  fire.  If the max damage of 6 is rolled he also  takes 1 temporary point of Constitution damage and he sets all adjacent squares on fire.

Yes Man
Enchantment (Compulsion)(Mind-Affecting)(Language Dependent)
Level: Witch Doctor 9
Components: V, S
Casting Time: 1 Round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Creature
Duration: 1 day/Level
Saving Throw: Willpower Negates
Spell Resistance: Yes

Your victim loses the ability to say no, agrees with whatever anyone says, and will follow any order anyone gives him (as long as they can phrase it into a question where the answer would be yes or no) until this Curse is removed no matter how objectionable.

Your Own Personal Mosquito
Necromancy
Level: Witch Doctor 4
Components: V, S
Casting Time: 1 Minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Creature
Duration: 1 Year
Saving Throw: Willpower Negates
Spell Resistance: No

Your victim now has his own personal, demonically hungry mosquito.  Until this curse is removed he is Fatigued and take 1 temporary point of Strength damage per day.  He also has a 50% chance each day of contracting any disease from the DMG whose infection method is injury.

Your Own Personal Mob thanks sirpercival
Transmutation
Level: Witch Doctor 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Effect: an area up to 750 ft. square and up to 10 ft. deep centered on the victim (S)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

From now on your victims presence blights crops and livestock.  Peasants know this and will instinctively seek to kill him.  Until this Curse is removed your victim is permanently surrounded by a field of death.  All plants in the area take 1d6 damage per round until they die or he moves on.  Any livestock entering the area must make a Fortitude Save or become barren, spontaneously abort any current pregnancies, and cease giving milk.  They also take 1 point of Constitution Drain per day.  If he spends 8 hours to rest somewhere that land permanently becomes barren until a Dispel Evil is cast, and water sources become foul (Ingested poison, DC 12 Fort Save, 1d6 hp Initial and Secondary damage). 

« Last Edit: June 14, 2013, 05:34:16 PM by bhu »

Offline bhu

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Re: Jesters Realm
« Reply #5 on: January 20, 2012, 12:59:36 AM »
METACURSE FEATS


Addictive Spell
Your spells can become addictive, which can get awkward when their effects aren't so nice...
Prerequisites: Any 2 other Metacurse Feats
Benefits:  Curses you cat are like drugs, and their addiction rating depends on their Level.  0-1: Negligible, 2-3: Low, 4-5: Medium, 6-7: High, 8-9: Extreme, Epic: Vicious.  An Addictive Curse uses a spell slot three Levels higher than normal. 


An Oddly Specific Death
You can name a specific set of circumstances in which your victims curse activates.
Prerequisites: Any other Metacurse Feat, Delay Spell
Benefits: An Oddly Specific Curse uses a spell slot 3 levels higher than normal.  If successfully cast it has no effect until the victim violates a specific set of circumstances you define. 


Bad Juju
You may permanently Curse an unattended object.
Prerequisites: Any Item Creation Feat
Benefits: You may cast any Curse whose Target is '1 Creature' onto any unattended object instead of a creature.  The next being other than yourself to touch this object must make a Save (if one is allowed, see the Curse description) or suffer the effects of the Curse.  If he succeeds the next being to touch it must Save until someone fails and contracts the Curse.  If the item is kept in the possession of the person who made the Save, he must Save again every 24 hours the item is in his possession.  Bad Juju uses a spell slot 2 levels higher than normal.


Cursed Task
Your curses can be broken only by certain spells or a task you set when casting.
Prerequisites: Must be able to cast Geas/Quest
Benefits: You may define a specific set or circumstances in which your Curse may be broken.  Unless the victim meets these circumstances (usually a task he must perform or an odd group or circumstances that are damn unlikely) he will require a Miracle or Wish spell to get rid of the Curse you have placed upon him.  Cursed Tasks use a spell slot 3 levels higher than normal.


Empower Curse
Your curses are stronger than usual.
Prerequisites: -
Benefits: When an opponent makes an Opposed Level Check to Dispel one of your Curses the DC of his Check is increased by +2.


Evil Eye
You may deliver curses via Gaze Attack.
Prerequisites: Any other Metacurse Feat
Benefits: When you cast a Curse with this Metacurse Feat you gain a 30' Gaze Attack for the Curse's normal duration.  Anyone failing the Save is affected as normal.  Gaze Curses use a Spell Slot one higher than normal.


Familial Curse thanks Noliar
Your victims descendants inherit his Curses.
Prerequisites: Any other Metacurse Feat
Benefits: If your victim becomes pregnant (or sires any progeny in the case of males) while under the effects of one of your Curses, his/her children gain those Curses as well.  If they aren't successful in having it removed, the Curse passes to their children as well, and so on.


Flaying Curse thanks Noliar
Your curses damage your victim in addition to their normal effects.
Prerequisites: -
Benefits: Opponents who fail their Save against a Curse cast with this Metacurse Feat take an additional 1d6 untyped damage.  Flaying Curses take up a spell slot one level higher than normal.


Hex Mark
You can leave curses as invisible diagrams that activate when their victim steps on them.
Prerequisites: Delay Spell
Benefits: You may cast any Curse whose Target is '1 Creature' onto any 5'square instead of a creature.  The next being other than yourself to walk through this area must make a Save (if one is allowed, see the Curse description) or suffer the effects of the Curse.  If he succeeds the next being to walk through it must Save until someone fails and contracts the Curse.  Hex Mark uses a spell slot 1 level higher than normal.


Silent Curse
Your victim cannot mention he is Cursed or that you have Cursed him.
Prerequisites: -
Benefits: If you successfully cast a Curse with this Metacurse Feat, your victim cannot tell anyone he is Cursed or that you are responsible.  Silent Curses take up a spell slot 2 levels higher than normal.


Strange Brew
You can bind Curses into Potions or potable liquids.
Prerequisites: Brew Potion
Benefits: You may cast any Curse whose Target is '1 Creature' onto any standard potion bottle, wine bottle, or other container of liquid instead of a creature.  The next being other than yourself to drink from this bottle must make a Save (if one is allowed, see the Curse description) or suffer the effects of the Curse.  If he succeeds the next being to drink from it must Save until someone fails and contracts the Curse.  Strange Brew uses a spell slot 1 level higher than normal.


Substitute Curse
Once you have successfully cursed a victim you may switch his current curse for another one.
Prerequisites: Any other Metacurse Feat
Benefits: If you have successfully Cursed a victim with a spell cast with this Metamagic Feat, you can switch his Curse for another Curse of the same or lower Level as a Standard Action so long as you are within 60'.  Substitute Curses take up a spell slot one level higher than usual.

« Last Edit: June 08, 2013, 01:29:50 AM by bhu »

Offline bhu

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Re: Jesters Realm
« Reply #6 on: January 22, 2012, 01:28:19 AM »
Added more potential spells/feats.  As usual if there are any ideas missing you think i could add please mention them.

Offline bhu

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Re: Jesters Realm
« Reply #7 on: March 11, 2012, 01:14:56 AM »
Books the spells can be found in

PHB
Antipathy, Baleful Polymorph, Bane, Bestow Curse, Binding, Blasphemy, Blindness/Deafness, Break Enchantment, Charm Monster, Charm  Person, Circle of Death, Command, Confusion, Contagion, Contingency, Crushing Despair, Curse Water, Daze, Daze Monster, Death Ward, Demand, Destruction, Detect Magic, Detect Poison, Dictum, Dispel Chaos/Evil/Good/Law, Dispel Magic, Dominate Monster, Dominate Person, Doom, Energy Drain, Enervation, Explosive Runes, Eyebite, Feeblemind, Finger of Death, Fire Trap, Flesh to Stone, Forbiddance, Geas/Quest, Ghoul Touch, Globe of Invulnerability, Glyph of Warding, Greater Command, Greater Dispel Magic, Greater Glyph of Warding, Greater Spell Immunity, Harm, Holy Word, Imprisonment, Inflict Critical Wounds, Inflict Light Wounds, Inflict Moderate Wounds, Inflict Serious Wounds, Insanity, Lesser Geas, Lesser Globe of Invulnerability, Lesser Restoration, Lesser Spell Immunity, Magic Circle against Chaos/Evil/Good/Law, Magic Person, Mass Charm Monster, Mass Inflict Critical Wounds, Mass Inflict Light Wounds, Mass Inflict Moderate Wounds, Mass Inflict Serious Wounds, Mass Reduce Person, Mass Suggestion, Mind Blank, Modify Memory, Mordenkainen's Disjunction, Neutralize Poison, Otto's Irresistible Dance, Poison, Power Word Blind, Power Word Kill, Power Word Stun, Protection from Chaos/Evil/Good/Law, Protection from Spells, Ray of Exhaustion, Reduce Person, Remove Blindness/Deafness, Remove Curse, Remove Disease, Remove Paralysis, Restoration, Sepia Snake Sigil, Sequester, Soul Bind, Spell Immunity, Spell Resistance, Spell Turning, Stone to Flesh, Suggestion, Symbol of Death, Symbol of Fear, Symbol of Insanity, Symbol of Pain, Symbol of Persuasion, Symbol of Sleep, Symbol of Stunning, Symbol of Weakness, Tasha's Hideous Laughter, Temporal Stasis, Touch of Idiocy, Trap the Soul, Vampiric Touch, Word of Chaos,

PHB II
Black Karma Curse, Curse of Arrow Attraction, Energy Vulnerability, Incite Riot, Increase Virulence, Plague,

Book of Vile Darkness
Addiction, Angry Ache, Befoul, Bestow Greater Curse, Bestow Wound, Boneblast, Clutch of Orcus, Distort Summons, Eternity of Torture, Evil Eye, Forbidden Speech, Grim Revenge, Gutwrench, Heartclutch, Imprison Soul, Liquid Pain,  Morality Undone, Mindrape, Plague of Nightmares, Power Leech, Pox, Psychic Poison, Red Fester, Rotting Curse of Urfestra, Slash Tongue, Slow Consumption, Sorrow, Soul Shackles, Spread of Savagery, Steal Life, Stop Heart, Stupor,

Fiendish Codex I
Befoul

Complete Arcane
Assay Spell Resistance, Arrow of Bone, Backbiter, Flensing, Heart Ripper, Pain, Programmed Amnesia, Protection from Charm, Reaving Dispel, Transfix,

Complete Mage
Arboreal Transformation, Boiling Blood, Bothersome Babble, Channeled Lifetheft, Cryptwarden's Grasp, Discordant Malediction, Endless Slumber, Escalating Enfeeblement, Finger of Agony, Greater Seed of Undeath, Karmic Aura, Karmic Backlash, Karmic Retribution, Otto's Imperative Ambulation, Prickling Torment, Seed of Undeath, Touch of Years, Vecna's Malevolent Whisper,

Spell Compendium
Awaken Sin, Buzzing Bee, Curse of Impending Blades, Delusions of Grandeur, Finale Rebuke, Greater Bestow Curse, Greater Rebuke, Greater Resistance, Heatstroke, Hypothermia, Mass Curse of Ill Fortune, Mass Curse of Impending Blades, Mind Poison, Phantom Foe, Ray of Clumsiness, Ray of Entropy, Ray of Sickness, Ray of Stupidity, Ray of Weakness, Sensory Deprivation, Shock and Awe, Symbol of Spell Loss, Wrathful Castigation

Sandstorm
Ashen Union, Flesh to Salt, Mass Flesh to Salt, Symbol of Thirst, Tormenting Thirst,

Libris Mortis
Avasculate, Clutch of Orcus, Necrotic Bloat, Necrotic Curse, Necrotic Cyst, Necrotic Domination, Necrotic Eruption, Necrotic Scrying, Necrotic Termination, Necrotic Tumor, Night's Caress, Wither Limb

Draconomicon
Antimagic Ray, Lower Spell Resistance, Maddening Whispers, Miser's Envy, Monstrous Thrall, Scale Weakening, Vulnerability,

Magic of Faerun
Antimagic Aura, Backlash, Curse of Ill Fortune, Crumble, Distort Speech, Memory Rot, Nybor's Gentle Reminder, Nybor's Mild Admonishment, Nybor's Stern Reproof, Nybor's Wrathful Castigation, Puppeteer, Smell of Fear, Spellmantle, Spirit Worm, Transcribe Symbol,

Champions of Ruin
Anathema, Remorseless Charm,

Heroes of Horror
Bestow Wound, Chain of Sorrow, Cloak of Hate, Dreaming Puppet, Familial Geas, Greater Harm, Imprison Soul, Mass Harm, Oath of Blood, Pronouncement of Fate,

Players Guide to Faerun
Blinding Spittle, Possess Animal, Ruby Ray of Reversal, Skull Eye's, Undeath after Death,

Ghostwalk
Black Lungs,

Shining South
Brittleskin

Complete Champion
Bewildering Mischance, Bleed, Confound, Execration, Impede, Mark of Sin, Wooden Blight,

Complete Divine
Contagious Touch, Crumble, Curse of Lycanthropy, Decomposition, Infestation of Maggots, Languor, Maddening Scream, Mass Spell Resistance, Scourge, True Domination, Unbinding, Wrack

Miniature's Handbook
Curse of Petty Failing, Incite, Inhibit, Legion's Curse of Petty Failing,

Oriental Adventurer
Castigate, Compel, Distract Assailant, Mental Weakness, Possess, Rebuke, Wracking Touch

Dragon Magic
Curse of the Elemental Lords, Touch of the Blackened Soul,

Complete Warrior
Cursed Blade,

Defenders of the Faith
Chain of Chaos,

Underdark
Dehydrate, Mark of the Outcast,

Lords of Madness
Despoil

Lost Empires of Faerun
Ebony Ray of Doom

Planar Handbook
Evil Glare, Infernal Wound, Miasma of Entropy, Opalescent Glare, Spell Vulnerability,

City of Splendors: Waterdeep
Ensul's Soultheft, Laeral's Crowning Touch,

Frostburn
Fimbulwinter, Gelid Blood,

Forgotten Realms
Grimwald's Graymantle, Spider Curse, Spider Poison,

Races of Faerun
Mass Contagion, Plague Carrier,

Races of the Dragon
Power Word Deafen, Power Word Disable, Power Word Distract, Power Word Fatigue, Power Word Maladroit, Power Word Nauseate, Power Word Pain, Power Word Petrify, Power Word Sicken, Power Word Weaken,

Stormwrack
Sink, Siren's Call,

Savage Species
Superior Resistance,

distract? solipsism
« Last Edit: March 04, 2013, 12:23:21 AM by bhu »

Offline bhu

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Re: Jesters Realm
« Reply #8 on: April 06, 2012, 10:44:27 PM »
Finally got the list of what book each spell is on (phew).  New spells to be done shortly

i hope...

Offline TravelLog

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Re: Jesters Realm
« Reply #9 on: May 19, 2012, 01:26:42 AM »
I'd love to see the finished product. Curses sound delightful. And some feats are quite intriguing.  :cool
Too much sanity may be madness and the maddest of all, to see life as it is and not as it should be.
--Miguel de Cervantes

Offline bhu

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Re: Jesters Realm
« Reply #10 on: May 19, 2012, 07:26:51 PM »
Thanks!  I'm filling in the crunch now.  Or at least beginning the long slog to the finish...

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Re: Jesters Realm
« Reply #11 on: May 27, 2012, 12:15:00 AM »
Okay the spells just need their description finished so they can be critiqued.  The current level for each is a blind guess for what the level would be for what im going for so they'll be slowly getting revised.

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Re: Jesters Realm
« Reply #12 on: May 28, 2012, 03:05:30 AM »
(click to show/hide)
« Last Edit: May 28, 2012, 03:11:04 AM by NiteCyper »
What? NiteCyper's post is evolving!

Offline bhu

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Re: Jesters Realm
« Reply #13 on: May 28, 2012, 01:04:02 PM »
(click to show/hide)

The name Jesters Realm refers to a campaign specific world setting of mine.  All the classes/PrC's presented in this thread will be for it. 

Regarding alms: This class is a niche class.  Specifically its a debuffer based off several things (among them old 80's hong kong black magic films). 

I'll have the full descriptions for spells up soon.  The current level is just a placeholder as it's the level I thought I'd probably have to go for.  It can be revised during review.

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Re: Jesters Realm
« Reply #14 on: June 02, 2012, 10:00:50 PM »
Ya know, this might be a good place for two spells I was toying with. Use 'em or abuse 'em as you wish.


And Stay Dead
Necromancy
Level: Cleric: 5, Sorcerer/Wizard 6
Casting time: 1 standard action
Duration: Instantious
Range: Touch
Target: Dead body. Dead no longer then 1 minute/level
Saving throw: none
Spell Resistance: no
 
The Dread lich Y'thel-Mon had a problem that cropped up over and over again. While his plans were thwarted by adventures, he could deal with that by killing them. It was the fact that they kept coming back. No matter how many times he killed a certain party of do-gooders, they would wish up fresh bodies and true resurrection back to have another go.
Finally ticked off to the point of actually caring, Y'thel-mon created this spell. Once cast on a corpse of someone recently killed in the past few minutes, the body vaporizes, the soul is sent off to it's final resting place (This prevents the target from becoming a ghost), and wipes the target's mind of any memory that causes any strong emotional reaction.
The result is a spirit in the outer planes that simply has no desire to return to life. Since it is impossible to compel a soul to reincarnate/resurrect, the soul simply declines to return. Speak with dead will not give any hint of what has happened, since the nature of speak with dead has limitations on the depth of understanding. Only going to the outer plane in question and actively talking with the soul of the departed will revel the spell in a simple Sense Motive DC 20 check. Once detected, a Break Enchantment is all that is needed to end the effect. Once broken, all the missing memories come flooding back. The departed is usually compelled to return to life to seek revenge.
 
Fragmentation
Necromancy
Level: Sorcerer/Wizard 9
Casting Time: 1 standard action
Duration: Instantious
Range: Touch
Target: Dead body. Dead no longer then 1 round/level
Saving Throw: none
Spell Resistance: no
 
After several years of using Stay Dead successfully, Y'thel-Mon was struck speechless when one of his recent kills returned to face him less then a week after he had been sent to the great beyond. The lich abandoned his plans and retreated to his back up lair to begin to research how it happened and how to prevent anyone else from returning in the future. To that end he developed the spell of Fragmentation.
The spell can only be used on a corpse. The body disintegrates and all connections to other body parts are severed. Keeping a lock of hair does not count for purposes of recreating the body. Clones are vaporized and turn into a gray sludge. The grey dust that was once the body swirls and forms three small grey stones for a brief second that vanish, randomly teleporting to locations on or in the world this spell is cast on. The stones cannot be altered, destroyed or changed in any fashion. Wish can no longer remake the material form of the target. Instead, all three stones must be located and brought together for a wish to remake the body.
Next, the mind of the target is torn in two. The higher, more cerebral self is cast off into the astral plane where it drifts as an indestructable grey cube. It is possible to talk to the cube, but it has no drive to do or achieve anything. If this mind is given a body, the body would waste away and die as this mind has no drive to even breathe, much less eat, drink or carry on any other activity. The lower hind-brain that is drive and desire is cast into the plane of shadow where it exists as a shadow that cannot affect or be affected by anything. It flits about, pantomining great hunger, thirst, and rage, but is unable to make any sound and is quite transparent. It is a twisted mockery of the person it was once a part of. Bringing the two fragments back together with a complete soul will cause the mind fragments to be reabsorbed and the mind will again function as normal. The shadow mind fragment will be most reluctant to be re-absorbed, so some means of capturing will be needed, or the complete soul will need to be brought within 10'.
The soul is fractured. The number of fragments depends on the alignment. A lawful Good soul becomes A fragment of Law and a fragment of good. A neutral alignment becomes two fragments along it's axis. So a Lawful Neutral becomes a fragment of law, good, and evil. The fragments travel to the plane that is dominate for them in the outer planes (Hades, Limbo, Elysium, Mechanus). The fragments take the form of an indestructable, but insignificant object in the background of the plane. Only when the fragments are brought back together, they reform into a coherent soul. The soul, however is mindless, without the fragments of mind from the astral plane and the shadow plane. Bringing only one mind fragment in contact with the soul is left up to the imagination of a fiendish DM.
Finally, there is an after image of the target left at the point of the target's death. The last few rounds of his life play out, over and over again once a month at this location, exactly one month after his death. It is only when this image replays that a fresh body and the soul can be brought together and a true ressurection can be cast to bring the target back to life.

There. Those sound like witch doctor spells to me.
If you have questions about 3.5 D&D, you might want to look at the:
Encyclopedia Vinculum Draconis

Currently: Podcasting

Offline bhu

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Re: Jesters Realm
« Reply #15 on: August 27, 2012, 12:51:47 AM »
I like these

Offline bhu

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Re: Jesters Realm
« Reply #16 on: September 02, 2012, 02:44:55 AM »
MUSCLE WIZARD


   
"I CAST FIST!"

 A general description of whatever the class is!

MAKING A MUSCLE WIZARD
 Quick generalization of what you should focus on when making the class.
 Abilities: Given their natural predilection for working out Str and Con are a given.  Cha and Wis will come in handy as well if they wish to live up to their gentlemanly reputation, and Dex will come in handy due to their initial lack of armor.
 Races: Muscle Wizards are common among humans for the most part, and perhaps races with a Racial Strength Bonus.  The punier races prefer professions which make use of their charm or intellect (which is not to say that Muscle Wizards aren't refined and elegant as well).
 Alignment: Muscle Wizards can be of any alignment, though the dedication their craft requires is seldom seen among Chaotic individuals.  Most remain uninvolved in cultural silliness like politics or religion and as such there is a strong tendency towards Neutrality in the Class.
 Starting Gold: Same as Wizard
 Starting Age: Same as Wizard

Class Skills
 The Muscle Wizard's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana)(Int), Profession (Wis), and Swim (Str).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Elicitations, Bonus Effect, Muscle Armor
2. +1    +3     +0     +3    Modifier
3. +2    +3     +1     +3    Bonus Effect
4. +3    +4     +1     +4    Modifier
5. +3    +4     +1     +4    Elicitations
6. +4    +5     +2     +5    Bonus Effect
7. +5    +5     +2     +5    Modifier
8. +6    +6     +2     +6    Bonus Effect
9. +6    +6     +3     +6    Modifier
10.+7    +7     +3     +7    Elicitations
11.+8    +7     +3     +7    Bonus Effect
12.+9    +8     +4     +8    Modifier
13.+9    +8     +4     +8    Bonus Effect
14.+10  +9     +4     +9   Modifier
15.+11   +9     +5     +9    Elicitations
16.+12   +10    +5     +10   Bonus Effect
17.+12   +10    +5     +10    Modifier
18.+13   +11    +6     +11    Bonus Effect
19.+14   +11    +6     +11    Modifier
20.+15   +12    +6     +12   Elicitations

Weapon Proficiencies: A Muscle Wizard has no proficiency with any weapons or armor.  He gains the Improved Unarmed Strike and Improved Grapple Feats as Bonus Feats at 1st Level.
 
Elicitations (Sp): Elicitations are Spell-Like Abilities the Muscle Wizard has practiced daily, to the point he can cast them at will.  He begins with the FIST! Elicitation, and gains another one at Levels 5, 10, 15, and 20.  The Effective Spell Level of an Elicitation depends on the characters Level.  From 1st-3rd Level Elicitations are the equivalent of a 1st Level spell.  From 4th-5th Level they are the equivalent of a 2nd Level Spell.  From 6th-7th Level they are the equivalent of a 3rd Level Spell.  From 8th-9th Level they are the equivalent of a 4th Level Spell.  From 10th-11th Level they are the equivalent of a 5th Level Spell.  From 12th-13th Level they are the equivalent of a 6th Level Spell.  From 14th-15th Level they are the equivalent of a 7th Level Spell.  From 16th-17th Level they are the equivalent of a 8th Level Spell.  From 18th-20th Level they are the equivalent of a 9th Level Spell.  The Save DC if required is 10 plus the equivalent spell Level plus your Strength Modifier.

Muscle Armor (Ex): Muscle Wizards receive an increase to their Natural Armor Bonus equal to their Muscle Wizards Level.

Bonus Effect (Su): At Levels 1, 3, 6, 8, 11, 13, 16, and 18 the Muscle Wizard may choose a new Bonus Effect whose prerequisites he meets.  Each time he uses an Elicitation he may choose to add a Bonus Effect.  If the opponent fails the Save (if any) against the Elicitation he suffers an additional effect specified in the Bonus effect.  Only one Bonus effect may be applied to an Elicitation per round.  If the Elicitation does not require a Save then the opponent must make a Saving Throw against the Bonus Effect if one is required.  The Save DC is 10 plus the equivalent spell Level of your Elicitation plus your Charisma Modifier.  The amount of time the Bonus Effect lasts depends on the Elicitations effective caster level: 1st-5th: 1 round, 6th-10th: 1d4 rounds, 11th-15th: 2d4 rounds, 16-20th: lasts the duration of the encounter.

Modifier (Su): At Levels 2, 4, 7, 9, 12, 14, 17, and 19 the Muscle Wizard  may choose a new Modifier whose prerequisites he meets.   Modifiers for Elicitations are similar to Metamagic Feats for Spells.  They modify the Elicitation in some way.  Only one Modifier may be applied to an Elicitation per round.   

PLAYING A MUSCLE WIZARD
 You are the consummate gentlebeing.  You always tell the truth, you always stand up for the poor and unfortunate, and you always defend those in need
 Religion: Muscle Wizards are mighty particular about their Gawds.  Chaotic or Evil Gawds rarely past muster, nor does any deity who fudges the truth.
 Other Classes: You prefer honorable classes, such as Knights and Paladin.  Classes that rely on fibbing (Rogues, Beguilers) or that have questionable powers (Warlock), are frowned upon if they haven't proven themselves trustworthy.
 Combat: You will always try to resolve things diplomatically.  But if diplomacy fails, you can always cast FIST!
 Advancement: Given the limited number of Elicitations most Muscle Wizards are fairly similar.

MUSCLE WIZARDS IN THE WORLD
"What ho, Muscle Wizard! Might you cast us a spell?"
 Your word is your bond, and your reputation is dear to you.  You will not break your word, and if somehow forced to do so, you will move heaven and earth to atone for it.
 Daily Life: Calisthenics and study occupy you, when you aren't fighting the good fight.
 Notables:
 Organizations: Beings concerned with honor and reputation have no problem  hiring you.  Even honorable Evil beings consider dealing with you, because they know you'll keep your word.

NPC Reaction
 Given your decent reputation, NPC's are generally happy to see you.

MUSCLE WIZARDS IN THE GAME
 Muscle Wizards do tend to lend themselves to stereotypes.  Be sure your group is okay with that.
 Adaptation: This is meant for silly campaigns, obviously. 
 Encounters: Being gentlebeing adventurers by trade, Muscle Wizards can be found anywhere.



EPIC MUSCLE WIZARD

Hit Die: d8
Skills Points at Each  Level : 4 + int
Elicitations At Level 25 and every 5 Levels thereafter the Muscle Wizard gains a new Elicitation.
Bonus Effects At Level 22 and every 2 Levels thereafter the Muscle Wizard gains a new Bonus Effect.
Modifiers At Level 23 and every 2 Levels thereafter the Muscle Wizard gains a new Modifier.
Bonus Feats: The Epic Muscle Wizard gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: March 02, 2022, 11:30:46 PM by bhu »

Offline Amechra

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Re: Jesters Realm
« Reply #17 on: September 15, 2012, 05:27:39 PM »
Fragmentation is pretty much one of the best ways of perma-killing someone...

Though I think it should be a ritual. You know, so that the random cultists can perma-kill you.
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Offline bhu

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Re: Jesters Realm
« Reply #18 on: April 18, 2013, 08:55:16 PM »
ELICITATIONS

Please note that all Elicitations are Spell-Like Abilities.  They do not have components


Biggify
Transmutation
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/Level

Biggify can be used to create a variety of effects, and you can have a maximum number of Biggify elicitatios cast upon yourself at any one time equal to your Strength Modifier (each must be used for a different effect, this Elicitation does not stack with itself, Stoicism counts as a Biggify or Pump Up elicitation).  At 1st Level you can choose one of the following:

Increase your Natural Armor Bonus by +2
Increase your Size Category by 1
+4 Enhancement Bonus on any 1 Str or Con based Skill
+1 Enhancement Bonus on Attack and Damage rolls
Gain 10 Temporary Hit Points

At 4th Level you can choose from the following: +4 Enhancement Bonus to either Str or Con
Gain 15 Temporary Hit Points

At 6th Level you can choose from the following: Increase your Natural Armor Bonus by +4
+8 Enhancement Bonus on any 1 Str or Con based Skill
+4 Enhancement Bonus on any 2 Str or Con based Skills
+2 Enhancement Bonus on Attack and Damage rolls
DR 2/Adamantine
Gain 20 Temporary Hit Points

At 8th Level you can choose from the following: Increase your Size Category by 2
+8 Enhancement Bonus to either Str or Con
+4 Enhancement Bonus to Str and Con
DR 4/Adamantine
Gain 25 Temporary Hit Points

At 10th Level you can choose from the following: Increase your Natural Armor Bonus by +8
+12 Enhancement Bonus on any 1 Str or Con based Skill
+6 Enhancement Bonus on any 2 Str or Con based Skills
DR 6/Adamantine
+4 Enhancement Bonus to Con, +4 Natural Bonus to AC, +4 Enhancement Bonus to Fortitude Saves
Gain 50 Temporary Hit Points

At 12th Level you can choose from the following: +3 Enhancement Bonus on Attack and Damage rolls
+12 Enhancement Bonus to either Str or Con
+6 Enhancement Bonus to Str and Con
DR 8/Adamantine
Gain 75 Temporary Hit Points

At 14th Level you can choose from the following: Increase your Natural Armor Bonus by +12
+16 Enhancement Bonus on any 1 Str or Con based Skill
+8 Enhancement Bonus on any 2 Str or Con based Skills
Increase your Size Category by 3
+16 Enhancement Bonus to either Str or Con
+8 Enhancement Bonus to Str and Con
DR 10/Adamantine
+6 Enhancement Bonus to Con, +6 Natural Bonus to AC, +6 Enhancement Bonus to Fortitude Saves
Gain 100 Temporary Hit Points

At 16th Level you can choose from the following: +4 Enhancement Bonus on Attack and Damage rolls
DR 12/Adamantine
Gain 125 Temporary Hit Points

At 18th Level you can choose from the following: Increase your Natural Armor Bonus by +16
+20 Enhancement Bonus on any 1 Str or Con based Skill
+20 Enhancement Bonus on any 2 Str or Con based Skills
+4 Enhancement Bonus on Attack and Damage rolls
+20 Enhancement Bonus to either Str or Con
+10 Enhancement Bonus to Str and Con
DR 14/Adamantine
Gain 150 Temporary Hit Points

At 20th Level you can choose from the following: Increase your Size Category by 4
+5 Enhancement Bonus on Attack and Damage rolls
DR 16/Adamantine
+10 Enhancement Bonus to Con, +10 Natural Bonus to AC, +10 Enhancement Bonus to Fortitude Saves

At 20th Level duration lasts for 1 Minute/Level.


Fist!
Evocation
Casting Time: 1 Swift Action
Range: Touch
Target: 1 Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A Fist! elicitation is made as part of a Slam or Unarmed Strike attack, and does +1d6 untyped damage per Caster Level (maximum number of d6 being equal to Caster Level).  Beginning at 4th Level , anything in your square except yourself, as well as adjacent squares, takes the extra Fist! damage (you may still opt to use it as just a single target attack).  Beginning at 6th Level, you may opt to have everything within a 20 foot area (except yourself) centered on you take the Fist! damage.  Beginning at 12th Level the Fist! Elicitations  maximum number of dice peaks at 25d6.


Pump Up
Transmutation
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/Level
Pump Up can be used to create a variety of effects, and you can have a maximum number of Pump Up elicitations cast upon yourself at any one time equal to your Strength Modifier (each must be used for a different effect, this Elicitation does not stack with itself, Biggify and Stoicism also count as a Pump Up elicitation).  At 1st Level you can choose one of the following:

Spell Resistance 11
Fast Healing 1

At 4th Level you can choose from the following: Spell Resistance 14

At 6th Level you can choose from the following: Energy Resistance 5 (any one type)
DR 2/Adamantine
Spell Resistance 16
Fast Healing 2

At 8th Level you can choose from the following: Energy Resistance 5 (any two types)
DR 4/Adamantine
Spell Resistance 18

At 10th Level you can choose from the following: DR 6/Adamantine
Spell Resistance 20
Fast Healing 4

At 12th Level you can choose from the following: Energy Resistance 10 (any one type)
DR 8/Adamantine
Spell Resistance 22

At 14th Level you can choose from the following: Energy Resistance 10 (any two types)
DR 10/Adamantine
Spell Resistance 24
Fast Healing 6

At 16th Level you can choose from the following: DR 12/Adamantine
Spell Resistance 26

At 18th Level you can choose from the following: Energy Resistance 20 (any one type)
DR 14/Adamantine
Spell Resistance 28
Fast Healing 8

At 20th Level you can choose from the following: Energy Resistance 20 (any two types)
DR 16/Adamantine
Spell Resistance 30

At 20th Level duration lasts for 1 Minute.

Squeeze
Transmutation
Casting Time: 1 Swift Action
Range: Personal
Target: You
Duration: 1 Round/Level

For the duration of this elicitation you gain the Constrict ability.  Damage is 1d6 bludgeoning damage per caster level (max of 25d6).


Stoicism
Abjuration
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/Level

Stoicism can be used to create a variety of effects, and you can have a maximum number of Stoicism elicitatios cast upon yourself at any one time equal to your Strength Modifier (each must be used for a different effect, this Elicitation does not stack with itself, Biggify and Pump Up also count as a Stoicism elicitation).  At 1st Level you can choose one of the following:

Gain a +2 Insight Bonus to AC
+4 Enhancement Bonus on either Autohypnosis or Intimidation Checks
+1 Enhancement Bonus on Caster Level Checks

At 4th Level you can choose from the following: +4 Enhancement Bonus to either Wis or Cha

At 6th Level you can choose from the following: Gain a +4 Insight Bonus to AC
+8 Enhancement Bonus on either Autohypnosis or Intimidation Checks
+4 Enhancement Bonus on Autohypnosis and Intimidation Checks
+2 Enhancement Bonus on Caster Level Checks

At 8th Level you can choose from the following: +8 Enhancement Bonus to either Wis or Cha
+4 Enhancement Bonus to Wis and Cha

At 10th Level you can choose from the following: Gain a +8 Insight Bonus to AC
+12 Enhancement Bonus on either Autohypnosis or Intimidation Checks
+6 Enhancement Bonus on Autohypnosis and Intimidation Checks
+4 Enhancement Bonus to Wis or Cha
+4 Enhancement Bonus to Wis, +4 Insight Bonus to AC, +4 Enhancement Bonus to Willpower Saves

At 12th Level you can choose from the following: +3 Enhancement Bonus on Caster Level Checks
+12 Enhancement Bonus to either Wis or Cha
+6 Enhancement Bonus to Wis and Cha

At 14th Level you can choose from the following: Gain a +12 Insight Bonus to AC
+16 Enhancement Bonus on either Autohypnosis or Intimidation Checks
+8 Enhancement Bonus on Autohypnosis and Intimidation Checks
+16 Enhancement Bonus to either Wis or Cha
+8 Enhancement Bonus to Wis and Cha
+6 Enhancement Bonus to Wis, +6 Insight Bonus to AC, +6 Enhancement Bonus to Willpower Saves

At 16th Level you can choose from the following: +4 Enhancement Bonus on Caster Level Checks

At 18th Level you can choose from the following: Gain a +16 Insight Bonus to AC
+20 Enhancement Bonus on either Autohypnosis or Intimidation Checks
+10 Enhancement Bonus on Autohypnosis and Intimidation Checks
+20 Enhancement Bonus to either Wis or Cha
+10 Enhancement Bonus to Wis and Cha

At 20th Level you can choose from the following: +5 Enhancement Bonus on Caster Level Checks
+10 Enhancement Bonus to Wis, +10 Insight Bonus to AC, +10 Enhancement Bonus to Willpower Saves

At 20th Level duration lasts for 1 Minute/Level.


Tossing
Transmutation
Casting Time: 1 Swift Action
Range: Personal
Target: You
Duration: Instantaneous

You use this Elicitation when making a Grapple Check.  If you succeed with the Grapple Check, you throw your opponent.  He takes normal Grapple damage, and lands Prone in any empty square up to 10 feet away.  An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies’ threatened areas as part of the throw, and you can throw an enemy through occupied squares.  You can throw your opponent into a space occupied by a second foe. In this case, both opponents take 1d6 damage per 10 feet the thrown opponent travels and are Knocked Prone. A Reflex save halves this damage and allows the second target to remain standing (Save DC is 10 plus Elicitation Level plus Str Modifier). The thrown creature then falls prone in a clear space of your choice adjacent to the second target.  Damage increases by 1d6 at Levels 3, 6, 9, 12, 15 and 18 to a maximum of Grapple damage+6d6.  Throwing range increases by an additional 10 feet at Levels 3, 5, 7, 9, 11, 13, 15 and 17 to a maximum of 10 feet. 


Unstoppable Force
Transmutation
Casting Time: 1 Swift Action
Range: Personal
Target: You
Duration: Instantaneous

Unstoppable Force is used when making an attack, Bull Rush, Overrun or Trip as part of a Charge.  You may also use it to gain the Opposed Combat Check Bonus when attempting to resist an Opposed Combat Check initiated by an opponent.  At 1st Level your movement doesn't provoke attacks of opportunity (and neither does your Maneuver) and you can choose one of the following:

+2 Enhancement Bonus on Opposed Combat Checks
+1 Enhancement Bonus on Attack rolls and AC if making a Charge attack

At 4th Level if you fail a Bull Rush or Overrun, you do not fall Prone.  If you fail a Trip, your opponent cannot try Tripping you in return.

At 6th Level you can choose from the following: +4 Enhancement Bonus on Opposed Combat Checks
+2 Enhancement Bonus on Attack rolls and +2 Dodge Bonus to AC if making a Charge attack

At 10th Level you can choose from the following:  +6 Enhancement Bonus on Opposed Combat Checks.  You may also now make a Full Attack with a Charge.

At 12th Level you can choose from the following:  +3 Enhancement Bonus on Attack rolls and +3 Dodge Bonus to AC if making a Charge attack

At 14th Level you can choose from the following: +8 Enhancement Bonus on Opposed Combat Checks

At 16th Level you can choose from the following: +4 Enhancement Bonus on Attack rolls and +4 Dodge Bonus to AC if making a Charge attack

At 18th Level you can choose from the following: +10 Enhancement Bonus on Opposed Combat Checks

At 20th Level you can choose from the following: +5 Enhancement Bonus on Attack rolls and +5 Dodge Bonus to AC if making a Charge attack
« Last Edit: April 05, 2017, 07:52:24 PM by bhu »

Offline Braininthejar

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Re: Jesters Realm
« Reply #19 on: May 10, 2013, 08:35:47 PM »
I have a feeling that Disturb Pregnancy can be ridiculously broken - even if it can be undone with remove curse, "template of your choosing"... I'm sure there are spells or special places/items/effects that can age it enough so it can be immediately bred again, creating a non-magical specimen this time. And with a second casting, you can have your special baby ready in just a couple of hours.