Curse Terrain
NecromancyNecromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.
[ CurseCurses are often permanent effects, and usually cannot be dispelled, but can be removed with a break enchantment, limited wish, miracle, remove curse, or wish., EvilSpells that draw upon evil powers or conjure creatures from evil-aligned planes or with the evil subtype should have the evil descriptor.]
Available to
- Casting Time
- 10 minutesMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, M (the heart of a creature that dwelled in the area and powdered onyx worth 700 gp)V (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.Full rule on Archives of Nethys ↗
- Range
- touchHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Area
- 1-mile radius emanting from the touched pointHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 day (D)How long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
By touching the ground, you curse the land with four unnatural hazards. This functions as lesser curse terrain, but with the effects of the major perilous demesne curse (see page 145).
Effect As per minor perilous demesne (see below), except this can involve up to four hazards, each of CR 6 or less, imperil creatures in the area. If any hazards are encountered together, the encounter’s effective CR from hazards must be no more than 7 (for instance, two CR 5 hazards could be encountered together).
Perilous Demesne, Major
Type regional curse; Area 1-mile-radius emanation; Save Will DC 16 to removeEffect As per minor perilous demesne (see below), except this can involve up to four hazards, each of CR 6 or less, imperil creatures in the area. If any hazards are encountered together, the encounter’s effective CR from hazards must be no more than 7 (for instance, two CR 5 hazards could be encountered together).
| Spell | Minimum Caster Level | GP Cost |
| Curse Terrain | 11th | 7,500 gp |