Curse Terrain, Lesser
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 onxy worth 350 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
- touch; 300-ft. radius emanating from the touched pointHow 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 ↗
- 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 ↗
- Saving Throw
- noneIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- noWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
By touching the ground, you curse the land with three unnatural hazards, as the minor perilous demesne curse (see page 145). Though this makes the hazards appear frequently, their manifestations are still unpredictable—you can’t control when the hazards begin or end, nor where they appear within the cursed terrain.
Curse terrain spells can be made permanent with a permanency spell. The minimum caster level and gp cost are shown on the table. The spell is still dismissable if made permanent.
Effect Up to three hazards (see the Environments section onpage 152), each of CR 3 or less, imperil creatures in the area, though never with more than one hazard at a time.If a creature places this curse, it can choose the hazards.The hazards must be appropriate to the type of terrain (atthe GM’s discretion). Any of the hazards that are rendered safe reset themselves and become dangerous again at each midnight.
Curse terrain spells can be made permanent with a permanency spell. The minimum caster level and gp cost are shown on the table. The spell is still dismissable if made permanent.
| Spell | Minimum Caster Level | GP Cost |
| Lesser Curse Terrain | 9th | 2,500 gp |
Perillous Demesne, Minor
Type regional curse; Area 300-foot-radius emanation; Save Will DC 13 to removeEffect Up to three hazards (see the Environments section onpage 152), each of CR 3 or less, imperil creatures in the area, though never with more than one hazard at a time.If a creature places this curse, it can choose the hazards.The hazards must be appropriate to the type of terrain (atthe GM’s discretion). Any of the hazards that are rendered safe reset themselves and become dangerous again at each midnight.
Variants
- Curse Terrain, Lesser