Curse Terrain, Supreme
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 4,000 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
- 5-mile radius emanating 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 seven unnatural hazards. This functions as lesser curse terrain, but with the effects of the grand perilous demesne curse (see page 144).
Effect As per major perilous demesne (see page 145), except up to seven hazards, each of CR 14 or less, imperil creatures in the area. The hazards are arranged so that if any are encountered together, the encounter’s effective CR from hazards must be no more than 15 (for instance, two CR 13 hazards could be encountered together).
Cure Remove curse removes a grand perilous demesne only if followed by a casting of hallow at the effect’s center, and then casting disintegrate on each of the hazards before the next nightfall or midnight.
Perilous Demesne, Grand
Type regional curse; Area 18-mile-radius emanation; Save Will DC 22 to removeEffect As per major perilous demesne (see page 145), except up to seven hazards, each of CR 14 or less, imperil creatures in the area. The hazards are arranged so that if any are encountered together, the encounter’s effective CR from hazards must be no more than 15 (for instance, two CR 13 hazards could be encountered together).
Cure Remove curse removes a grand perilous demesne only if followed by a casting of hallow at the effect’s center, and then casting disintegrate on each of the hazards before the next nightfall or midnight.
| Spell | Minimum Caster Level | GP Cost |
| Supreme Curse Terrain | 19th | 27,500 gp |
Variants
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Curse Terrain, Lesser
- Curse Terrain
- Curse Terrain, Greater
- Curse Terrain, Supreme