Flexile Curse
TransmutationTransmutation spells change the properties of some creature, thing, or condition.
[ 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.]
PFS Legal
Available to
- Casting Time
- 1 standard actionMost 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, SV (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.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 ↗
- Target
- creature touchedHow 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
- permanentHow 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
- Will negatesIf 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
- yesWhether 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 ↗
You curse your target with a withering aura that degrades its armor and shield (if any). This reduces the hardness, armor bonus, and enhancement bonus of any armor or shield worn by the target by 1. For every hour the target wears a suit of armor or a shield, the hardness, armor bonus, and enhancement bonus are reduced by an additional 1. If the armor or shield’s hardness is reduced to 0, anytime the target of the curse is struck while wearing that item, there is a 20% chance that it gains the broken condition. If the enhancement bonus of magic suit of armor or shield is reduced to 0, the armor or shield loses any other special abilities it had.
If the target removes the suit of armor or shield (even if it’s broken or has been drained of all enhancement bonuses), the armor or shield regains its hardness, armor bonus, and enhancement bonus at the rate of 1 per 2 hours. A suit of armor or shield broken by this curse that regains its full hardness ceases to be broken. A magic suit of armor or shield that lost its special abilities regains them when its enhancement bonus is fully restored.
If the target removes the suit of armor or shield (even if it’s broken or has been drained of all enhancement bonuses), the armor or shield regains its hardness, armor bonus, and enhancement bonus at the rate of 1 per 2 hours. A suit of armor or shield broken by this curse that regains its full hardness ceases to be broken. A magic suit of armor or shield that lost its special abilities regains them when its enhancement bonus is fully restored.