Voodoo Doll (3.5e Spell)

Cross the heart, hope they die, stick a needle in their eye.

If a target fails the save against this spell, the doll you hold in your hand takes on an appearance like them. You may proceed to push pin needles into the doll, subsequently injuring the actual creature. When the creature fails the save you can immediately push a pin in, and another each round as a standard action. Pins deal 1d6 points of damage per 2 caster levels (maximum 10d6 at 20th), and have an additional effect depending where you stab the target. The creature needs to possess the appropriate body part.


 * Arm: The target takes a -4 penalty to attack rolls.


 * Body: The target takes a -4 penalty to AC.


 * Face: The target takes a 20% miss chance as its partly blinded.


 * Leg: The target's non-fly speeds are halved.


 * Tail: The target takes a -10 penalty to Balance and Jump checks.


 * Throat: The target takes a 20% chance to be unable to speak, acting as spell failure for vocal component spells.


 * Wing: The target's fly speeds are halved.

Penalties last for 1 round. Each round you must choose a new body part to attack, though never the same body part consecutively (so you can jump between arms and face, but not arms and arms again) or no body part this round simply maintaining concentration. A creature gets a Fortitude save to negate the penalty (but not the damage). You can choose to deal nonlethal damage instead of lethal damage.

The spell ends if you stop concentrating, if the creature moves outside the range of the spell, or if the doll is destroyed. The doll can be sundered (hardness 1, 10 hp), though doing so deals damage to the creature as if a pin has been pushed into it (with no subsequent penalty). There is no Fort save against damage done from sundering the doll.

If you obtain a part of the target (such as hair) or a something of value of theirs over 50 gp, they take a -3 penalty to their saving throw.

Focus: A generic humanoid effigy, which takes a shape akin to the target.