Curse of the Kender (3.5e Spell)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Eiji-kun (talk)
Date Created: 4-1-15
Status: Complete
Editing: Clarity edits only please
Scale.png Unquantifiable
 Ratings for this homebrew:
Average:
4
/ 4

 6 users favored it (4/4).
 0 users liked it (3/4).
 0 were neutral on it (2/4).
 0 users disliked it (1/4).
 0 users opposed it (0/4).

CommunityFavorite.png
Rate this article
Discuss this article


Curse of the Kender
Conjuration (Creation) [Evil, Curse]
Level: Bard 4, Cleric 6, Druid 5, Screwball 6, Sorcerer/Wizard 6
Components: V, S, M
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

No one deserves this.

You lay an insidious curse upon the target which summons a kender which appears adjutant to the target full of joy and vigor and grabby thieving hands. Treat as a default halfling, with improved evasion, and a luck bonus on sleight of hand checks, AC, and saving throws equal to 5 + your caster level. The kender will be friendly to the target, though it will not help in combat or fight directly in any way. It will follow the target to the ends of the earth with a sickening child-like innocence, while "borrowing" items from the cursed individual, usually at the worst possible time.

This is very annoying of course, and the kender doesn't take "no" for an answer about going away, so it often ends in violence. If the kender is killed, this is fine, as it re-appears in the closest unobserved area unharmed. It also seems to be capable of greater teleport at will whenever unobserved. Worse, because the kender appears not unlike a child and it can pass for one (treat as a DC 30 Disguise check), it often is not easy to explain why you just lit a kid on fire. The kender will do its best to return the favor on their "silly pranks" if things become violent as well to the best of its ability.

This is a powerful curse, not merely because it can only be removed by things which remove bestow curse, but also because the kender is always aware of any attempts to remove the curse and actively will seek to disrupt attempts. Innocently, of course.

Material Component: A copy of the Dragonlance campaign setting.



Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsBard
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsCleric
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsDruid
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsSorcerer/Wizard

Eiji-kun's Homebrew (4789 Articles)
Eiji-kunv
Article BalanceUnquantifiable +
AuthorEiji-kun +
ComponentV +, S + and M +
DescriptorEvil + and Curse +
Identifier3.5e Spell +
LevelBard 4 +, Cleric 6 +, Druid 5 +, Screwball 6 + and Sorcerer/Wizard 6 +
RangeOther +
Rated ByLenKagetsu +, Fluffykittens +, Bhu +, Spanambula +, Luigifan18 + and SecondDeath777 +
RatingRated 4 / 4 +
SchoolConjuration +
SubschoolCreation +
SummaryYou curse a creature to the most miserable experience of all time: living with a kender. +
TitleCurse of the Kender +