Temper Curse (3.5e Spell)
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Conjuration (Healing) | |
Level: | Cleric 2, Dream Lord 3, Druid 3, Paladin 2, Paladette 2 |
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Components: | V, S, DF |
Casting time: | 1 standard action |
Range: | Touch |
Target: | One creature |
Duration: | Instantaneous |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | No |
With just a comforting touch, you ease your ally's pain.
This spell is essentially a diluted form of the restoration and heal spell families. Though temper curse is not strong enough to outright cure any but the most simple of conditions, it can convert severe conditions into less severe variations, allowing them to be endured or cured more easily. Upon casting this spell, choose 1 of the following effects:
- If the subject of this spell has any vile damage, it can convert up to 1 point of vile damage to lethal damage per 2 caster levels (minimum 1). If the subject has no vile damage, it instead converts up to 1 points of lethal damage to nonlethal damage per caster level. If the subject has no lethal or nonlethal damage, it instead cures up to 2 points of nonlethal damage per caster level.
- If the subject of this spell has any ability drain, it can convert up to 1 point of ability drain to ability damage per 4 caster levels (minimum 1). If the subject of this spell has no ability drain, it instead converts up to 1 point of ability damage per 2 caster levels (minimum 1) to an ability score penalty that expires after 1 hour and cannot stack with any other penalty to the same ability score. If the subject has no ability drain or damage, it instead removes a penalty to 1 ability score. Temper curse is not powerful enough to relieve drain, damage, or penalties to more than 1 ability score per casting, nor is it powerful enough to deal with ability burn.
- If the subject of this spell has any negative levels, it can remove up to 1 negative level per 5 caster levels (minimum 1). However, the negative levels go away as if their duration had expired, so if the negative levels in question would have lasted for 24 hours or more, the subject must make a Fortitude save against permanent level loss for each negative level removed in this way.
- If the subject of this spell is paralyzed, it instead becomes numbed. If the subject of this spell is numbed, it instead becomes cramped. If the subject of this spell is cramped, it is no longer cramped. The duration of the effect remains the same.
- If the subject of this spell is stunned, it instead becomes dazed. If the subject of this spell is dazed, it becomes dazzled. If the subject of this spell is dazzled, it is no longer dazzled. The duration of the effect remains the same.
- If the subject of this spell is blinded or deafened, it instead becomes dazzled. If the subject of this spell is dazzled, it is no longer dazzled. The duration of the effect remains the same.
- If the subject of this spell is fascinated, it instead becomes distracted. (See the bullet point for removal of psychosis for further details.) The duration of the effect remains the same.
- If the subject of this spell has a migraine, it instead becomes a headache. If the subject of this spell has a headache, the headache goes away. The duration of the effect remains the same.
- If the subject of this spell has a major psychosis, it loses the major psychosis and instead acquires a minor psychosis. If the subject of this spell has a minor psychosis, it loses the minor psychosis. The duration of the effect remains the same.
- If the subject of this spell is maddened, it instead becomes confused. If the subject of this spell is confused, it is no longer confused. The duration of the effect remains the same.
- If the subject of this spell is confused by insanity, it becomes confused for 4d6 weeks instead of being cured outright, and still cannot be cured by an effect that could not cure insanity in the first place. A second casting of temper curse reduces the duration to 4d12 days, a third casting reduces the duration to 4d6 days, a fourth casting reduces the duration to 4d6 hours, a fifth casting reduces the duration to 1d6 hours, a sixth casting reduces the duration to 1d6 minutes, a seventh casting reduces the duration to 1d4+2 rounds, and an eighth casting fully cures the insanity. Effects other than temper curse which are less powerful than greater restoration cannot remove or mitigate the insanity until temper curse has been cast on it at least three times.
- If the subject of this spell is panicked, it instead becomes frightened. If the subject of this spell is frightened, it instead becomes shaken. If the subject of this spell is shaken, it is no longer shaken. The duration of the effect remains the same.
- If the subject of this spell is nauseated, it instead becomes sickened. If the subject of this spell is sickened, it is no longer sickened. The duration of the effect remains the same.
- If the subject of this spell is exhausted, it instead becomes fatigued. If the subject of this spell is fatigued, it is no longer fatigued. The duration of the effect remains the same.
- If the subject of this spell is poisoned, it immediately makes its secondary Fortitude save against the poison with a bonus equal to ½ your caster level or ½ your ranks in Heal (whichever is greater). Whether the save passes or fails, the poison is gone afterwards. (If using Better Poison Implementation, this spell instead neutralizes 1 dose of poison from the subject per 2 caster levels (minimum 1), curing the poison outright if this reduces the number of active doses of poison to 0.) This spell can only affect one poison with a single casting.
- If the subject of this spell is diseased, it immediately makes a Fortitude save against the disease with a bonus equal to ⅓ your caster level or ⅓ your ranks in Heal (whichever is greater). Failure on the save has no negative consequences. Success on the save progresses towards curing the disease as normal. This spell can only affect a single disease with a single casting. (Note that since this spell doesn't do much more to remove a disease than the subject's immune system could in the first place, it's unable to remove diseases that can't go away on their own, such as mummy rot or blights.)
- If the subject of this spell is under a persistent magical effect that remove curse can remove but dispel magic cannot, dispel magic is able to remove that effect for 1 round. Only one curse can be weakened in this manner through a single casting of temper curse.
For each level of a spell slot above this spell's actual spell level it is prepared in or cast through (not counting the use of metamagic), you may choose an additional item from the above list. (Though once you have access to restoration or greater restoration, it's hard to imagine why you'd want to.)
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Luigifan18v |
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Article Balance | Moderate + |
Author | Luigifan18 + |
Component | V +, S + and DF + |
Identifier | 3.5e Spell + |
Level | Cleric 2 +, Dream Lord 3 +, Druid 3 +, Paladin 2 + and Paladette 2 + |
Range | Touch + |
Rating | Unrated + |
School | Conjuration + |
Subschool | Healing + |
Summary | Convert hard-to-handle conditions into easier-to-manage counterparts. + |
Title | Temper Curse + |