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Bandit's DoomSpell 5


ConcentrateCurseManipulate
Source Pathfinder Secrets of Magic
Traditions Arcane, Divine, Occult
Cast 30 minutes
Target 1 item of 2 Bulk or less
Duration 1 month
Saving Throw Will

You ward the target item against those who would steal it. When a creature attempts to take the target into its possession, it takes 8d8 mental damage and is doomed, depending on the result of its Will save. The spell then ends. You can choose up to 10 creatures when you cast this spell; if you do, those creatures can take the target item without triggering the ward. You can only have one bandit's doom active at a time. If you cast the spell again, the newer casting supersedes the older.


Critical Success The creature is unaffected.

Success The creature takes half damage and is Doomed 1.

Failure The creature takes full damage and is Doomed 2.

Critical Failure The creature takes double damage and is Doomed 3.


Heightened (+2) The damage increases by 2d8.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Curse

A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.