Difference between revisions of "Curse Magnet Curse (Apath)"
m (→Curse Magnet: simplified by removing save) |
m (→Curse Magnet: wk) |
||
Line 3: | Line 3: | ||
''You do not have any one specific curse, instead you are a magnet for curses and baleful magic of all kinds. | ''You do not have any one specific curse, instead you are a magnet for curses and baleful magic of all kinds. | ||
− | At 1st level, any time a creature within 30 ft. of you is under a [http://www.d20pfsrd.com/gamemastering/afflictions/curses curse], that curse is removed from the original target and instead targets you. You can only suffer one curse at a time, if you are suffering a curse and a second curse is inflicted on you, the old curse is automatically | + | At 1st level, any time a creature within 30 ft. of you is under a [http://www.d20pfsrd.com/gamemastering/afflictions/curses curse], that curse is removed from the original target and instead targets you. You can only suffer one curse at a time, if you are suffering a curse and a second curse is inflicted on you, the old curse is automatically negated. Curses (and at higher level effects) transferred to you can be removed normally. |
− | You cannot pick up another oracle's curse or doom warrior's doom this way. Certain other powerful effects, such as lycanthropy, undeath, and effects that only divinities can lift, are | + | You cannot pick up another oracle's curse or doom warrior's doom this way. Certain other powerful effects, such as lycanthropy, undeath, and effects that only divinities can lift, are also immune. |
At 5th level, you can choose to transfer the effect of a supernatural ability, spell, or spell-like ability that allows a Will saving throw from a willing ally within 30 ft. to yourself. This is not an action, but you can only do so once per round on your turn. | At 5th level, you can choose to transfer the effect of a supernatural ability, spell, or spell-like ability that allows a Will saving throw from a willing ally within 30 ft. to yourself. This is not an action, but you can only do so once per round on your turn. |
Revision as of 11:28, 18 August 2016
Unofficial rules compendium | |
|
Curse Magnet
You do not have any one specific curse, instead you are a magnet for curses and baleful magic of all kinds.
At 1st level, any time a creature within 30 ft. of you is under a curse, that curse is removed from the original target and instead targets you. You can only suffer one curse at a time, if you are suffering a curse and a second curse is inflicted on you, the old curse is automatically negated. Curses (and at higher level effects) transferred to you can be removed normally.
You cannot pick up another oracle's curse or doom warrior's doom this way. Certain other powerful effects, such as lycanthropy, undeath, and effects that only divinities can lift, are also immune.
At 5th level, you can choose to transfer the effect of a supernatural ability, spell, or spell-like ability that allows a Will saving throw from a willing ally within 30 ft. to yourself. This is not an action, but you can only do so once per round on your turn.
At 10th level, when an effect is transferred to you by this curse, you can choose to remove any supernatural ability, spell, or spell-like ability you were suffering from before the transfer.
At 15th level, when an effect is transferred to you by this curse, you can choose to remove any conditions you are currently suffering from. You also increase the range at which you can transfer effects to 100 ft.
The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text. |