Curse Magnet Curse (Apath)

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Unofficial rules compendium

Curse Magnet

Publisher: Legendary Games.

You do not have any one specific curse, instead you are a magnet for curses and baleful magic of all kinds.

At 1st level, whenever a creature within 30 ft. of you is affected by a curse (a harmful hex counts as a curse for this purpose), you must save or become affected by that curse. If the curse does not normally allow a saving throw, you must succeed on a Will save (DC 10 + 1/2 the cursed creature's Hit Dice + the cursed creature's Charisma modifier) to avoid contracting the curse. If you fail, the curse is removed from the original target and instead targets you. Whether your saving throw fails or succeeds, you cannot acquire that curse again until 24 hours have passed.

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 other effects at higher levels) 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 cursed artifacts, lycanthropy, undeath, and effects that only divinities can lift, are also immune.

At 5th level, you can choose to transfer the effect of a lasting supernatural ability, spell, or spell-like ability 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 were suffering from before the transfer. You also increase the range at which you pick up curses and other effects from allies to 100 ft.

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