Wednesday, December 15, 2021

Toothsome Curse, A System-Agnostic Spell

Toothsome Curse

Description:  A brief but but potent incantation calling an unusual curse upon one creature within earshot.  As with many curses the caster may end the magic at will, usually in exchange for some service or payment by the victim or their allies.  Otherwise the spell persists for seven days and seven nights, or until stronger counter-magic dispels it.   

Effects:  The target of this spell must be able to hear (but not necessarily understand) the caster and may attempt to resist the curse when it is first laid upon them (in D&D save vs. spells, or a Will save).  For the duration of the curse the target exudes a wonderful but indescribable aroma that can be detected by human senses out to about 30 feet, and much farther for creatures with a better sense of smell.  Any creature that can perceive this odor will be aware that the target would make a supernaturally tasty meal.  There's no actual compulsion to act on this knowledge, but animals will generally try to devour (or at least gnaw on) the victim, and even intelligent entities may be sorely tempted to take a bite or at least a quick lick.

Creatures without a sense of smell (most constructs and elementals, many undead, some aberrations, etc.) are unaffected by the odor, although they can be so cursed themselves.  Concealing the odor is difficult, even the strongest perfumes will only drown it out 50% of the time, (check every minute or so while within range) and once "scented" by a creature they'll be convinced of the victim's extreme palatability thereafter.  Strong winds and similar weather conditions may affect detection ranges.  The victim cannot perceive the magical scent itself, nor do they taste more appealing than normal to their own senses.

Possible Origins:  This quirky curse is often credited to Grandmother although it seems rather petty for an entity of her reputation.  It seems more likely that some hedge wizard or druid came up with it long, long ago.  The spell is little-known amongst urban spellcasters (where it tends to mostly attract vermin and the odd homophage) but fairly common among those who live more rural lifestyles (where more dangerous beasts like wolves, bears, and less natural monsters dwell). 

Complications:  Like many curses, the target may resort to violence to force the caster to end the spell early, although its relatively subtle effect may not make it immediately apparent that an actual curse has been laid.  Creatures attracted by the victim's scent are not under the control of the caster, and may endanger other beings nearby or even fight among each other to get at the curse's tasty target.

The curse does nothing to actually increase the nutritional value or edibility of the victim, which can produce some strange and possibly unintended results if cast upon, say, a fire elemental, acidic ooze, or iron golem.

If Grandmother did actually invent this curse, using it might attract her attention.  You might even get a shiny new tooth or some candy if you're lucky, although whether that luck is good or bad is unclear.

Design Commentary:  If you're playing a game that uses D&D-style magic, this spell should be about 2nd or 3rd level.  As curses go it's situationally quite dangerous but there are many work-arounds:  spend a week in relative isolation, avoid place where there are dangerous animals, watch out for people who start drooling in your presence, etc.  It's not generally as crippling as being struck blind or some of the other nasty traditional curses.

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