Sunday, November 14, 2021

Diseases

DISEASES

A disease is a particular abnormal condition that negatively affects the structure or function of all or part of an organism, and that is not necessarily due to any immediate external injury.


Anthrax

Type infection; Save Fortitude DC 22 (Inhalation)
Onset 1–3 days; Frequency 1/day
Effect Nauseated or ability damage (1d6 Con), possible unconsciousness or death (2 weeks); Cure 2 consecutive saves

This is the pneumatic version of anthrax, not the subcutaneous. Anthrax has been around for many years, and was known as Woolpicker's disease or Ragpicker's disease due to the prevalence of the illness coming from sheep's wool. Anthrax causes flu-like symptoms, then sudden respiratory collapse; it can also cause stomach ache and vomiting of blood, and bloody diarrhea. If the PC fails the check by more than 5 points, s/he suffers the ability damage mentioned (1d6 Con) and falls unconscious. If the PC fails the check by more than 10 points, s/he dies.

Anthrax is especially feared in port cities, textile warehouses, and caravan routes where untreated wool and hides are handled in bulk. The disease spreads quietly at first, moving from laborer to laborer before anyone realizes something is wrong, and by then it is often too late to contain. Entire shipments are sometimes burned as a precaution, and districts quarantined with brutal efficiency.

Those who survive rarely recover fully. Their lungs remain scarred, their breathing shallow, and physical exertion becomes a lasting struggle. In more superstitious regions, anthrax is blamed not on bacteria, but on cursed animals or “bad wind,” leading to rituals, burnings, and the destruction of entire herds to prevent its return.

Bog Rot

Type disease, contact; Save Fortitude DC 16
Onset 1 day; Frequency 1/day
Effect 1d6 Str, Dex, Con, or Cha (determine randomly using 1d4) damage; Cure —

Creatures afflicted with bog rot do not heal naturally and gain only one-half benefit from magical healing until the disease is cured. Unlike normal diseases, bog rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. The save DC is Charisma-based. A character with bog rot will develop 3d6 green pustules all over that last for the length of the infection, and there is a 10% chance per day that one of these pustules will naturally rupture (they can be intentionally ruptured with a pinprick). Anyone coming in contact with the puss after a rupture risks infection.

Bog rot festers in stagnant marshes, drowned forests, and places where decay has settled deep into the land. The pustules that form are slick, green, and faintly warm, often pulsing as though something beneath the skin is alive. In darkness, they may emit a dim, corpse-like glow, marking the afflicted as something halfway claimed by the swamp.

Among certain swamp cultures, bog rot is not seen as a disease at all, but as a form of communion with the land. Shamans may interpret its progression as a message, while less reverent groups harvest the infectious fluid as a weapon. To outsiders, however, it remains a slow, inevitable, and deeply unsettling death.

Brainworms

Type disease (parasite), contact or injury; Save Fortitude DC 14
Onset 1 day; Frequency 1/day
Effect 1d3 Wis damage and 1d3 Int damage, if damaged in combat, target must make a second Fort save or gain the confused condition for the duration of the encounter; Cure 2 consecutive saves

Individually, these tiny parasites are almost invisible to the naked eye, yet en masse they’re capable of taking down even the strongest animals. Entering the body through contact with an infected host or corpse (especially through open wounds), these thin worms quickly migrate to the brain and begin reproducing. The infestation is typically evidenced by a dulling of the senses and intellect and by erratic bouts of irrational rage toward other creatures during which the worms attempt to spread to other hosts through combat and injury. Examining the brain of a late-stage victim reveals a living carpet of thousands of tiny parasites.

Early symptoms are subtle - misplaced thoughts, slow reactions, and strange lapses in judgment. As the infestation progresses, these give way to violent mood swings and sudden aggression, often without warning. Victims may experience fleeting clarity, becoming aware of their condition only long enough to fear what they are becoming.

In rare and disturbing cases, individuals have willingly exposed themselves to brainworms, believing the parasites grant insight or shared consciousness. These infected groups are far more dangerous, retaining enough coordination and awareness to act as a unified threat rather than mindless hosts.

Bubonic Plague

Type disease, injury or inhaled; Save Fortitude DC 17
Onset 1 day; Frequency 1/day
Effect 1d4 Con damage and 1 Cha damage and target is fatigued; Cure 2 consecutive saves

Infected vermin and parasites spread this disease, also known as Daemon’s Touch or the Black Death, through their bites. Once contracted, the disease spreads quickly, polluting the victim’s body with toxins. As the disease reaches the lymph nodes, the victim suffers extreme inflammation of glands, and his skin might take on a black pallor. Symptoms include fever, headaches, nausea, fatigue, and swelling of the lymph nodes (called buboes) on the neck, underarms, and inner thigh areas, and eventually bleeding beneath the skin. A victim who takes any Constitution damage from the disease must immediately make a successful Fortitude save or become fatigued until all his Constitution damage is healed. Each time a victim takes 2 points of Constitution damage from Black Death, he also takes 1 point of Charisma damage.

The plague does not simply kill - it dismantles societies. Streets empty, trade halts, and the living avoid one another as much as the dead. Entire districts may be sealed off, with guards ordered to prevent escape at any cost, turning containment into quiet execution.

Its horrific symptoms make it unmistakable, and victims are often abandoned long before death. In some regions, the disease is seen as divine punishment, while in others it is believed to be carried by unseen spirits or demons, spreading fear as effectively as infection.

Cholera

Type disease (injury); Save Fortitude DC 13
Onset 1d3 days; Frequency 1/day
Effect 1d2 Con damage; as long as a character suffers Con damage from Cholera, he is fatigued; Cure 2 consecutive saves

This is an infectious and often fatal bacterial disease of the small intestine, typically contracted from infected water supplies and causing severe vomiting and diarrhea.

Cholera spreads fastest where desperation already exists - refugee camps, war zones, and cities with poor sanitation. Victims can lose dangerous amounts of fluid within hours, leaving them weak, disoriented, and unable to stand without assistance.

Survivors often develop a lasting distrust of water sources, refusing to drink without purification. In some regions, elaborate rituals or blessings are performed over wells and rivers, blending practical caution with superstition.

Dysentery

Type disease (parasite), contact or injury; Save Fortitude DC 16
Onset 1d3 days; Frequency 1/day
Effect 1d6 nonlethal damage and target is fatigued and staggered; Cure 2 consecutive saves

A broad family of intestinal afflictions caused by everything from bacteria to viruses to parasitic worms, dysentery is characterized by explosive and sometimes bloody diarrhea, leading to dehydration and occasionally death.

Among soldiers and travelers, dysentery is often more feared than combat itself. It weakens quietly but completely, draining strength, morale, and dignity in equal measure. Entire expeditions have failed not due to enemies, but to this slow internal collapse.

Its danger lies not only in its severity, but in its timing. It strikes when rest is scarce and movement is required, turning even simple travel into a deadly gamble.

Grave Rot

Type disease (necromantic), contact or injury; Save Fortitude DC 19
Onset 1 day; Frequency 1/day
Effect 1d4 Con damage and 1d4 Dex damage; target is fatigued; Cure 2 consecutive saves

A creature that dies while afflicted by Grave Rot rises as a skeleton (as the standard monster description) within 1 hour. Upon death, the flesh rapidly blackens, liquefies, and sloughs from the bones, leaving behind a clean, animated skeleton. This transformation cannot be prevented except by remove disease, remove curse, or similar magic cast before death.

Even before death, Grave Rot carries an unmistakable presence. The afflicted feel unnaturally cold, their skin tightening and darkening as though already preparing for decay. A faint dry smell, like old crypts and dust, follows them wherever they go.

Necromancers value this disease as a weapon and tool alike, allowing the dead to rise without further effort. Entire battlefields have turned against the living when fallen soldiers stand again within the hour, stripped of flesh and mercy alike.

Lantern Fever

Type disease (supernatural), inhaled; Save Fortitude DC 17
Onset 1d3 days; Frequency 1/day
Effect 1d3 Wis damage and 1d2 Con damage; target is fascinated by lights (see below); Cure 2 consecutive saves

Afflicted creatures become unnaturally drawn to sources of light. Whenever a visible light source is within 60 feet, the target must succeed on a Will save (DC 15) or move toward it by the safest available route, treating it as a fascination effect. At 0 Wisdom, the creature becomes completely obedient to the nearest light source, ignoring all other stimuli.

Lantern Fever often begins with harmless curiosity - a flicker in the distance, a glow just beyond the treeline, something that seems worth investigating. Victims may initially dismiss it as imagination, but over time the lights become more persistent, more vivid, and impossible to ignore.

Entire groups have vanished after a single afflicted individual wandered off, drawn toward unseen lights into swamps, cliffs, or deep water. Many believe the disease is tied to will-o’-wisps or malicious spirits, using infected victims as lures to draw others to their doom.

Leprosy

Type disease, contact, inhaled, or injury; Save Fortitude DC 12 (initial), Fortitude DC 20 (secondary)
Onset 2d4 weeks; Frequency 1/week
Effect 1d4 Cha damage, 1d2 Con damage; Cure 3 consecutive saves

Leprosy is spread by victims of the disease through direct, even casual, contact. Leprosy results in skin lesions, extreme nasal congestion, and wounds that do not heal. A highly visible malady, leprosy can permanently disfigure those who don’t receive magical aid. If left untreated, the victim develops sores and becomes easily fatigued. While leprosy can prove difficult to contract, few overcome the disease once infected. When exposed to leprosy, a character must make a DC 12 Fortitude save to resist the disease. If he fails, once the affliction’s incubation time passes and symptoms begin showing, the save to recover from the malady increases to DC 20. Suffering from a slow deterioration, particularly hardy lepers can remain quite active for years after first exhibiting signs of the disease.

The physical symptoms of leprosy are only part of its burden. Victims are often shunned or cast out long before the disease becomes debilitating, forced into isolated communities or left to wander alone. The fear of contagion spreads faster than the disease itself.

Despite its severity, leprosy progresses slowly, and some individuals manage to live long, functional lives while afflicted. This has led to conflicting beliefs - some view it as a curse, others as a test of endurance or even a strange form of transformation.

Malaria

Type disease, injury; Save Fortitude DC 18
Onset 1d3 days; Frequency 1/day
Effect 1d3 Str damage and 1d3 Con damage and target is fatigued; Cure 2 consecutive saves

A classic traveler’s nightmare, malaria is transmitted by the bites of mosquitoes and leads to fever, vomiting, shivering, and convulsions, and sometimes even severe brain damage, particularly in children.

Malaria is infamous for its cycles - periods of relative calm followed by sudden, overwhelming waves of fever and weakness. Victims may believe they are recovering, only to be struck down again hours later, their strength drained anew.

Swamps, jungles, and still waters are its favored breeding grounds, and seasoned travelers learn quickly to fear the hum of insects in the night. Entire expeditions have been lost not to monsters, but to the relentless attrition of this disease.

Mononucleosis

Type disease, infection; Save Fortitude DC 20
Onset 3–6 weeks; Frequency 1/day
Effect Sore Throat, fatigue, headache, insomnia (see text); Cure 2 consecutive saves

This disease is spread from anyone who has the disease, and it is spread through the mildest contact, including handshakes. Anyone who contracts this disease feels the symptoms 3–6 weeks later, and the symptoms last for 1–3 weeks. Anyone who contracts this disease is contagious, and can therefore spread it to their party, so often they are left behind for the duration (though they are not contagious until the symptoms appear). Those who contract this disease feel the following symptoms:

Fatigue: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted.

Headache: A character with a headache cannot concentrate as well as normal. This causes a –6 penalty to Concentration checks.

Insomnia: A character with insomnia cannot sleep very well. Any time the character attempts to fall asleep, and every hour that they remain sleeping, they must succeed a fortitude save (DC 15) or wake up, not being able to fall asleep again for 6d4 minutes. If a character of a race that does not sleep (such as elves) has insomnia, treat his form of sleep (such as meditation) as sleep for the purposes of this symptom.

Sore Throat: Any time the character attempts to speak, he must succeed a fortitude save (DC 15) or take 1 Voice damage. This damage is permanent, unless treated specifically with a healing spell (the voice has its own HP, so a healing spell must target the voice specifically, rather than the body). If the character's voice HP is reduced to 0, the damage cannot be healed.

Voice Damage: All characters have 10 Voice HP. Whenever a character attempts to speak, he must roll a d10. If the result of the d10 is greater than the character's current voice HP, he fails to say what he was attempting to, and cannot speak for one full round. If a character's Voice Damage isn't healed within 2 weeks of its initial occurrence, the damage is completely permanent.

Mononucleosis is deceptively mild in appearance, often dismissed as simple exhaustion or a lingering cold. By the time its true nature is understood, it has usually already spread to others, quietly undermining entire groups.

Though rarely fatal, its lingering effects can cripple an adventuring party’s effectiveness. Fatigue, poor sleep, and reduced focus make even simple tasks difficult, turning routine travel into a frustrating and dangerous ordeal.

Pneumonia

Type disease, infection; Save Fortitude DC 24 (after long illness only, see description)
Onset 1–4 weeks; Frequency 1/day
Effect Sick or nauseated, exhausted or fatigued, possibly confused or prone, possibly staggered or unconscious; Cure 2 consecutive saves

Pneumonia is no laughing matter. It is most definitely fatal in long-term illnesses. Pneumonia is generally a complication of other diseases (though it can be caught by it's lonesome) and causes coughing (with or without blood), chest pain, fever, shaking, chills, headaches, sweaty skin, fatigue, blueish skin, nausea, joint pains and muscle aches.

If the PC fails their check by more than 5 points, s/he becomes nauseated instead of sick, and fatigued instead of exhausted. If the PC fails by more than 10 points, s/he becomes confused and staggered in addition to nauseated and fatigued. If the PC rolls a natural 1 or fails by more than 15 points, s/he becomes prone and unconscious (effectively helpless) until some Good Samaritan drags him or her off to be healed.

Pneumonia often appears when a body is already weakened, turning a survivable illness into a fatal spiral. The steady decline in breathing capacity creates a sense of slow suffocation that is as terrifying as it is deadly.

Healers often treat pneumonia as the final threshold - the point where intervention must be immediate and decisive, or not at all. Without aid, even the strong can fade quickly.

Rabies

Type disease, injury; Save Fortitude DC 14
Onset 2d6 weeks; Frequency 1/day
Effect 1 Con damage plus 1d3 Wis damage (minimum reduction to 1 Wis); Cure 3 consecutive saves

Rabies is a viral disease that causes inflammation of the brain in humans and other mammals. Early symptoms can include fever and tingling at the site of exposure. These symptoms are followed by one or more of the following symptoms: nausea, vomiting, violent movements, uncontrolled excitement, fear of water, an inability to move parts of the body, confusion, and loss of consciousness. Once symptoms appear, the result is virtually always death.

Rabies carries a particular terror because of how it changes behavior. Victims may lash out at allies, animals, or even themselves, driven by confusion and instinct rather than reason.

The infamous fear of water is often misunderstood, but deeply unsettling to witness. Once symptoms manifest, even powerful magic may struggle to save the afflicted, making early intervention critical.

Red Harvest

Type disease (magical), injury; Save Fortitude DC 18
Onset 1 day; Frequency 1/day
Effect 1d4 Con damage and 1d4 Str damage; target takes 1 point of bleed damage; Cure 3 consecutive saves 

Whenever a creature afflicted with Red Harvest takes slashing or piercing damage, they take an additional 1d4 bleed damage. This bleed stacks with itself and persists until magically healed or the disease is cured.

Red Harvest gives the unsettling impression that the body has forgotten how to hold itself together. Small cuts reopen, bruises seep, and even pressure alone can cause the skin to split. Blood flows too easily, too freely, and refuses to clot.

The disease is often associated with cursed weapons or battlefields soaked in excessive bloodshed. Some believe it marks those who have taken too many lives, while others deliberately inflict it as a slow and inescapable death sentence.

Smallpox

Type disease, contact, inhalation; Save Fortitude DC 18
Onset 1–4 days; Frequency 1/day
Effect Nauseated or exhausted, possible ability damage; Cure 3 consecutive saves

Smallpox may have been eradicated in our world, but during the Middle Ages it was an unrepentant killer. Known as alastrim, cotton pox, white pox, and milk pox, it was common throughout the history of the world. It causes fever, muscle pain, headache, nausea, and vomiting; within 12–15 days small white lesions appear in and around the mouth, these will grow and rupture. The white lesions may spread across the body and then stop. If the PC fails the check by more than 5 points, s/he becomes exhausted instead of fatigued. If the PC fails the check by more than 10 points, s/he suffers 1d6 Con damage.

The disease leaves its mark long after survival. Scarring is common and often severe, permanently altering the appearance of those who live through it. In some cultures, these scars are seen as marks of endurance, while in others they are a sign of contamination.

Outbreaks of smallpox have reshaped entire populations, leaving lasting effects not just on individuals, but on societies and histories.

Tetanus

Type disease, injury; Save Fortitude DC 14
Onset 1d6 days; Frequency 1/day
Effect 1d4 Dex damage and 50% chance stiffened jaw muscles prevent speech for the next 24 hours; Cure 2 consecutive saves

Tetanus is an infection caused by bacteria called Clostridium Tetani. When the bacteria invade the body, they produce a poison (toxin) that causes painful muscle contractions. Another name for tetanus is “lockjaw”. It often causes a person's neck and jaw muscles to lock, making it hard to open the mouth or swallow.

The disease often begins subtly, with stiffness or discomfort that gradually worsens into full muscle rigidity. As it progresses, even simple movements become painful, and the inability to speak or swallow creates a deeply unsettling sense of helplessness.

Adventurers are particularly vulnerable, as even minor wounds can lead to infection if left untreated. Many seasoned warriors develop strict habits around cleaning and tending injuries, knowing how quickly tetanus can take hold.

Tuberculosis

Type disease, inhaled; Save Fortitude DC 18
Onset 1d4 days; Frequency 1/day
Effect 1d4 Str damage and 1d4 Con Damage; Cure 3 consecutive saves

This disease flourishes in unsanitary conditions, places of stale air, and many humanoid cities. Symptoms include chest pain and a productive, prolonged, bloody cough. If left untreated, the disease quickly progresses, leading to high fever, chills, night sweats, appetite loss, pallor, fatigue and eventually death.

Tuberculosis is slow and relentless, wearing down its victims over time rather than striking quickly. The persistent cough becomes a grim constant, often worsening until blood is present.

Because of its gradual progression, it is sometimes ignored until it becomes severe. In crowded cities, it spreads easily, making it one of the most common and quietly deadly diseases among the poor.

Typhoid Fever

Type disease, injury; Save Fortitude DC 15
Onset 5d6 days; Frequency 1/day
Effect 1d6 Str damage and 50% chance of 1 Con Damage; Cure 2 consecutive saves

Typhoid fever, also known as typhoid, is a disease caused by salmonella serotype typhi bacteria. Symptoms may vary from mild to severe, and usually begin six to 30 days after exposure. Often there is a gradual onset of a high fever over several days. This is commonly accompanied by weakness, abdominal pain, constipation, headaches, and mild vomiting. Some people develop a skin rash with rose colored spots. In severe cases, people may experience confusion. Without treatment, symptoms may last weeks or months. Diarrhea is uncommon. Other people may carry the bacterium without being affected, but they are still able to spread the disease to others. The risk of death may be as high as 20% without treatment.

Typhoid is particularly dangerous because it can spread silently. Carriers who show no symptoms may unknowingly infect entire communities, making containment extremely difficult.

Its long duration and gradual worsening make it especially draining, turning even strong individuals into weakened shadows of themselves over time.

Wednesday, November 10, 2021

Race: Gloomwalker

Gloomwalker (Undead Race)

Alive. Dead. And painfully aware of both.


A Gloomwalker is a being caught between states - a corpse animated not by foreign force, but by its own soul, anchored imperfectly to dead flesh. The result is a walking contradiction: a person who thinks, feels, and remembers… but no longer truly lives.

Their skin is pale and cold, their eyes completely dull gray-white with no visible pupil. Their breath is absent, their heartbeat silent. Though their personality remains intact, the knowledge of their condition often leads to a grim, detached outlook.

Racial Traits

Type: Undead (Augmented Humanoid)
Gloomwalkers count as both undead and their original humanoid type for effects related to race.

Size: Medium (or as base race)
Base Speed: 30 ft.

Ability Scores

+2 Strength, –2 Dexterity, –2 Charisma
Gloomwalkers are physically sturdy but unsettling to be around and slightly stiff in movement.

No Constitution score. Gloomwalkers use Charisma in place of Constitution for effects such as Concentration checks and determining hit points.

Undead Nature (Limited)

Gloomwalkers do not gain full undead immunities. Instead, they have the following:

  • Immune to disease and poison
  • +2 racial bonus on saves vs mind-affecting effects
  • +2 racial bonus on saves vs death effects
  • Do not need to eat, sleep, or breathe

Deathless Persistence

A Gloomwalker does not fall unconscious at 0 hit points.

  • At 0 HP: staggered
  • Below 0 HP: may act normally but takes 1 damage each round
  • At –10 HP: destroyed

Unnatural Resilience

+2 natural armor bonus

Negative Affinity

Gloomwalkers are healed by negative energy and harmed by positive energy (as undead).

Restless Soul

A Gloomwalker cannot heal naturally.

  • Must be healed through magic, negative energy, or special effects
  • Fast healing and regeneration function normally

Lingering Humanity

Despite their condition, a Gloomwalker retains their identity.

  • They are not immune to mind-affecting effects
  • They can be affected by morale bonuses
  • They may be raised or resurrected as normal, returning them to full life

Turn Susceptibility

Gloomwalkers are affected by turn/rebuke undead as creatures with Hit Dice equal to their character level.

Skills

+2 racial bonus on Intimidate and Knowledge (religion) checks

Languages

Common + any from base race

Level Adjustment

+1

Sunday, November 7, 2021

Spell: Voodoo Doll

Voodoo Doll

Necromancy


Level:
Assassin 2, Cleric (Houngan) 2, Sorcerer/Wizard (Bokor) 2
Components: V, S, F
Casting Time: 1 standard action
Range: Long (1 mile per level)
Target: One living corporeal creature
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

Description

You bind a creature’s essence to a crude effigy, allowing you to influence its body from afar.

This spell is not inherently evil, though its use to inflict harm or suffering may be considered an evil act. Even when used benevolently, it is widely feared and often associated with dark or taboo practices. Creatures who witness or learn of its use may react with suspicion, fear, or hostility, at the DM’s discretion.

If the target fails its Will save, the focus in your hand reshapes into a rough likeness of the creature. While you maintain concentration, you may place pins into the doll to harm or aid the target.

  • As part of casting, you may immediately place one pin
  • Each round thereafter, you may place one additional pin as a standard action

You must choose whether each pin is black (harmful) or white (restorative) when used.

Black Pins (Harmful)

Black pins inflict pain and disruption.

Each pin deals 1d4 points of damage per 2 caster levels (maximum 10d4 at 20th level). You may choose to deal nonlethal damage instead.

You may also target a specific body part. The creature must possess the relevant anatomy. The target takes the listed penalty for 1 round (Fortitude negates the penalty, but not the damage):

  • Arm: –4 penalty on attack rolls
  • Body: –4 penalty to AC
  • Face: 20% miss chance
  • Leg: All non-fly speeds halved
  • Tail: –10 penalty on Balance and Jump checks
  • Throat: 20% chance of spell failure for verbal spells
  • Wing: Fly speed halved

You may not target the same body part in consecutive rounds.

White Pins (Restorative)

White pins channel restorative energy through the same sympathetic link.

Each pin heals 1d4 hit points per 2 caster levels (maximum 10d4 at 20th level).

You may also grant a temporary benefit for 1 round:

  • Arm: +2 bonus on attack rolls
  • Body: +2 bonus to AC
  • Face: Negates miss chance up to 20%
  • Leg: +10 ft. enhancement bonus to movement
  • Tail: +5 bonus on Balance and Jump checks
  • Throat: Negates verbal spell failure chance
  • Wing: +10 ft. fly speed and improved maneuverability (minimum good)

A target may attempt a Will save (harmless) to resist the effect, but may choose to accept it.

Restrictions

  • You may not target the same body part in consecutive rounds
  • You may not apply both a harmful and restorative pin in the same round
  • You may instead place a pin that deals or heals damage without applying any additional effect

Destruction of the Doll

The effigy may be attacked as an object:

  • Hardness 1, 10 hit points

If the doll is damaged or destroyed, the target immediately takes damage as if struck by a black pin (no save, no additional penalty).

Range

If the target moves beyond range, the spell ends immediately.

Sympathetic Connection

If you possess:

  • A piece of the target (hair, blood, etc.), or
  • A personal object worth at least 50 gp

The target takes a –3 penalty on its initial Will save.

Focus

A Small humanoid effigy, which reshapes into a crude likeness of the target upon a failed save.

READER NOTIFICATION

(Note: Spell taken from here and modified.)