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1Curse Of Disgust00curse, emotion, mind-affecting-1-1-11 standard action0V, S0yes060-1000bard 3, sorcerer/wizard 5, witch 5, occultist 4, psychic 6, mesmerist 3Ultimate Magic0Target is sickened when viewing a trigger.0104-11000-1You place a curse upon a creature, causing it to avoid the sight of a specific trigger, which is a kind of creature, object, or condition designated by you. When the target is within 30 feet of a trigger and is aware of the trigger, it gains the sickened condition and feels an urge to leave. A successful Will save negates the urge to leave, but the sickened condition persists as long as the target is within 30 feet of a trigger and aware of it. Example triggers include beggars, filthy clothing, diseased creatures, the king, blood, spiders, rats, corpses, and sewage.00one creaturecompulsion00permanent-10-1close (25 ft. + 5 ft./2 levels)

Curse Of Disgust

School enchantment (compulsion) [curse, emotion, mind-affecting]; Level bard 3, sorcerer/wizard 5, witch 5, occultist 4, psychic 6, mesmerist 3

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration permanent
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You place a curse upon a creature, causing it to avoid the sight of a specific trigger, which is a kind of creature, object, or condition designated by you. When the target is within 30 feet of a trigger and is aware of the trigger, it gains the sickened condition and feels an urge to leave. A successful Will save negates the urge to leave, but the sickened condition persists as long as the target is within 30 feet of a trigger and aware of it. Example triggers include beggars, filthy clothing, diseased creatures, the king, blood, spiders, rats, corpses, and sewage.

Curse of Disgust-1005053-1enchantment-100-1-10300-1551-1-1-1NULLWill negates0-100

You place a curse upon a creature, causing it to avoid the sight of a specific trigger, which is a kind of creature, object, or condition designated by you. When the target is within 30 feet of a trigger and is aware of the trigger, it gains the sickened condition and feels an urge to leave. A successful Will save negates the urge to leave, but the sickened condition persists as long as the target is within 30 feet of a trigger and aware of it. Example triggers include beggars, filthy clothing, diseased creatures, the king, blood, spiders, rats, corpses, and sewage.

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