Mandrake's Curse of Fates

Transmutation (Fate)

Spellcraft DC: 51
Components: V, S, M
Casting Time: 1 standard action (part of the casting of Sorcerer's Charm of Fate)
Range: Close (25ft + 5ft /2 levels)
Target: One creature
Duration: instantaneous
Saving Throw: Yes, see below
Spell Resistance: Yes, see below
To Develop:  Seed: Transform (21)

The Charm of Fates is a power of Sorcery Prestige Class of the Five Magics. This spell reflects the combination of each of the Five magics to modify and increase that powers potentcy and may only be employed by an Archmagist (one level in each of the Prestige Classes of the Five Magics). When a caster begins the Sorcerer's Charm of Fates and invokes this spell in its casting, the Charm becomes an epic effect that curses the target creature with a randomly drawn effect of a Deck of Many Thingsand increases the difficulty of the save. One card is consumed in the casting. During the casting of this spell, thaumaturgy is employed  to draw upon the fate energy of the deck  (caster must make an endurance check (DC 20 Fortitude save),to pull forth a card for someone else. A successful casting requires a DC 25 Use magic device check to reflect the Magician's manipulation of the magical item to essentially draw a card for some one else.  The material component of this spell is a specially prepared alchemical mixture that is coated onto the fingers and allows the caster to 'touch' or manipulate this energy (the random factors are used to aline the fates) and the caster must know his own true name as he attempts switches the fate from himself to another.   The save vs the curse is at an additional +5 and the SR check is made at +6. (Additionally, the curse is treated as a 10th level spell when this spell is used rather than the normal 6th level spell). The Sorcere must still specify conditions under which the curse ends and if the sorcer is interupted during this usage, the caster recieves double the affects of nasea and becomes exhausted rather than fatigued.

Normal DC of 10th Lvl Spell = 20+Intelligence Bonus

This Spell in Mandrakes hands: 10+10(lvl of spell)+15(int)+5(bonus from this spell)+2(to all curses - 9th lvl sorcerer) = 42

Each spell usage consumes 1/10th of a potion of polymorph.


Curse of Fates

  A B
1 Mandrake's Curse of Fates  
2 Transmutation  19
3 No Somatic Component 2
Reduce casting time to 1 action (from 1 minute) 20
Increase DC of save by 5 10
Penetrate Spell Resistance +6 (DC +2 per +1 penetration)
For Mandrake +36 vs SR
12


Total Base Casting Before Reductions  63

10  Mitigating Factors
11  Seed within spellcasting specialty -5 DC -5
12  negatives for interuption doubled    -3
13  possibility of being fatigued or exhausted  -2  
requires fire source & wizardy level (fire permeates all) -2
14  Total DC to Cast
51