Bandit's Doom
Silver runes lie dormant over a guarded item, flaring into blinding light and psychic backlash the instant a thief lays hands on it.
You ward the target item against those who would steal it. When a creature attempts to take the target into its possession, it takes 8d8 mental damage and is doomed, depending on the result of its Will save. The spell then ends. You can choose up to 10 creatures when you cast this spell; if you do, those creatures can take the target item without triggering the ward. You can only have one bandit's doom active at a time. If you cast the spell again, the newer casting supersedes the older.
Critical Success The creature is unaffected.
Success The creature takes half damage and is Doomed 1.
Failure The creature takes full damage and is Doomed 2.
Critical Failure The creature takes double damage and is Doomed 3.
Rank 5 · Traditions Arcane, Divine, Occult
Cast 30 minutes
Save Will
Duration 1 month
Damage 8d8 mental
Heightened
- Heightened (+2) The damage increases by 2d8.