Fair Is Foul

System: Pathfinder | SRD

Level: Antipaladin: 2; Cleric: 3; Shaman: 3; Sorcerer: 4; Wizard: 4; Spiritualist: 3; Witch: 2

School: transmutation

Casting time: 1 standard action

Components: V, S, M (a newt eye)

Range: touch

Target: creature touched

Duration: permanent (D)

Saving throw: Fort negates

Spell resistance: yes

You curse the target with a disfiguring or painful mutation.

The target gains one random deformity from Table: Arcane Malignancies (below). The curse bestowed by this spell cannot be dispelled but can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

As changelings sense the awakening of the eerie powers they inherited from their hag progenitors, they are often mortified to discover terrifying and debilitating alterations to their physique. While the call seizes the changelings’ minds around the time their bodies begin maturing, the arcane malignancies that mar their features and extremities have nothing to do with puberty.

Not every changeling develops a malignancy, and when a changeling does develop a malignancy, it is often unrelated to whatever traits her hag mother has. These transformations are more akin to a magical allergy, manifesting in response to the well of arcane energy bubbling away in the changeling’s core.

A changeling character can take an arcane malignancy as a drawback in order to select an additional trait at character creation. Randomly determine the arcane malignancy by rolling a d% and consulting the table below.

Table: Arcane Malignancies d% Effect 1–2 The smallest three toes on each of your feet have fused together. You take a –2 penalty on Acrobatics, Climb, and Perform (dance) checks. 3–4 Your incisors grow so long and sharp that you have difficulty eating. Eating takes twice as long. Consuming a potion or other magical foodstuff requires a full-round action. 5–7 You have an extra digit on each hand, which hampers your fine motor skills. You take a –2 penalty on Craft, Disable Device, and Sleight of Hand checks. 8–10 Your limbs and torso are covered with piscine scales that you must constantly moisten. If more than 1 day passes without you applying at least a gallon of water to them, you take 1d3 points of damage each hour until you do so. 11–13 Your skin bears a sizable scarlet mark that flushes and lightens with your moods. You take a –2 penalty on Bluff and Disguise checks. 14–16 One of your eyes has grown enlarged and developed a pale, milky film. Daylight seems uncomfortably bright to you. You take a –2 penalty on saving throws against light-based spells and effects, and you are automatically dazzled for 1d6 rounds when exposed to bright light or sunlight.

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