Bane
- Level: 1
- School: Enchantment
- Class: Bard, Cleric, Warlock
- Casting Time: Action
- Range: 30 feet
- Components: V, S, M (a drop of blood)
- Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Tactical Usage
When to Choose Bane:
- Excellent for reducing enemy effectiveness in early encounters
- Strong choice against multiple moderate-threat enemies
- Valuable for swing battles where small modifiers matter significantly
- Essential for supporting saves against dangerous enemy abilities
Target Selection:
- Prioritize enemies with moderate save bonuses (where -1d4 is most impactful)
- Focus on threats making multiple attacks per turn
- Target enemies likely to force party saving throws
- Consider grouping weaker enemies rather than single strong foes
Duration Management:
- 1-minute duration covers most encounters completely
- Concentration requirement limits simultaneous spell effects
- Charisma saves tend to be weaker for many monster types
- Early casting maximizes total impact throughout combat
Spell Combinations
Debuff Stacking:
- Faerie Fire: Advantage on attacks against disadvantaged enemies
- Silvery Barbs: Force rerolls on successful saves
- Guidance: Help allies succeed on saves Bane makes harder for enemies
- Hex: Additional debuff targeting different ability scores
Save-or-Suck Synergies:
- Hold Person: Bane makes Wisdom saves harder
- Suggestion: Reduced Wisdom saves increase success chances
- Fear: Wisdom save debuff compounds with frightened condition
- Charm Person: Lower Wisdom saves improve charm success
Material Component Details
Drop of Blood:
- Availability: Easily obtained from self or willing ally
- Symbolic Value: Represents life force being drained or cursed
- Freshness: Recent blood preferred but not mechanically required
- Cost: Essentially free but requires minor preparation
Roleplay Opportunities:
- Describe the blood darkening as it powers the curse
- Reference the sympathetic connection between blood and target
- Use component as focus for malevolent intent
- Emphasize the personal sacrifice empowering the spell
Creator Notes
Adjudication Guidance:
- Affects both attack rolls and saving throws equally
- Charisma save represents force of personality resisting curse
- -1d4 penalty applies to every relevant roll for full duration
- Higher-level slots increase targets but not penalty amount
Encounter Design Considerations:
- Most effective against groups of CR-appropriate enemies
- Particularly impactful in encounters with tight mathematical balance
- Can swing close battles significantly in party's favor
- NPCs can use this effectively against heavily armored party members
Balancing Notes:
- 1st-level slot cost makes this accessible early but not overpowered
- Concentration requirement prevents stacking with other effects
- Charisma saves give most creatures reasonable chance to resist
- Multiple targets offset by individual save opportunities
Environmental Interactions
Curse Manifestation:
- Visible as dark aura or shadowy tendrils around affected creatures
- May cause minor environmental effects (withering plants, dimming lights)
- Blood component may leave temporary stains or marks
- Affected creatures might appear slightly sickly or weakened
Detection and Countermeasures:
- Magical aura detectable by Detect Magic
- Dispel Magic can remove the effect
- Remove Curse may also end the effect (Creator discretion)
- Paladin auras and similar effects don't prevent but may help resist
Social Considerations:
- Visible curse effects may alarm neutral or friendly NPCs
- Using blood as component might be seen as sinister magic
- Some cultures or regions may consider this dark magic
- Guards or authorities might react negatively to obvious cursing
Common Rulings & Clarifications
Frequently Asked Questions:
Q: Does Bane affect damage rolls? A: No, only attack rolls and saving throws are affected.
Q: Can the same creature be targeted multiple times by different castings? A: Yes, but they don't stack - use the most recent effect.
Q: What happens if the target moves out of range? A: The effect continues for the full duration regardless of distance.
Q: Does Bane affect Death Saving Throws? A: Yes, as they are saving throws.
Alternative Applications
Non-Combat Uses:
- Social Sabotage: Impair rival's performance in skill contests
- Diplomatic Advantage: Weaken opposition during negotiations
- Investigation: Reduce suspect's ability to deceive or resist questioning
- Performance Competition: Handicap competitors in contests or trials
Creative Problem-Solving:
- Weaken guards' perception for stealth infiltration
- Reduce enemy spellcasters' concentration saves
- Impair enemy leaders during crucial decision moments
- Support escape attempts by weakening pursuit effectiveness
Related Spells
Enchantment Debuffs:
- Hex: Single-target debuff with different mechanics
- Bestow Curse: Powerful single-target curse
- Mental Prison: High-level incapacitation
- Slow: Movement and action economy debuff
Buff Counterparts:
- Bless: Opposite effect providing bonuses
- Guidance: Minor bonus to ability checks
- Enhance Ability: Advantage on specific ability checks
- Bardic Inspiration: Bonus to various rolls
1st-Level Alternatives:
- Faerie Fire: Advantage-granting debuff
- Charm Person: Social control enchantment
- Sleep: Area incapacitation effect
- Dissonant Whispers: Forced movement and damage
Scaling Analysis
Level Progression:
- Early Game (Levels 1-5): Excellent impact relative to enemy capabilities
- Mid Game (Levels 6-12): Still useful but competes with higher-level options
- Late Game (Levels 13+): Primarily useful for slot efficiency and targeting
Target Scaling:
- 1st Level: 3 targets maximum
- 2nd Level: 4 targets (significant improvement)
- 3rd Level: 5 targets (good for larger encounters)
Long-Term Viability:
- Mathematical impact remains consistent regardless of level
- More targets become available with higher-level slots
- Competes with more powerful effects at higher levels
- Useful for resource conservation when fighting weaker enemies
Narrative Flavor
Extended Description: You let a single drop of your own blood fall to the ground while speaking words of spite and misfortune. The crimson droplet seems to multiply in the air, becoming a web of dark energy that reaches out to entangle your chosen enemies. As the curse takes hold, their movements become slightly more clumsy, their reflexes a fraction slower, and their confidence subtly undermined by an persistent feeling that everything is about to go wrong.
Sensory Details:
- Visual: Dark tendrils or shadowy aura around cursed creatures
- Emotional: Sense of spreading misfortune and ill luck
- Magical: Blood component glowing briefly before dissolving
- Psychological: Affected creatures feel subtly off-balance and unlucky
Cultural Context: Bane represents one of the most fundamental forms of curse magic, tapping into primal fears about luck, fate, and cosmic justice. Different cultures may interpret such magic as divine retribution, karmic balance, or malevolent witchcraft, influencing how NPCs and societies react to its use.