Hex of Decay
Nightsister MagickDark- Cost
- 4 FP
- Activation
- Action
- Range
- 30 ft
- Recommended Lv
- Lv 10+
Effect
As an Action, you curse a creature within 30 ft with rotting decay. The target must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, it takes 2d8 chem-toxic damage immediately, becomes Poisoned, and takes 1d8 chem-toxic damage at the start of each of its turns while you concentrate (up to 3 rounds). At the end of each of its turns it repeats the saving throw, ending the effect early on a success. On the initial successful save, it takes half the initial damage and suffers no ongoing effect.
At the Table
A Nightsister acolyte, pinned behind cover by a Mandalorian bounty hunter twenty feet away, spends 4 FP and snarls a curse of rotting decay. The hunter fails the Constitution save (DC 8 + your proficiency + your Wisdom mod), eats 2d8 chem-toxic damage on the spot, and goes Poisoned. For the next three rounds while she concentrates, he sloughs another 1d8 chem-toxic at the start of each turn — coughing, retching, fighting to shake it off on his end-of-turn save before the rot drags him down.
In the Lore
Curses of wasting and decay are a signature of the Nightsisters of Dathomir, whose magicks — drawn from the green ichor of their world and the spirits of their ancestors — bend life and death in ways the Jedi and Sith both shunned. Where conventional Force users heal or strike, the witches of Dathomir were known to wither, hex, and rot, channeling sickness into their foes through ritual and incantation. Figures like Mother Talzin and the elder Nightsisters wielded this darker, blood-and-spirit tradition, and warriors such as Asajj Ventress were raised within it. Such decay magick sits apart from the classic Jedi Control, Sense, and Alter disciplines: it is clan sorcery, deeply tied to Dathomir's haunted rites rather than to any lightsaber order.