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PFS StandardBlight

Source Divine Mysteries pg. 285
A spring bud will wither, a mighty oak will crash to the forest floor, and a callow youth will grow into maturity, then decline into old age. You know none of these things are cause for alarm or sadness. Decay is an essential part of nature’s cycle, as the old pass away to make room for, or to nourish, the new. After all, the flower must fall for the seed to grow, and the toppled tree not only makes room for new saplings to flourish, but also forms a home for many types of flora, fauna, and fungi. Disease, poison, and rot—these are all tools to dispose of creatures that have come to the end of their usefulness that rest in your hands. You might wield them to bring an end to lingering suffering or to spread contagion over once-thriving lands. Well-meaning doctors, persistent healers, or zealous adventurers may try to stand in your way, but blight will spread in the end.

If you follow a deity, you might work toward the sinister ends of Rider of Disease Apollyon, the demon lord Cyth- V’sug, or the parasitic Ghlaunder. You might find allies among followers of Groetus or the cults of the Outer Gods. If you see your calling as part of the cycle of existence, you might venerate monitor demigods such as Mother Vulture or commune with nature.

Granted Spells

cantrip: caustic blast; 1st noxious vapors; 2nd fungal infestation; 5th toxic cloud

Revelation Spells

initial: ulcerous canker; advanced: purging toxins; greater: accelerated decomposition

Related Domains

death, decay, disorientation, plague

Mystery Skill

Nature

PFS StandardCurse Of Inevitable Rot

Acid Curse Divine Oracle Poison 
Source Divine Mysteries pg. 285
Your magic is a constant reminder that all creatures will eventually submit to the ravages of time and the environment. You are suffused with an aura of decay. Leaves wilt and insects fall out of the sky as you pass, silverware tarnishes in your hands, and the dregs of wine turn to vinegar in your goblet.

Cursebound 1 You gain weakness 2 to acid and poison damage. Cursebound 2 You take a –1 status penalty to saving throws against diseases and poisons. In addition, anyone attempting to Treat your Disease, Poison, or Wounds takes a –1 status penalty to the associated skill check. Cursebound 3 Your weakness to acid and poison damage increases to twice your level. Cursebound 4 Your status penalty to saving throws against diseases and poisons and the status penalty for anyone attempting to Treat your Disease, Poison, or Wounds increases to –2.