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I've added the bit about naturally occurring materials, good catch. Currently I have this as the effect description.

By touching the ground, you drastically change the weather in the area. The area will randomly (but no less often than once a week) have a light dust of the material component used fall from the sky in a manner much like snow. The material created by this spell possesses all the properties of the original but is of particularly poor quality, making it unusable as a material component. Any spell cast with such material will immediately fail. As part of the magics that power this curse, any attempt to use the material created by this curse to trade or craft will cause that portion of material to vanish.

The focus merges into the cursed area as part of the spell and can only be retrieved if the curse is lifted. The cursed weather can be returned to normal only by casting Remove Curse at the center of the affected area, followed by Control Weather.


Both are very valid points, and part of my concerns. The intent however is to create an ongoing issue for the affected area, and a limited supply would soon become prohibitively expensive. But what if I limited the weather to dust of the material, or falling as a light snowfall would (thus regardless of the material composition dealing no damage), and adding a line similar to Minor Creation. Along the lines of "The materials created by this spell exibit the same qualities as the original material, but are of particularly poor quality, they cannot be used as spell material components. Any spell cast in such a way immediately fails. Additionally, attempting to trade or craft using said material causes it to disappear." That last line feels like something a curse would do as well.


Hello, this is my first post, but I made an account solely to get people's opinion on this.

Backgroud Info: Evil campaign. Playing a (currently) 18th level elf Arcanist, holds fast to the "power is the only thing that matters" philosophy. The party has basically inherited a kingdom after a quest for an ancestral crown, and he is currently the court Archmage, overseeing the magical studies and forces of the realm when he's not out on missions for the queen. There is a particular city's populace and culture rubbed him the wrong way. He has decided to sow chaos in said city by attacking their cultural beliefs. They basically worship "light", "enlightenment", and other things like that while belittling other races as inferior.

Spell Concept: Curse that causes unnatural weather (similar to curse of fell seasons) that spreads the material component used for it instead of normal rain, dust storms, hail, etc. For this particular application it would be Caphorite, but I'd like for the material component to be used as a deciding factor for what the weather will spread on an area, as it could be used to do things such as ensuring a particular area has their fields salted periodically, and other fun stuff like that.

Givens/Must Haves: 9th Level Spell; Curse Descriptor; minimum 1 mile area of effect, preferably 2 miles

Main Issue: I'm having issues coming up with a way to balance the cost or amount of material component needed to account for stuff like "this large area now has a chance of raining adamantite until the curse is removed". Ideas I have are to turn it into dust storms only, making the particles useless for anything other than mass spreading of a material, or scaling the material cost based on scarcity but as far as I know that would be up to GM's discretion.