This annoying curse was originally created by priests of a lost order who were constantly cheated by the local merchants and lords. Unable to compete on the secular side, they chose a form of divine retribution instead.
This curse has a rather subtle effect. Anything carried by the victim has a tendency to slip out of whatever container it is stored in and drop to the ground. The curse's magic conceals any fallen items from the victim as they fall, making it likely they will be long gone before they are missed. The curse activates itself randomly 1d4 times per day. Each activation affects 1d10 like items (coins, foodstuffs, etc.)
The curse is subtle enough that it requires a Superb test of divination magic to reveal its presence. Once detected it requires a Great test of dispelling magic to remove it.
Showing posts with label curse. Show all posts
Showing posts with label curse. Show all posts
Friday, June 18, 2010
Monday, May 31, 2010
The Eye of Achra
This legendary artifact is a perfectly sculpted human-sized eye carved from a piece of white opal. The Eye's iris and pupil are represented by a curious circular flaw in the stone, black within green. The craftsmanship of the Eye is exquisite, and a knowledgeable jeweler could identify the work as Dwarven in origins. Legend says the Eye grants anyone brave enough to place it within an empty eye socket perfect vision and a penetrating gaze, but there are darker stories that tell tales of madness and woe that have befallen anyone that has tried to wear this artifact.
The Eye is a fairly potent magical object. If examined for magical properties it radiates Superb alteration and illusion magic. A Great test of divination will reveal the item's enchantments:
The Eye is a fairly potent magical object. If examined for magical properties it radiates Superb alteration and illusion magic. A Great test of divination will reveal the item's enchantments:
- When the Eye is placed within the empty eye socket of a human-sized creature it instantly bonds to flesh. After attuning itself to the wearer for about a week, the Eye's powers come to life.
- The Eye provides perfect vision to the wearer, fully replacing their missing eye and even removing any sight defects previously suffered (such as near- or far-sightedness).
- The wearer gains dark vision. Under normal nighttime conditions they see as if it were day. The Eye allows vision even total or magical darkness, though these conditions reduce visibility to that of a bright moonlit night.
- The Eye's wearer can see hidden or secret objects, even those concealed by magical means. Using this power requires concentration. The wearer can scan a ten foot square space each round.
- The Eye allows its wearer to focus on very distant objects or tiny details, bringing them into perfect focus and clarity. Focusing like this requires unbroken concentration, and each round spent focused on an object brings it into greater clarity. Breaking off this power requires one round of recovery to bring the Eye's vision back to normal.
Monday, February 8, 2010
The Necromancer's Hands
This ghoulish item is a pair of gloves sewn together from strips and patches of human and demi-human skin, a nightmarish blend of smooth unblemished flesh and coarse green hide, each piece sewn into place with rough black thread. The gloves cover the entire hand and wrist of anyone willing to try them on, adjusting to fit any hand, child to ogre sized. The gloves radiate Superb potency necromantic magic, and a faint aura of evil clings to their patchwork flesh.
Anyone brave enough to wear these vile gloves gains the following powers and abilities:
edit: minor formatting and editing
Anyone brave enough to wear these vile gloves gains the following powers and abilities:
- Any necromantic magic performed by the wearer gains two ranks of potency.
- The wearer can control unintelligent undead, and communicate with intelligent varieties. Up to a dozen unintelligent creatures can be given simple orders, while intelligent undead will be favorably disposed toward the wearer unless there is reason for them to be hostile.
- Necrotic Touch - the wearer can, at will, drain one rank of vitality from any target (melee touch attack required) and convert it to restorative energy, healing an Average wound. Drained vitality is recovered at the rate of one rank per hour, and anyone fully drained dies, then rises from the dead as a zombie under the control of the wielder. Zombies created in this way last until destroyed.
- Raise Undead - thrice per day the wearer can raise any recent corpse as a skeleton or zombie under their control. Undead created in this way last until destroyed.
- The gloves expand to cover more of the wearer's body. Each time this effect occurs the area covered expands by a palm-sized area.
- The wearer gains the ability to control one additional unintelligent undead.
- The wearer gains a one rank reaction bonus to all interactions with intelligent undead.
- The wearer gains a dependency on Necrotic Touch, requiring one use of the ability each day or lose one rank of vitality.
edit: minor formatting and editing
Wednesday, December 23, 2009
Plagueheart Band
With the upcoming holiday, my time to write is a bit limited, so I'll be posting a few short item descriptions instead of my usual longer articles...
This wide platinum band is set with a dozen square-cut, black onyx stones spaced equally around its circumference. The ring radiates Great protection and alteration magic. Anyone that dons the ring gains complete immunity to all forms of disease. Each time the wearer avoids a disease, one of the stones on the ring begins to glow with a dim, inner light. Each time the wearer has direct physical contact with a living creature there is a chance (a percentage equal to the number of lit stones on the ring), that they will inflict a Great strength wasting disease on whomever they touch (which also causes all stones on the ring to go dark). If all the stones on the ring are lit, there is a 25% chance per day that the disease contained within the ring will be released into the air, afflicting anyone within a 60 foot radius of the wearer. This also causes all stones to go dark. Once one of the stones upon Plagueheart begins to glow the ring cannot be removed until the disease contained within is released.
Plagueheart's protective characteristics can be discovered with a Great test of divination magic. It's disease spreading characteristic is a curse which can only be revealed with an Epic test of divination magic.
Any creature afflicted with Plagueheart's disease suffers a one rank penalty to vitality per day of affliction. There is also a 25% chance the disease will spread to anyone exposed to an afflicted creature. Removing the disease is a Great test of healing or healing magic.
This wide platinum band is set with a dozen square-cut, black onyx stones spaced equally around its circumference. The ring radiates Great protection and alteration magic. Anyone that dons the ring gains complete immunity to all forms of disease. Each time the wearer avoids a disease, one of the stones on the ring begins to glow with a dim, inner light. Each time the wearer has direct physical contact with a living creature there is a chance (a percentage equal to the number of lit stones on the ring), that they will inflict a Great strength wasting disease on whomever they touch (which also causes all stones on the ring to go dark). If all the stones on the ring are lit, there is a 25% chance per day that the disease contained within the ring will be released into the air, afflicting anyone within a 60 foot radius of the wearer. This also causes all stones to go dark. Once one of the stones upon Plagueheart begins to glow the ring cannot be removed until the disease contained within is released.
Plagueheart's protective characteristics can be discovered with a Great test of divination magic. It's disease spreading characteristic is a curse which can only be revealed with an Epic test of divination magic.
Any creature afflicted with Plagueheart's disease suffers a one rank penalty to vitality per day of affliction. There is also a 25% chance the disease will spread to anyone exposed to an afflicted creature. Removing the disease is a Great test of healing or healing magic.
Tuesday, October 27, 2009
Flesh Carver
Flesh Carver is a wicked-looking dagger with a short, curved blade chipped from gleaming obsidian. The hilt of the weapon is wrapped in the smooth, almost slick hide of some unknown beast, and a heavy chunk of roughly shaped and polished hematite is fastened to the pommel with gold wire. The dagger has a forward-curving guard of gilded iron. The blade is protected by a heavy scabbard of matching metal set with three rough hematite stones.
If examined for magical properties, Flesh Carver radiates Superb alteration and evocation magic. A Great test of divination magic will reveal the item's enchantment.
Flesh Carver is at best an Average combat weapon, its short blade curiously off balance when wielded in battle. Its true purpose has little to do with combat. Flesh Carver allows the wielder to invoke a Word Curse, a potent malediction that affects the wielder's chosen victims. To invoke a Word Curse with Flesh Carver the wielder must carve the victim's name and the desired Curse into their own flesh. The Curse must be a single word that reflects the effect desired. The base potency of the Curse determined by the wound inflicted during the carving, at least a Fair wound is required to activate the power of the weapon's enchantment. Each Word Curse must be carved by the wielder's own hand upon their own flesh, and Curses cannot overlap or obscure previous carvings. Each Word Curse consumes at least a six inch by six inch square of skin.
Wounds inflicted by Flesh Carver can only be healed by the passage of time, and they always leave permanent scars reflecting the names of past victims and the curses inflicted upon them. A Word Curse can be removed at the source with dispelling magic at least two ranks greater in potency than the original Word Curse. Removal in this fashion inflicts a wound on the wielder equal to the dispelling magic required.
Curses are permanent so long as the flesh they mark is alive. Any attempt to dispel a Word Curse from a victim suffers a three rank penalty, and even if successful will only offer temporary relief. A Great test of divination magic will reveal the source of the malediction.
The exact nature and effects of the curses inflicted by Flesh Carver should be determined by the game master. As a guideline:
If examined for magical properties, Flesh Carver radiates Superb alteration and evocation magic. A Great test of divination magic will reveal the item's enchantment.
Flesh Carver is at best an Average combat weapon, its short blade curiously off balance when wielded in battle. Its true purpose has little to do with combat. Flesh Carver allows the wielder to invoke a Word Curse, a potent malediction that affects the wielder's chosen victims. To invoke a Word Curse with Flesh Carver the wielder must carve the victim's name and the desired Curse into their own flesh. The Curse must be a single word that reflects the effect desired. The base potency of the Curse determined by the wound inflicted during the carving, at least a Fair wound is required to activate the power of the weapon's enchantment. Each Word Curse must be carved by the wielder's own hand upon their own flesh, and Curses cannot overlap or obscure previous carvings. Each Word Curse consumes at least a six inch by six inch square of skin.
Wounds inflicted by Flesh Carver can only be healed by the passage of time, and they always leave permanent scars reflecting the names of past victims and the curses inflicted upon them. A Word Curse can be removed at the source with dispelling magic at least two ranks greater in potency than the original Word Curse. Removal in this fashion inflicts a wound on the wielder equal to the dispelling magic required.
Curses are permanent so long as the flesh they mark is alive. Any attempt to dispel a Word Curse from a victim suffers a three rank penalty, and even if successful will only offer temporary relief. A Great test of divination magic will reveal the source of the malediction.
The exact nature and effects of the curses inflicted by Flesh Carver should be determined by the game master. As a guideline:
- Fair - Occasional frequency with minor effect.
- Good - Weekly occurrence with noticeable effect.
- Great - Daily occurrence with debilitating effect.
- Superb - Frequent occurrence with debilitating effect.
- Epic - Continuous with debilitating effect.
- Legendary - Continuous with crippling effect.
Monday, August 24, 2009
Grim Monday: The Curse of Shrieks
This curse was originally created as a punishment for those convicted of murder. The accursed is plagued by the death shrieks of their victims which randomly replace the normal sounds of everyday living. The curse manifests itself twenty or more times a day, with no regard for the original sound's volume. The faint chirping of a cricket, the laugh of a boisterous bar patron, or the voice of a merchant negotiating with a customer are all equally likely to be turned into a hideous shriek.
There are two versions of this curse. The original form can only be applied to someone that has slain another sentient being, and requires a drop of the dead being's blood to cast. The second, less potent form can be cast upon anyone. The former version requires Legendary dispel magic to remove, while the later can be dispelled with a Superb test.
There are two versions of this curse. The original form can only be applied to someone that has slain another sentient being, and requires a drop of the dead being's blood to cast. The second, less potent form can be cast upon anyone. The former version requires Legendary dispel magic to remove, while the later can be dispelled with a Superb test.
Monday, June 22, 2009
Grim Monday: Curse of the Howling Hound
The recipient of this curse is haunted by the distant sounds of a howling and barking dog. The victim will always hear the dog at the most inopportune times, while trying to hide, fall asleep or concentrate on some task for example.
This curse grows in power and intensity over the course of time, beginning as an occasional faint howling or barking. After a few weeks this will escalate to regular barking, baying and howling just out of sight. The curse is infectious. Those that associate closely with the victim can themselves become victims, especially if they attempt to help the victim find the source of the barking and howling. Avoiding the curse is a Good test of resolve.
Any attempt to find the source of the curse's noise leads the victim on a wild goose chase. The sound will always come from just out of sight, and randomly shift locations to throw off pursuit.
The curse can be identified with a Superb test of divination magic. A Great test of dispel magic is required to remove it.
This curse grows in power and intensity over the course of time, beginning as an occasional faint howling or barking. After a few weeks this will escalate to regular barking, baying and howling just out of sight. The curse is infectious. Those that associate closely with the victim can themselves become victims, especially if they attempt to help the victim find the source of the barking and howling. Avoiding the curse is a Good test of resolve.
Any attempt to find the source of the curse's noise leads the victim on a wild goose chase. The sound will always come from just out of sight, and randomly shift locations to throw off pursuit.
The curse can be identified with a Superb test of divination magic. A Great test of dispel magic is required to remove it.
Monday, June 15, 2009
Grim Monday: Crawler's Curse
Today's Grim Monday is curse designed to cause both physical and mental discomfort. The mosquitoes are back for the summer here in Indiana, and their presence at a family cookout last night inspired this curse.
Crawler's Curse causes any biting or stinging insects and arachnids in the area to focus their attentions on the victim. This effect is subtle at first, a few extra mosquito bites after a night outdoors or a more serious flea infestation after staying in a filthy hostel, but becomes stronger as time passes. Some of the potential effects of this curse includes:
Crawler's Curse causes any biting or stinging insects and arachnids in the area to focus their attentions on the victim. This effect is subtle at first, a few extra mosquito bites after a night outdoors or a more serious flea infestation after staying in a filthy hostel, but becomes stronger as time passes. Some of the potential effects of this curse includes:
- Pests, bites and stings - While outdoors the victim will be bitten by mosquitoes or horse flies, stung by yellow jackets or ants, or swarmed by gnats. Stings and bites cause discomfort and make it difficult to concentrate on complex tasks or remain still when being inflicted. There is a minor chance of contracting a disease.
- Indoor pests - The victim attracts fleas, lice, and bedbugs whenever they are indoors around other people or beasts. There is a minor chance they can become infested with fleas or lice, and a similar chance of contracting a disease.
- Creepy crawlers - The victim attracts spiders, scorpions, and other arachnids. These creatures will not be unnaturally aggressive, but will spin webs near the victim, take up residence in their boots, or crawl into their bed at night. There is a minor chance of receiving a bite or sting from these creatures, which may inflict a poison upon the victim.
Monday, June 1, 2009
Grim Monday: The Cold Feet Curse
The Curse of Cold Feet is not, as it may sound, cured with a pair of warm boots. The victim of this curse is assailed by doubt whenever they must make a decision. The curse initially affects the victim only when important decisions are before them, but grows over time. Eventually the act of choosing which shoes to wear will become an insurmountable obstacle.
The initial effect of the curse is to cause the victim to doubt any major decision they make. As the power of the curse grows physical effects manifest themselves: sleepless nights, overly cautious behavior, and a shaken demeanor become the norm. The victim becomes less and less sure of themselves as the curse's influence spreads to even minor choices.
Manifestations:
The initial effect of the curse is to cause the victim to doubt any major decision they make. As the power of the curse grows physical effects manifest themselves: sleepless nights, overly cautious behavior, and a shaken demeanor become the norm. The victim becomes less and less sure of themselves as the curse's influence spreads to even minor choices.
Manifestations:
- Hindsight - The victim reviews past choices, wondering if their decision was the correct one.
- Infinite Delay - Rather than make a decision, choices are delayed. And delayed and delayed.
- Sleepless Nights - The victim spends their night tossing and turning, mulling over choices past and future. Even the decision to get out of bed and do something useful becomes a momentous choice.
- Shaken Hands - A choice made, the victim is so nervous in its pursuit that their hand shake uncontrollably.
- Flip Flopping - Choices made are reconsidered and revised. Decisions last no more than a week, usually less than a day.
Monday, May 4, 2009
Grim Monday: Curse of the Disputed Way
I just realized I failed to post up a Grim Monday article this past week, so I'm focusing on writing up and scheduling out a few to insure this doesn't happen again. I usually try to keep a half-dozen articles in the queue, but I've been slacking off the last couple weeks as the weather turns nice. Nose back to the grindstone!
The Curse of the Disputed Way draws obstacles to the victim the way sugar draws flies. Any time the victim travels, be it a long journey through perilous country or a simple trip across the bar, this curse will manifest as an obstacle or obstruction on the journey. These obstacles don't necessarily prevent travel, but they do make it trying. This curse is subtle, so detecting it requires a Great test of divination magic. Once discovered Good protection magic can remove its effect, though previously created complications might remain to be dealt with.
Typical obstacles / effects of the curse include:
The Curse of the Disputed Way draws obstacles to the victim the way sugar draws flies. Any time the victim travels, be it a long journey through perilous country or a simple trip across the bar, this curse will manifest as an obstacle or obstruction on the journey. These obstacles don't necessarily prevent travel, but they do make it trying. This curse is subtle, so detecting it requires a Great test of divination magic. Once discovered Good protection magic can remove its effect, though previously created complications might remain to be dealt with.
Typical obstacles / effects of the curse include:
- Casual blockage - The slowest walkers always step in front of the victim, pausing often to chat or shop. Stepping around the blockage usually results in a collision with oncoming traffic. Even a casual trip to the washroom can result in a collision with a mug-laden waitress or drunken patron.
- Official diversion - Guards and watchmen will pore over documents or travel papers, slowing the victim's progress. The tiniest irregularity in their papers will draw the full attention of the bureaucratic process.
- Bad luck - A broken shoelace, a lame horse or a twisted ankle. Misfortune always dogs the victim's progress.
- Weather delays - The curse magnifies the effects of weather along the victim's path, flooding fords, filling gutters and collapsing canopies. The victim and their travel companions are assured of arriving scorched, soaked, frost-bitten or sand-blasted depending on the circumstances.
- Unwanted attention - The victim draws the attention of highwaymen, predators, and other unsavory characters as they travel. All will be convinced the victim is the ideal target for their predations.
Monday, March 16, 2009
Grim Monday: Curse of the Mistaken Face
As I mentioned in my post on Saturday, I'm going to be dedicating Monday's articles to curses, tricks and traps, suitable fodder for this day's 'back to work' nature. Welcome back, hope you enjoyed your weekend, here's a curse to start the work week off right!
The Curse of the Mistaken Face is fitting punishment for lies and deceit. With no obvious manifestation the victim may not realize they are afflicted by a malediction for many days, making this curse popular as a means of anonymous or secretive revenge. The subtle nature of this curse makes it difficult to detect, requiring a Great test of divination magic to identify and a similar test of protection magic to dispel.
The victim of this curse suffers a subtle loss of identity. The curse first affects interactions with those who know the victim slightly or not at all. It's power grows over time, eventually affecting the victims closest relationships. The manifestations of the curse are:
If the curse is lifted relationships return to normal, though stories, complications, and documents created while the curse was in effect remain.
The Curse of the Mistaken Face is fitting punishment for lies and deceit. With no obvious manifestation the victim may not realize they are afflicted by a malediction for many days, making this curse popular as a means of anonymous or secretive revenge. The subtle nature of this curse makes it difficult to detect, requiring a Great test of divination magic to identify and a similar test of protection magic to dispel.
The victim of this curse suffers a subtle loss of identity. The curse first affects interactions with those who know the victim slightly or not at all. It's power grows over time, eventually affecting the victims closest relationships. The manifestations of the curse are:
- Witnesses to the victim's positive deeds will attribute them to someone else. Thanks and rewards will be given to others. Other names will be used in stories and tales.
- The victim will be fingered as the perpetrator of any negative deed carried out in their presence. They will be mistaken for the fleeing thief or the instigator of the tavern brawl.
- Casual acquaintances will forget the victim over time. Past deeds and associations will be forgotten or attributed to someone else. The friendly bartender will treat them as a stranger, the priests of the local temple, cultivated with offerings, will forget their face.
- The victim's name will be misspelled in any written document or publication. Legal documents will be challenged and reports misattributed.
- Messages sent to the victim will be lost or delivered elsewhere (including messages sent by magical means). Meetings will be missed, opportunities lost.
If the curse is lifted relationships return to normal, though stories, complications, and documents created while the curse was in effect remain.
Friday, March 13, 2009
The Curse of Crows
It's Friday. Friday the 13th. What better day to write up a nice curse to plague someone?
The Curse of Crows is usually pronounced upon someone as retribution or punishment. It is a subtle curse, causing no direct harm to the recipient. Instead the victim of this curse is followed by crows. Initially there will be one bird in attendance, but each day the victim remains in one location their numbers increase by 1d4. Should they travel a significant distance only a single crow will follow, but others will swiftly gather once a destination is reached.
Crows remain at a distance for the most part, and will nimbly dodge hurled missiles. Area of effect damage can kill the birds quite easily, but they always return. Crows exhibit the following behavior:
The Curse of Crows is usually pronounced upon someone as retribution or punishment. It is a subtle curse, causing no direct harm to the recipient. Instead the victim of this curse is followed by crows. Initially there will be one bird in attendance, but each day the victim remains in one location their numbers increase by 1d4. Should they travel a significant distance only a single crow will follow, but others will swiftly gather once a destination is reached.
Crows remain at a distance for the most part, and will nimbly dodge hurled missiles. Area of effect damage can kill the birds quite easily, but they always return. Crows exhibit the following behavior:
- If the victim is sleeping outdoors they will constantly call to each other, making rest difficult. Should sleep be achieved the victim will awaken to a crow sitting on their gear, their mount, or themselves.
- Any time the victim enters or leaves a structure the crows will begin cawing and take flight, preparing to follow them.
- Any building occupied by the victim will be plagued with crows. The bird's constant cawing, scavenging and defecation will make them unwelcome visitors in any civilized area.
- When a large group has gathered (ten or more crows), they will attack and kill any small animal they find (rodents, birds, small pets) and deposit them as near the victim as possible.
Wednesday, February 25, 2009
Curses
Today's article is all about curses. Each of the curses described below can be used against a character directly or attached to an item of interest. Curses used against a character can be removed with a Good test of protection magic. Item curses are a bit trickier. A curse applied to an item can be permanently removed with a Great test of protection magic. An intrinsic curse (a flaw in its creation or an intentionally designed effect) cannot be removed. A Superb test of protection magic can temporarily negate the effects of an intrinsic curse, but they will reappear after one month. Curses can be detected by magical means, generally a Great test of divination magic.
Eye for an Eye - This curse is usually pronounced upon a specific character or a powerful weapon. When the target of the curse is engaged in combat all damage they inflict is also reflected back upon themselves. The victim suffers the effects of any damage (feeling pain, suffering condition effects, etc.) and receives half the damage they inflict as temporary damage. Temporary damage and curse effects last until the end of combat. A character slain by temporary damage falls into a coma for 8 hours.
Like Dust - This curse is most often directed at a person. All food and drink consumed by the victim has the flavor and consistency of dust. Though retaining its nutritional value, the victim will find it harder and harder to eat and drink. For each week this curse is in effect the victim must make a Good test of will to eat and drink sufficiently. Each time they fail the test their vitality is reduced one rank. This penalty is cumulative until the curse is removed.
Pathless Wandering - This subtle curse is often placed on items as a security precaution. Anyone transporting the cursed item has a greatly increased chance of taking wrong turns, misreading directional signs and following directions incorrectly. The cumulative effect of this curse is to direct the victim back to where the item was obtained. The curse affects the victim's fellow travelers, so its effects are very difficult to detect.
Eye for an Eye - This curse is usually pronounced upon a specific character or a powerful weapon. When the target of the curse is engaged in combat all damage they inflict is also reflected back upon themselves. The victim suffers the effects of any damage (feeling pain, suffering condition effects, etc.) and receives half the damage they inflict as temporary damage. Temporary damage and curse effects last until the end of combat. A character slain by temporary damage falls into a coma for 8 hours.
Like Dust - This curse is most often directed at a person. All food and drink consumed by the victim has the flavor and consistency of dust. Though retaining its nutritional value, the victim will find it harder and harder to eat and drink. For each week this curse is in effect the victim must make a Good test of will to eat and drink sufficiently. Each time they fail the test their vitality is reduced one rank. This penalty is cumulative until the curse is removed.
Pathless Wandering - This subtle curse is often placed on items as a security precaution. Anyone transporting the cursed item has a greatly increased chance of taking wrong turns, misreading directional signs and following directions incorrectly. The cumulative effect of this curse is to direct the victim back to where the item was obtained. The curse affects the victim's fellow travelers, so its effects are very difficult to detect.
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