![]() ![]() Target’s gear and equipment takes 1d4 damage, ignoring hardness Additional castings of restoration are required to restore the drained ability scores. Successfully casting remove curse and restoration within 1 minute of each other. Target suffers 1d2 Int drain and 1d2 Wis drain. Furthermore, the cursed individual is especially susceptible to poisons delivered via injury, taking a –2 penalty on Fortitude saving throws against them.Ĭan be cured only with both remove curse and remove disease cast within 1 minute of each other. Whenever the sufferer takes piercing or slashing damage, she also takes 1d3 points of bleed damage. The following curses present just a few possibilities. ![]() See Magic Items for a description of these cursed items. A relentless torrent of curses reduces their mystique while dramatically hampering a party’s effectiveness, potentially removing the PCs’ ability to deal with encounters of appropriate Challenge Ratings. Most curses-especially those that require more than a simple remove curse spell to eliminate-should be used to add a significant and memorable challenge or as a consequence for a momentous choice. ![]() Curses In Your GameĬurses can afflict characters in a variety of ways, but because they are perniciously difficult to remove, the tone of the game can shift if they appear often. It also provides advice for using all kinds of curses in your game, including guidelines on creating them. This section includes new curses, as well as several curse variants. Although the most well-known and easily broken types of curses are spells, others are afflictions, from the notorious curse of lycanthropy to foul mummy rot and the esoteric Death Curse of the linnorm.Īll the new curses presented in this section are afflictions and share certain features as a result. They linger far beyond the original malicious words or grave deeds that spawned them. In addition, there are a number of magic items that act like curses.Ĭurses are among the oldest and most deeply feared types of magic. While some curses cause a progressive deterioration, others inflict a static penalty from the moment they are contracted, neither fading over time nor growing worse. Curses can be cured through magic, however, usually via spells such as remove curse and break enchantment. Unlike other afflictions, most curses cannot be cured through a number of successful saving throws. Some even cause the afflicted to slowly rot away, leaving nothing behind but dust. These magic afflictions can have a wide variety of effects, from a simple penalty to certain checks to transforming the victim into a toad. Careless rogues plundering a tomb, drunken heroes insulting a powerful wizard, and foolhardy adventurers who pick up ancient swords all might suffer from curses. ![]()
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