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.Maledictions
in the Diamond Throne
A
Mystic
Secrets
Web Enhancement by Mike Mearls
Rituals
are a major part of life in the world of Monte
Cook's Arcana Unearthed. Even the simplest
farmer knows a few of them, while adventurers commonly
rely on rituals to help see them through difficult
times. Most ceremonies have a fundamentally positive
effect on the world. They provide strength, support,
and relief for those who complete them, regardless
of how they may use this power.
However,
not all rituals are benevolent. A small group of rituals
known as maledictions can visit misfortune and woe
upon the target of one's ire. Some of these terrible
rituals extract a steep price. Those who seek to complete
them may be asked to make some form of deep, personal
sacrifice that goes beyond what a person is normally
willing to risk.
Unless
otherwise noted, maledictions follow the standard
rules for rituals given in Chapter One of Mystic
Secrets with the following exception:
A
person may not suffer the effects of more than one
malediction at a time. Until the penalties or effects
of a malediction pass, an individual cannot be targeted
with another one or the same one again.
Learning
a Malediction
Maledictions
are much rarer and more difficult to learn than other
rituals. You can learn a malediction only if you find
someone who knows one and is willing to teach it to
you. After a week of study, make an Intelligence check
(DC 10) to see if you learn it. If you fail this check,
you may study for another week. You gain a +1 bonus
to this check for each consecutive week you spend
studying the malediction (four hours each day of the
week) until you successfully learn it.
Sample
Maledictions
Below
are three sample maledictions you can use in your
own campaigns.
Malediction
of the Body [Malediction]
This
curse wears at its victim's body, turning
good health to ill almost overnight. While it lacks
the power to kill any but the most feeble person,
it can hinder its victim enough to help spell his
doom in battle.
Components:
Rancid blood taken from a diseased animal and
a small doll of the victim that is made with gold
wire and incorporates a hair, tooth, or some other
portion of his body (this doll costs 200 gp). These
components are consumed in the process of completing
the ritual.
Actions
(2 hours): Bathe the doll with the rancid blood,
carefully working the thick fluid into the folds between
the wire. Rub the doll along your arms and legs, slicing
your skin and causing weeping sores to erupt on your
arm. These sores cause a -2 penalty to your Constitution
score for 24 hours, whether the curse takes hold of
its victims or not.
Effects:
The target of this malediction must make a Fortitude
save (DC 10 + half your HD + your Charisma modifier)
or suffer a -2 penalty to Constitution for 24 hours.
Malediction
of the Mind [Malediction]
This
feared curse comes into play in many trade negotiations
and other important discussions. It clouds the subject's
mind, grinding down his mental abilities while concealing
this disability from him.
Components:
A fistful of tar studded with tiny pieces of crushed
diamond worth 200 gp total.
Actions
(2 hours): Squeeze the tar in your hand while
meditating on the three dozen invocations of boundless
ignorance. As the diamond shards pierce your skin,
so too shall this curse rend your foe's mind. Your
suffer a -2 penalty to Intelligence for 24 hours after
completing this ritual.
Effects:
The target of this malediction must make a Will
save (DC 10 + half your HD + your Charisma modifier)
or suffer a -1 penalty to all Intelligence-, Wisdom-,
and Charisma-based skills for 24 hours.
Path
of the Cursed Step [Malediction]
You
whisper confusing words and directions onto the wind,
helping to baffle your foe and forcing him to wander
for days without sight of home.
Components:
A weathervane forged from gold worth 100 gp and
four parchment maps.
Actions
(2 hours): Meditate upon the weathervane for an
hour. Then burn the maps in a small fire and use those
flames to heat the weathervane. Turn and twist its
arms to point in different directions while murmuring
nonsensical directions. These actions destroy the
weathervane and render it worthless.
Effects:
The target of this curse suffers a -4 penalty
to all Intuit Direction checks. In addition, if he
travels or embarks on a trip between two locations
that are more than a day away from each other, he
becomes lost and wastes a day wandering. These penalties
last for 24 hours. The target can resist the malediction's
effects with a successful Will save (DC
10 + half your HD + your Charisma modifier). A person
cannot suffer this ritual's effects more than once
per week.
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