|
...THE
STUFF
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.
|