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...THE STUFF

Maledictions in the Diamond Throne

A Mystic Secrets Web Enhancement by Mike Mearls

Illus. JP TargeteRituals 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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