Curses
A curse is a manifestation of potent ill will. Curses typically have a single effect that takes place upon a failed saving throw and lasts a …
A curse is a manifestation of potent ill will. Curses typically have a single effect that takes place upon a failed saving throw and lasts a specified amount of time, or can be removed only by certain actions a character must perform or conditions they must meet. Rarely, curses will have stages; these follow the rules for afflictions. Curses may come from a malicious action, such as a necrovite's Painful Mark or a spell from an otherworldly spellcaster. The guardians of an orbital tomb or of the remnants of a destroyed world might ward their charge with a curse as protection against scavengers. Gods may inflict curses on servants who have raised their ire. In some rare cases, a curse might manifest as a response to a terrible act, such as the wanton destruction of natural resources or a massacre. When using a curse in your game, assign the curse to an item, location, situation, or similar element. Then, decide on a trigger for the curse—such as a creature attempting to steal a unique datapad, destroy a work of art, or slay a specific creature. A curse can even be tied to a specific location, in which case it functions as a simple hazard. Once that trigger occurs, the curse affects the triggering creature or creatures. Each affected creature must attempt a saving throw against the curse; if they fail, they are subject to the effects specified in the curse's Effect entry.
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