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Curse | |
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Spell Name: | Curse
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School: | Necromancy
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Spell Level: | 3
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Duration: | Medium (10 Minutes)
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Range: | Tag Bag
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Target: | Character(s) Hit
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Flag: | No
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Dispel: | Yes (Condition)
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Spell Description: | Create 2 tag bags that call for 'Curse!'.
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Prerequisite: | A level 2 Necromancy spell
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![]() Scroll Information | |
Scarce: | No |
An excellent tool for killing extremely tough enemies.
Description
The caster harnesses necrotic energy and hurls it at an enemy, causing their vitality to diminish.
Effect
Create 2 tag bags that call for 'Curse!'.
Detailed Interactions
- Heroism: When cast on someone affected by Heroism, this spell will reset their body to 1. Conversely, someone affected by Curse can have their body set to 10 by having Heroism cast on them.
- Monstrous creatures: By setting an opponent's body to 1 you can bypass powerful mechanics, like high amounts of body and monstrous armor.
Sample Incants
Septly
The Stranger calls upon your spark so I cast Curse!
Neutral
Truthfully, it could be worse; let me try the spell of Curse!
Evil
I shall cleanse the plague which is life and cast the spell of Curse!
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
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Cast Curse | Yes | Yes | 12 | Item casts Curse. May be taken multiple times. Can be cast 1/event for each time taken. |
References
The Cursed Condition
A character with the Cursed condition have their maximum body set to 1 if it would be higher than 0.
This condition lasts for 10 minutes. It can be removed by 'Dispel Magic!'.
![]() The Heroism spell sets a character's maximum body to 10. The Cursed condition sets a character's maximum body to 1. When these two things interact, the one that was applied second is the relevant effect. Both continue existing for their respective durations, so if there is a way to remove one effect without removing the other, the remaining effect will still function. This would be a circumstance where a character might benefit from casting a spell already affecting them might be relevant, the new casting will displace the old one. |
Casting Spells
The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.
For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.
Power Points
Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.
Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.
Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.
Incantation Requirements
To cast a spell, you must speak an incantation. Spells have no fixed incantations, each character is free to create their own unique way of showing how they cast magic. While most players use spoken words, this isn't required; incants can be sung, chanted, or even dramatically role-played. The important part is that no matter how the player casts spells, their incants must meet the requirements.
Requirements for a proper incantation:
- An incantation must be a minimum of 8 words, which must include the name of the spell being performed.
- You may not bluff one spell and then cast a different one, such as by putting multiple spell names into the incantation.
- The incantation must clearly convey EXACTLY what you are casting.
- Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast.
- You may not make the incantation gibberish or attempt to work it into a conversation. It must be both clear that you are casting a spell, and what spell you are casting.
Categories: Spells | Necromancy Spells | Level 3 Spells | Curse Calls | Body Points
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