
Malediction
Spell, Black Magic, level 3
A strong curse with three forms: animals of one type turn hostile, the victim becomes dangerously clumsy in danger, or nightmares drain Will daily until death.
From the book
A powerful curse with three possible forms. The first makes one kind of animal react with fierce hostility whenever the cursed person is near. The second makes the victim terribly clumsy whenever danger threatens, with a 50% chance of dropping whatever they hold, weapons and magic items included.
The third fills the victim's nights with such horrifying dreams that they can neither sleep nor rest. They lose 1 point of Will each day until the curse is lifted, or until Will reaches 0 and they die, having lost the will to live.
Range is 1,000 ft. The victim may save vs Will unless the caster knows their true name or holds at least one item of their personal property.
At a glance
- Options
- 1 One animal type reacts with great hostility; 2 50% liable to drop hand-held items when facing danger; 3 Loses 1 Will per day until removed or death at 0
- Range
- 1,000 ft.
- Save
- vs Will, unless caster knows true name or holds victim's property
- Spell type
- Non-variable
A scene
The cavalry officer who had Ysolde flogged in the square at Iber rides out of the fort the next morning without a care. The witch watches from the tree line, three hundred yards off, clutching the spur he lost on her doorstep, and speaks the malediction. By noon his own charger has thrown him twice. By evening every horse in the stables screams and kicks when he comes near. Within the week he is walking everywhere, and the other officers have begun to wonder what he did.