As seen on http://www.fudgefactor.org.
by Tony Spallino (aspallino @ nc . rr . com)
Since February had a Friday the 13th in it, it seemed appropriate to include
an article about magical curses. Note: This article uses the
Gramarye magic system designed by Carl
Cravens for its sample spells. These spells can be easily adapted to another
magic system of your choice.
Curses can be used in a variety of games, but the more traditional types
are found in fantasy games. Some curses can have a humorous style to them
while others can be downright deadly. Who's casting these devastating spells?
Typically angry or evil wizards or witches. They may cast these to
take revenge on a particular person, especially if this person has
somehow wronged the magician. The witch may have been hired by someone to
cast the curse on this fellow's rival.
How are they casting them? These spells have high mana requirements! Curses
just can't be cast cheaply. Aside from suggested props, the use of a ritual
is strongly encouraged. The magician must be willing to invest some serious
time in order to cast these curses. It's an extremely difficult task to
alter a victim's situation on such a drastic level. A simple ritual will add
+1 to a mage's mana bonus, so the mage will benefit from more elaborate
rituals to be able to cast these. [Editor's note: Recall that the ritual bonus
is for prepararing the caster's mind and body to cast the spell and comes before
casting of the spell itself. I recommend a maximum bonus of +3 mana for the most
involved rituals, such as spending three days meditating in a sweat lodge without
food to open the caster's mind to the spirit world, or whatever is appropriate to
your game world.]
How can the curse be broken? In a typical fantasy style game, there could be
a spell such as Remove Curse (Break Magic) that would erase the curse. For
game purposes, there may have to be a condition such as only the wizard who
cast the spell may dispel it. Other wizards would need to find other methods.
There are some great roleplay possibilities here. A whole evening's
adventure could center around the breaking of a PC's curse. Perhaps they need
to travel to a dangerous area and gather a particular herb.
Literature is filled with stories where the character must accomplish a
particular task in order to break the curse. They may also need someone's
help to accomplish this. An attribute such as Willpower could be used to
allow the character to break the curse. This could be done at certain times,
such as once a day or during a strenuous task.
Let's examine some of these curses.
(Rules Note: For our purposes, a 1-year duration, costing +20 mana, is considered "permanent".)
Bad Luck Curse - Control Spirit, Great effect (+9), one target (0), short
range (+1), 1 month duration (+8). Total mana = 18
This curse will cause the character to suffer a -1 to -2 (at most) to any
critical Fudge die rolls. The penalty will only occur during an important
skill roll. This curse could possibly affect an Ability roll such as
Dexterity, if necessary. The player will also notice smaller bad things
happening to them, such as a ripped shirt more often than usual, the barkeep
"accidentally" spilling a drink on them, and other roleplay possibilities.
This could work especially well if the player doesn't know he's been cursed
yet.
Possible props:
- Collected hair and fingernails of the victim - this gives a kind of voodoo feel to the spell (-6)
- Using a symbol of bad luck when casting the spell (-1)
Note: The use of Spirit assumes that luck is a spiritual quality that can be
somewhat controlled through magic. If the use of Spirit in this way doesn't
fit your campaign, please feel free to change this. Perhaps a Luck Realm
would fit better in your campaign? Other possibilities could include the
Realms of Mind, Body, and Magic. These could have rationales as follows:
- Control Mind - The victim has bad luck because their mind does things subconsciously that does them harm.
- Control Body - The victim has bad luck through unconscious movements of their own body.
- Control Magic - Luck could be a magical quality that can be manipulated.
These other choices will depend greatly on your personal worldview.
Dancing Curse - Control Body, Great effect (+13), one target (0), long range
(+2) 5 hour duration (+5). Total mana = 20
This curse will cause the target to start dancing and they will be unable to
stop. At first, it will be more embarrassing than anything else, but it will
then become tiring. Since the victim cannot stop, he will start to hurt from
this constant strain on his legs and body. After a half an hour of this, one
point of damage is taken. Each half an hour after this, another point of
damage is taken until the victim reaches Incapacitated and collapses from
exhaustion. He will stop dancing, but his feet will continue to twitch.
Whether the curse starts up after he awakens or not is up to the referee.
Possible props:
- A shoe belonging to the victim (-6)
- Playing a silver whistle or flute during the casting of the spell (-3)
Shapeshifting Curse - Transform Body, Great effect (+11), one person (0),
extreme range (+4) permanent duration until condition is met (+20). Total
mana = 35
This is one of the classic curses of literature. It will cause the victim to
change shape into an animal of some sort. The animal should be something
relatively small and harmless, such as a frog or mouse. With an increase in
effect, the victim could also be transformed into something original but
bestial. The victim will still have his normal intelligence, but will be
unable to speak. He will be limited to the senses and abilities of the
animal he is now changed into.
Traditionally, these sorts of curses require some sort of condition for them
to be broken. Victims could spend years in their new form trying to get
someone to break it for them. A kiss from a princess, true love, or finding a
magical object are possible conditions for breaking the curse.
Note: This curse would normally qualify for Good effect, but since it's such
a massive transformation, Great effect seems more appropriate. Carl has noted that
the Transform samples are under-valued and that Transform should not be permanent.
Both are changed in the revised Gramarye rules he is currently writing.
Possible props:
- A small totem resembling the animal (-1)
- The same totem carved from a precious stone or cast in precious metal (-3)
- A living animal that the victim will turn into, which must be sacrificed when casting the spell (-3)
- Casting the spell in the environment of the animal desired, such as a cave or swamp (-1)
Sleeping Curse - Control Body, Great effect (+12), one person (0), long
range (+2) permanent duration (+20). Total mana = 34
This curse will cause the target to fall into a deep sleep and not awaken
until a certain condition is met (the kiss of a Prince?). The target will
not age while they sleep, so it's a kind of suspended animation. The person
could conceivably be sleeping for years! Again, I have used a permanent
duration in the spell. This will keep it more in line with the classic
literature.
Possible props:
- A pillow or other sleeping item belonging to the victim (-5)
- The sacrifice of an animal that hibernates, such as a bear (-3)
- A golden "sleep mask" designed to be placed over the victim's face (-4)
There you have it, a variety of curses to make your players remember Friday
the 13th! They are very expensive spells, but if your wizard can cast these
successfully, they will certainly never be forgotten.
All articles copyright their original authors.
Fudge copyright Steffan O'Sullivan.
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