LINKS


Master of Curses

Level 35-Arch Mastery-(Entire spell book & Formulations)

Stamina 1 (1-3)
  • Klutz Hex - A curse which makes someone very clumsy.
  • Hindrance Hex - Makes one unable to perform a single, physical act, such as making a right turn, picking something up in their left hand, blinking, standing still, any single act.
  • Jinx - Person jinxed will fail in one single, key act (called at any time during play.)
  • Revolting Visage - No matter how handsome or beautiful, target will appear hideous to anyone who sees them, while they look normal to themselves. Lasts 1 day per success.
  • Need for Sleep - One inflicted with this curse has an overwhelming need to sleep all the time, having the most wonderful dreams while sleeping, and resents being awakened.

    Stamina 2 (4-6)
  • Faces with Names Hex - A curse which makes a person unable to remember names longer than five minutes, any name, but their own.
  • Curse of Forgetfulness - one inflicted with this curse cannot remember anything new for longer than ten seconds no matter how hard they try.
  • Timeless Curse - Victim loses ALL sense of time.
  • Vindictive Compulsion - Victim is spiteful towards anyone who vexes, bothers, upsets, or crosses them the least little bit, and is compelled to be spiteful.
  • Karmic Balance - This curse can be good or bad, depending on one's conduct. With this curse, for every action, there is a reaction. If they do something good, something equally as good happens to them, if they do something bad, something equally as bad happens to them.
  • Senseless Anger - victim is always angry about everything and has a terrible, even dangerous temper.

    Stamina 3 (7-9)
  • Senseless Hate - Make someone despise a single person and be very hateful towards them at ALL times. Can lead to murder.
  • Loss of Vanity - Hair, teeth, finger and toe nails fall out over a period of days.
  • Witless - Someone suffering this curse has no sense at all, and always makes mistakes in judgment.
  • Stiff Limbs - Arms and legs become stiff as boards.
  • Net of Negativity - One inflicted receives and hears every negative thought and feeling around them.
  • Rancidness - Everything the victim of this curse eats or drinks tastes horrible beyond belief.

    Stamina 4 (10-12)
  • Hopeless Infatuation - Make someone so deeply infatuated with another that they fall hopelessly in love with them, to the point of obsession.
  • Blindness - Makes someone go blind.
  • Rage - A person cursed with rage is always angry and on the verge of their temper exploding.
  • Sloth - Person with this curse is so lazy they will not work, and will do nothing that requires any real effort on their part.
  • Bad Luck - Person suffers a bout of serious bad luck, -1 saves, -1 save per ace, -1 to all check rolls per success.

    Stamina 5 (13-15)
  • Curse of Vanity - One with this curse is always bragging to others aloud about how perfect, and beautiful they are, and constantly primping and worrying about every detail of their appearance, meanwhile they are growing uglier by the day, not that THEY will notice.
  • Curse of Obsession - Make someone absolutely obsessed with another person.
  • Infestation Curse - Victim is infested by insects, which crawl all over their body, and no matter what efforts they make to rid themselves of the creepy crawlies, they keep manifesting in their hair, clothes, shoes, pockets or purses, and on their flesh. Insects include - Cock roaches, fleas, ticks, centipedes, millipedes, various beetles, flies, silverfish, spiders, ants, and various other nasties.
  • Appearance of Old Age - Person under this curse looks very old (90-100 mortal age) but retains all other aspects of youth.
  • Daredevil - Victim of this curse always wants to try dangerous stunts, and is always thinking up dangerous things to try.


    Stamina 6 (16-18)
  • Phobic Insanity Jinx - Jinx someone that every time they see a called object or person, they go utterly insane until out of sight of the called trigger.
  • Curse of Poverty - A person is compelled to give everything they have away but the clothing on their backs, and will quit any job they may have.  They want to live in abject poverty, believing it is the only path to wisdom.
  • Altered Gender - Turns a male into a female, and a female into a male.
  • Pandora's Box - A curse similar to the last curse in Pandora's Box is invoked to inflict a single person with the ability to foresee all bad things which are to come before they happen. This leads to severe feelings of hopelessness and despair, and can result in suicide, power vs. willpower with each vision, +1 omens per success, loss of -1 mental check, -1 per ace on each fail checks, all but intelligence.  If willpower drops below 10, character will be obsessively driven towards suicide.

    Stamina 7 (19-21)
  • Damned by Progress - Curse someone so that they cannot walk on anything, or touch anything man made without fainting, bursting into tears and sobbing, or some other called reaction.
  • True Greed - Victim will do anything to get what they want, and they are obsessed with everything they desire whatsoever, and they will rob, steal, lie, cheat, even kill to get it.
  • Covet Sin - This curse makes the victim fall in love with sin, and act out every sin they can imagine no matter how small or great.
  • Overkill - Curses someone so that any one emotion is greatly exaggerated.. Joy, Love, Hate, Anger, Sorrow, Spite, Bitterness, Jealousy, Envy, Greed, Compassion, Surprise, Curiosity, Apathy, etc.
  • Bestial Abomination - Victim is mutated into a half animal form. Parts of body that remain human, and parts which become beast, formulated by the invoker of the curse.

    Stamina 8 (22-24)
  • Curse of the Hell of Upside-down Sinners - When victim does a particular thing as called, the world around them is overlapped by a hellish environment where dying people and corpses hang from chains from a cavernous ceiling, the stench and cries of despair and misery as overwhelming as the gruesomeness of the atmosphere. The victim cannot see the world they now walk in, only this 'overlapping' purgatory of hell, while no one can see the Hell of Upside-down Sinners but the one cursed.
  • Curse of Wrath - A person cursed with this will react violently if anyone aggravates, provokes, or upsets them, and attempt killing anyone who crosses them in the slightest way.
  • Cursed Fortune - Victim comes into a fantastic fortune, but every time they spend any of it, something terrible happens to anyone receiving anything of, or from that wealth, the one cursed aside, other than being the cause to other people's cursed misfortunes.
  • Heavy Luck - Person inflicted has the best of luck, but every time something good happens to them, something equally as bad happens to someone (the closest people to them) they know.
  • Fortune in Bad Luck - This curse is a twist on heavy luck. The inflicted person has terrible luck, but for every disaster they suffer, someone they know (the closest people to them) have an incredibly good fortune.
  • Curse of Vampires - One inflicted craves blood tremendously and cannot survive without drinking blood from a living creature, and the sun burns them if exposed to it.  Sadly the victim has none of a vampire's strengths, only their banes, stamina -24 per day without blood progressively.  Sun does +50 damage per turn exposed, +25 in the shade, +1 stamina gained per 10% HP damage blood loss to blood provider.

    Stamina 9 (25-27)
  • Murphy's Law Curse - One calls on the demon Oze to bestow this curse, with an offering of a prime, raw steak, red wine, and an offering of their own blood in a ring of pillar candles. He must be invoked by name in a calm, pleasant voice. When one is inflicted with this curse, what they believe cannot happen, will happen, from the most trivial things to the most absurd.
  • Pathetic Ambulation Curse - Victim can no longer stand, and does not have the will to, and crawls everywhere they go. If someone tries to stand them up, or talk them into getting up, the one cursed is compelled to attack them and bite their legs, attacking from hands and knees.
  • Hopelessly Lost - Person with this curse laid on them never knows where they are, how to get back where they came from, or how to get somewhere, no matter how many time someone tells them the way.
  • Obsessive Enslavement - Cursed person is utterly enslaved to another (as called), and nothing will deter the subject of this curse from serving the chosen master eagerly in every possible way, nor will they ever argue or raise a hand to their master, unless told to leave. If the chosen master attempts to reject the slave, the slave will become hostile and do all in his/her power to force them self on their master until the master gives in to the slave's servitude.
  • Karmic Purgatory - Any bad deed is paid back excessively. If subject of this curse steals anything, all their things are lost by some means. If they offend someone, they are insulted by everyone they come across. If they kill someone? Everyone they know will be out to murder them. If they hurt someone, someone will hurt them right back but far worse. The only cure for each bad deed is to correct it. The cursed person must say something nice to a person made fun of, and beg their forgiveness. Someone killed must be resurrected and compensated for their pain. They must give a great deal of money to someone whose money or things they stole. They must make amends for whatever was done.

    Stamina 10 (28-30)
  • Diabolic Retrogression Curse - The demon Ahriman must be invoked, and incurring his wrath is very dangerous. One must request his presence and inquire what offering he would like, and meet that request. The curse causes the victim's mind and strength to gradually regress until they are in a child like state both in mind and strength of body, and if the curse is not broken, their mind will regress to nothing, with their strength.
  • Black Luck - The power of fate is invoked, and anyone inflicted with this curse will have the worst of luck. Yes, anything that can go wrong will go wrong until the black luck curse is broken. 0 saves, 0 check rolls, 0 HB, 60% chance of failure on any roll.
  • Monstrous Fate - Subject of this curse is turned into a monster (as called).
  • Pathetic IQ - Person cursed with this cannot talk, only make sounds, can learn no skills other than the MOST basic motor skills. They cannot read or write, and have no judgment. They have no wisdom and no logic, only an intelligence of 5, enough to learn rudimentary motor and necessary skills, such as walking, running, sitting, lying down, knowing when they are hungry, thirsty and tired. They do not know when to be afraid unless something hurts them, etc.
    o Curse Check Adjustments:
    o Physical: Strength-normal, Stamina-normal, Movement- 50%, Stealth-2, Reflexes-0, Dexterity-2
    o Willpower-5, Charisma-2, Intelligence-5, Wisdom-0, Logic-0, Courage-5 (based on willpower), Focus-0, Alertness-2 (based on instincts)
  • Insane Genius - Ronwe is invoked with all proper decorum and offer of fine wine and a good meal to inflict this curse.  He must be convinced that the one who is to be blighted is deserving of this curse. One with this curse is so super-intelligent, that it drives them insane (+1 intelligence per success). They are accomplished at everything they try. For every problem, they have a viable answer, but no one will listen, or they are unable to get through the proper channels to do anything about it. Though they may solve some problems, it is never enough. They have so many ideas, are so concerned about everything, that they have no outlet for everything rattling around in their heads. They are always thinking, and suffer from acute insomnia. Senselessness and stupidity is maddening to them, and compared to them, most everyone is stupid. One inflicted with this curse cannot help but be insane. Music, physical exertion, or the arts are often their only reprieve, and if they grow hopeless, they may ignore the fact that drugs and booze is not the answer to anything, and indulge anyway to try and numb the pain and deaden their thoughts, if not burn up some brain cells. -1 WP drain, -1 per ace, every day cursed until curse is broken. WP loss cannot be regained until curse is broken.

    Stamina 11 (31-35)
  • Curse Weaver - Invoker has the ability to either; harness any curse, invoke, harness and channel the aspects required to weave their own curses, or to invoke powerful demons to lay curses on someone.  They can also create cursed items.

    Stamina 12 (36-40)
  • Improved Power

    Path of Fire

    Level 40-Grand Arch Mastery-(Entire spell book & Formulation)

    Note: All do aggravated damage unless otherwise stated.  Use HB for all targeted or missiled spells.

    Stamina 1 (1-3)
  • Spark Fire - Light fires, candles, etc.
  • Burning Hand - Hand burns target with touch.
  • Dancing Flame - Flame leaps up on any called surface to burn brightly.
  • Detect Fire - Detect any source of fire within a 100 yard radius per success.
    Stamina 2 (4-6)
  • Protect from Flames - Called target is protected from fire for up to 1 turn per success.
  • Shield of Fire - Forms around select target and burns anyone who contacts it, +10 damage.
  • Hot Embers - Searing embers cover the ground or floor beneath targets feet, up to 1 yard per success. Remain at full heat until elementalist casts again or stamina gets low.
    Stamina 3 (7-9)
  • Throw Flame - A stream of fire that elementalist controls direction of.
  • Flame Transfer - Move fire already present to another location as called.
  • Heat of the Flame - Affects targets with heat of flame and not the flames themselves.  50% chance of affecting those with heat and fire resistance.
  • Flame Burst - Called target bursts into flames.
    Stamina 4 (10-12)
  • Halo of Fire - A slow burning halo of fire which surrounds target.
  • Extinguish Flames - snuffs fires.
  • Flame Trap - A called item is enchanted to explode in flames when touched while object remains unharmed.
  • Flaming Weapon - A weapon is enchanted with fire to do added damage. Spells lasts until dispelled by caster or until engagement ends. Level up to 1 per Level+Aggravated damage.
    Stamina 5 (13-15)
  • Torch - Make a fire brand out of anything.
  • Doorway of Flames - If a door enchanted with this is touched, person not selected to enter is severely burned. +10 dmg, per success.
  • Flame Minion - A loyal and obedient flame minion is invoked from the elemental plane of fire. They are 6 foot in height and resemble an angel with feathered wings and horns in an ethereal flame form. They can fly and are swift and dexterous in motion, Checks  5 d6, +1 HB per five levels.  Lasts until vanquished by caster or destroyed. Can be damaged with normal weapons.  Level Used to create = Damage and Hit Points to Destroy.  1 hit does 1 damage, crits do 2 damage.
  • Bridge of Flames - A bridge of fire forms where called and can only be crossed by those called.
    Stamina 6 (16-18)
  • Fork Fire - Fire hits up to +1 targets, +1 per success.
  • Fireball - Missiles ball of fire that explodes in 50 yard radius, all it consumes bursting into flames. Very damaging, even to allies if too close.
  • Quick Fire - An inferno which blasts through an area with vaporizing heat. Spent only when the roaring blitz of flames can go no further. Used in open spaces, it billows up into an enormous cloud of fire incinerating everything in sight before it is spent. Exhausts more quickly when not confined.
  • Infernal Beast - Requires domination, bonding or possession. An animal's will is brought under the mage's control and then animal is imbued with the element and vital force of fire. With subsequent commands the animal is given the ability to shift into flame form, imbue their feet or claws with fire, and to breathe fire. The Vital force makes the animal immortal until slain. MA-Level is 1 level per success. Vital Force-Level X 3. Vital force covers HP and Stamina, and checks are otherwise adjusted by type of animal Infernal Beast is.
  • Flame Gate - Allows mage to create a gate of flames which delivers those selected to enter to a called destination through the elemental plane of fire. Gate can close great distances, and damages those not selected to enter if they attempt to do so. +100 damage.
    Stamina 7 (19-21)
  • Sulfuric Vapors – Poisonous, explosively flammable vapors which burn the skin, lungs, throat, and eyes.
  • Exploding Sphere of Flame - Like a fireball but covers an area of 100 yard radius.
  • Flame Catalyst - Allows mage to set contingencies with fire affects, that when a catalyst is triggered, a fire effect occurs as called.
  • Sphere of Lava - Ball of Lava which covers target to encase them in incinerating heat.
  • Back draft - Even the most powerful flames are rapidly snuffed as they are sucked back into the elemental plane of fire.
  • Gate of Flames – An Acheron gate. Unlike flame gate, only creatures of Acheron can enter this gate of blue fire to enter Acheron or to close distances to various destinations, and only those with right of passage to and from Acheron can tap this power. Only those selected by caster can enter this gate period.
    Stamina 8 (22-24)
  • Lava Bombardment – 7 spheres of flaming lava rain down on a tight target area of 10-20’ radius as called.  Lava encases those it strikes in incinerating heat. Does critical damage on a hit, +2 HB to hit.
  • Wall of Flames - Flames rise between called subjects to act as a protective barrier.
  • Talisman of Fire - Mage creates a talisman imbued with fire elemental commands which protects subject who wears it. If attacked, an aura of fire forms around subject which does damage to anyone contacting the aura, contact including being struck with a melee weapon. +36 damage.
  • Sheet of Lava - A sheet of lava five inches deep forms where called and covers up to 1 foot per success, +50 damage.
    Stamina 9 (25-27)
  • Pool of Lava - A deep boiling pool of fiery lava rises out of the ground, +95 damage.
  • Prison of Fire - A cell of flames is called out of the elemental plane to surround a target, then shifted through the elemental plane of fire to a called site. Floor and ceiling of cell are cool but impassable, but if walls are touched prisoner is burned. If prisoner attempts to pass through the walls, there is a high chance of vaporization (vs. 1 d6 save, 4-6 saves for -50% HP.) +40 aggravated damage for contact. Time for cell to entrap - MA+Wisdom vs. Dexterity and Movement.
  • Tower of Fire - A tower of fire, rock and lava forms on called site and is partially within the elemental plane of fire, unseen on the material plane, while it can be accessed there. Tower can be immense and warded with other command, and heat does not affect those who are selected or permitted to enter.
  • Flame Projection - A quantum gift which allows caster to project fire in any way they can imagine with called effects. Wisdom of 22+ ONLY.
    Stamina 10 (28-30)
  • River of Fire - A river of Lava forms as called.
  • Fortress of Fire - A castle of fire, rock and lava forms on called site and is partially within the elemental plane of fire, unseen on the material plane, while it can be accessed there. Fortress has towers, gates, large keep, lava moat, bridge of fire, the courtyards, ground and floors having the appearance of cooling molten rock.
  • Flame Ward - Raise wards with fire elements which can be used to protect a site with set catalysts and commands which cause the wards to trigger.
    Stamina 11 (31-35)
  • Bypass Immunity - This bypasses fire immunities to allow 50% of damage to affect someone who is otherwise immune to fire and heat. This is done by taking the actual 'fire' out of the spell and projecting the force (damage) of the spell alone.
    Stamina 12 (36-40)
  • Master of the Flame - elementalist can formulate fire commands, use them for warding, and blend them with other gifts.

    Quantum Projection

    Level 36-Arch Mastery
    Path of Chaos-Mental projection of powers into tangible forms and effects

    Quantum Physiomancy (Mind over Matter)
    Logic and Willpower vs. Logic and Intelligence.

  • 1 {1-3}: Transmute Health – Heal target or self of one disease or condition through pure thought persuasion.
  • 2 {4-6}:  Transmute Minor Object – Change the shape of an object within an area of one square yard.
  • 3 {7-9}:  Imagery of Matter – Alter the condition or shape of something as called temporarily, lasts up to 1 turn, +1 turn per success.
  • 4 {10-12}:  Manipulate the Weave – Tap parts of the universal weave to channel and control a called aspect of energy or matter.
  • 5 {13-15}: Transmute Flesh – Alter the appearance of flesh and body temporarily, lasts up to 1 hour, +1 hour per success.
  • 6 {16-18}: Conceptual Reality – Create something out of the universal fabric by bringing the reality of what is conceived out of the universal weave.
  • 7 {19-21}: Transmute Minor Existence – Modify what is already present into an alternate reality through reconstructive mental imagery within a scope of up to 50 square yards.
  • 8 {22-24}: Planar Conveyance – Become pure thought energy temporarily to pass through elemental and material planes.
  • 9 {25-27}:  Transfer Matter - Transport matter, energy, forces, objects, or clearly visualized target from one place to another.
  • 10 {28-30}: Transcend Matter – Alter matter to recreate a called target, self included, as called, or see beyond matter as if through a window to behold what is beyond.
  • 11 {31-34}:  Transmute Existence – Create an alternate reality through mental imagery within a scope of up to 1 acre.
  • 12 {36-40}: Quantum Formulation – Create any effect, condition, power, creature, object, or reality as called.

    Note:  If opposing logic or intelligence defeats quantum power, quantum reality fails, as others see and experience what they know to be their own reality.  If a reality is altered prior to being witnessed by another, those entering area where reality and matter has been altered must believe the quantum formulation for it to become real.  Once believed by all witnesses, a quantum reality becomes a genuine reality.

    Bonuses:  +1 point for subtlety, +1 point for each aspect that grounds matter adaptations in probable reality, +1 point for appeal.

    Penalties: -2 points for each aspect of improbability, -5 points for each aspect that is incomprehensible.