Thursday, October 13, 2016

Curse Bringer

There is only one type of true magic.
(Never you mind wizards and their flashy tricks.)
It is subtle and strange.
It is strong but particular.

“The art of the seamstress runs dangerous and deep.
“Beware of bone needles threaded with hair.

“In the wrath of wise women, take care,
“Great care.”

To affect folk, you need a facsimile of one. A handful of rags, a needle, and thread will do just fine.
(A handful of mud and fire will work just as well. Mandrake root is effective and ready made, though it does truly scream if harvested towards this purpose. [The picker must Save or Die. Go to 1 HP on a successful save. Best to trick another into doing the picking.])

Once the doll is done. Tie it to your victim.

Sew it up with her hair. Stain its stuffing with his blood. Take their tears. Steal his semen. Connect the doll with your victim. Then whisper their name thrice, interspersed with the operative word.
Finally mar your work in way that matches your intent. A pin through the knee to make him lasting lame. Black ribbons wrapped tight to steal her sight. Rend it open to make him die. A knot in the heart to make her cry. Add a serpent’s tongue and he can’t help but lie.
Do this all in the night.
When morning must come, your wish will be right.

Game shit!
New Class, Curse Bringer.

Saves, HP, Levels, ETC as Wizard/Magic User.

Abilities: Bring Curse.
Once each Night the Curse Bringer may perform a curse on any sentient, mortal being.
The curse is symbolically executed upon a connected doll (see above) and comes true with the rising sun, if the victim fails a saving throw vs. magic.
This save is negatively modified by the Curse Bringer’s Level (-1/lvl).

The curse must be contained in a single, descriptive word:
Blinded, Dying (takes 1d4 additional days), Quiet, Impotent, Lame, Lying, Melancholic, etc.

Blood, Seminal Fluid, and/or Hair, when freely given, cause the victim to suffer an additional -2 to their saving throw.

Discarded Nail Clippings, Hair, and Blood give the victim a +2 on their saving throw.

Connecting the doll symbolically (for instance dressing in similar clothing, drawing a decent likeness of the victim’s face, using a family member’s blood, hair, etc.) allows the victim to roll their save twice, taking the best result.

If the victim passes his/her saving throw, the curse rebounds to the Curse Bringer at sunrise. The Curse Bringer is also entitled to a saving throw. If this saving throw is passed, an appropriate Spiritual Entity will charge the Victim and the Curse Bringer with a specific quest. Of course both parties must work together or suffer some terrible consequence. Life lessons are optional.

Curses last until the doll is destroyed in daylight. The exception is the dying curse, which is irreversible once 3 days have passed. Rebounding dying curses kill instantly.

Toying with death rarely works out. They are ever a ruthless accountant.

There are many other rituals that may be performed by a Curse Bringer. Such rituals are little known, rare, and fiercely guarded. Many may only be performed once.