Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
  
 

Curses

Curses exist. Sometimes they are a direct hex from a hag or an evil priest; however, at other times, curses are passed from victims of the curse, such as sunbane or lycanthropy.

CurseTransmissionTMRemoval
AgeusiaHexMuse:8Free Curse
Bio-nonspectoHexRes:7Free Curse
Demon RotSexual RelationsFaith:4Free Curse
GauchisteHexWill:8Free Curse
GluttonyHexRes:9Free Curse
Horsefold HateHexRes:9Free Curse
LycanthropyBiten By CursedVariesRitual
MalglossimaHexJud:8Free Curse
Mock FeratuHexRes:8Free Curse
NecroficenceDamaged By AffectedWill:6Free Curse
PortclaudoHexJud:8Free Curse
SunbadeSlaying CursedWill:6Free Curse
Thunderous StepHexMuse:5Free Curse
Witch BirdBitten By CursedFaith:6Free Curse

Ageusia: All food and drink become tasteless.

Bio-nonspecto: Character becomes incapable of visually perceiving living creatures.

Demon Rot: The victim who made inappropriate relations with a demon may become a “demonic rotter.” This is a spiritual curse that cover the person’s body with yellow pustules and slowly drive him or her insane. Soon the rotter become crazed and attacks anything that hinders its desires. A rotter becomes immune to fire and the pus-covered skin becomes like iron. There is no chance of spreading this curse through contact with a rotter. Rotters may use weapons and have combat skills and body points from their previous existence.

Gauchiste: The victim cannot turn right.

Gluttony:The character must consume three times the amount of food and drink a normal person does do sustain themselves. They experience terrible thirst and hunger pains. Treat as exhaustion if they do not actively maintain this regimen.

Horsefold Hate: The victim emits a peculiar odor, repellent to all equine or quasi-equine beings. Riding horses, etc. refuse to carry the cursed character on percentile dice rolls of 01-50. On rolls of 51-75, the character can force the animal to carry him or her, but with such difficulty as to cut the animal’s speed by half. If 76-00 is rolled, the animal will fight. Draft animals will balk and refuse to pull a vehicle the character is riding in 50% of the time. Similarly, pack animals will refuse to carry the character’s property or anything he or she has handled 50% of the time. If 01-50 is rolled, draft and pack animals refuse; 51-90, they will submit and act normally, but on 91-00, they will fight. Equine creatures of greater than animal intelligence will be hostile toward the victim; they will flee (75%) or attack (25%).

Lycanthropy: This is one of the most complicated curses and it comes in numerous forms. First, the transference is always to a like form that bite the victim. That said, lycanthropes may be wererats, werewolves or even a wampus.

Wererats forcibly transform on new moons. However, if the other moon shines with significant brightness, the shapechange may not occur. Their new form is that of a giant rat. In the animal form, no prehensile actions can be taken. Those bitten by the young wererat form and survive the encounter must make a Strength save (TM:7) or become a wererat as well. Even if not, the victim may become diseased. The cursed are often quite aware of this change, and after a year of being under the curse, wererats can take on a hybrid form: part rat, part humanoid. In the hybrid form, the cursed gains two additional body points and can employ weapons as in the bipedal rat-form. These forms can be maintained for up to one hour per night regardless of moon phases. Relationships seem to be part of the wererat drive. After learning to control the transformation, wererats often form small communities in seedier parts of town, possibly underneath in the sewers, and often act as a criminal gang. When in non-human form, the wererat has weak darkvision at a range of ten feet. While not immune to normal weapons, wererats are resistant when morphed; one point of damage is reduced per individual strike from normal weapons. Silver or other special materials allow full damage. Wererats also carry vermin fever to which they are immune.
 
A werewolf is the transformed form of a person affected by lycanthropy. Full-moon phases trigger the transformation. During this state, the person is not aware of his or her consciousness and has the mind of a wild predatory killer. A werewolf’s mind cannot be affected by skills or spells that alter the mind score. Also, the wolf-form has 4 Body points above the person’s normal form. Additionally, beyond the hardier physique during the transformation, the werewolf is partially invulnerable in that neither wood nor iron can harm it. Weapons must be silvered or made of a magical ore such as orichalcum or mythril. Victims physically harmed by a werewolf who survive the attack must a Resilience save (TM:11) or contract the curse. However, if the werewolf has been harmed by silver, special ore or magical weapons in the recent minutes, then the chances of contagion are reduced, granting the victim advantage on the save. Finally, a werewolf cannot be simply freed by a free curse; a ritual is required.
 
A Wampus curse is a variation of lycanthropy. However, rather than moon phases triggering the transformation, a person with this curse becomes a panther on nights where the temperature remains very hot. Like most forms of lycanthropy, the person is not aware of his or her consciousness and has the mind of a wild predatory killer. A wampus is not immune to mind effects like a werewolf and further can be harmed by traditional weaponry. However, the beast can howl as a sonic attack with 3d20 against victim’s AC. All within a 20-ft cone (10 hexes) are affected, where successful strikes inflict damage to spirit rather than body. This howl-attack can only happen once per night. Victims physically harmed by a wampus who survive the attack must succeed a Will save (TM:8) or contract the curse.

Malglossima: The victim speaks different languages (whether known or not) for each sentence. Judgment save (TM:8) to speak language desired.

Mock Feratu: Character takes on the appearance and smell of being undead, but isn’t.

Necroficence: A “necroficiary” appears and takes actions completely as one’s normal self, as this curse is quite clandestine. This curse is not limited to humanoids and may affect animals and even mythical beasts as well. Despite no visible change and often unaware of the condition, this spiritual curse links the victim with the dead. Any creature slain by the necroficiary will rise from the dead as a zombie and seek out its slayer and any accomplices. However, this zombie will only attack its intended or those associated with him or her. However, if the zombie does score a successful hit on someone who is not cursed, that being must make a Will save (TM:6) at the end of the encounter. Failed saves indicate that being becoming a necroficiary as well.

Portclaudo: A character must close every door they walk through, even if there are people behind them.

Sunbade: A sunbane is a cursed being that hibernates during the day because the sunlight causes burning damage at a rate of 1 body point per combat round. However, during its night hours it has a bloodlust for fighting. In an odd twist to this curse, it is not the victims of the sunbane who become cursed, but rather the slayer of a sunbane. Whoever delivers the coup de grace must make a Will save (TM:6) or become cursed. This is true whether physical contact is made or is destroyed by magic.

Thunderous Step: Footfalls of the cursed squeak loudly with each step.

Witch Bird: A witch bird is the transformed body of the victim. Legend has it that the original witch bird was an old woman was executed for practicing necromancy. After being slain, she came back in the form of a human-sized owl with her original visage. It has constant transmogrify ability and can change at will as a single action; however, but it will only attack in owl form as it attempts to peck the heart out of its victims. Those not slain after being bitten by a witch bird must succeed a Faith save (TM:6) or transform into one over the following week.


BASIC GAME RULES: FIN

END OF BOOK ONE