Enchanted Realms Rulebook
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.
Curse | Transmission | TM | Removal |
---|---|---|---|
Ageusia | Hex | Muse:8 | Free Curse |
Bio-nonspecto | Hex | Res:7 | Free Curse |
Demon Rot | Sexual Relations | Faith:4 | Free Curse |
Gauchiste | Hex | Will:8 | Free Curse |
Gluttony | Hex | Res:9 | Free Curse |
Horsefold Hate | Hex | Res:9 | Free Curse |
Lycanthropy | Biten By Cursed | Varies | Ritual |
Malglossima | Hex | Jud:8 | Free Curse |
Mock Feratu | Hex | Res:8 | Free Curse |
Necroficence | Damaged By Affected | Will:6 | Free Curse |
Portclaudo | Hex | Jud:8 | Free Curse |
Sunbade | Slaying Cursed | Will:6 | Free Curse |
Thunderous Step | Hex | Muse:5 | Free Curse |
Witch Bird | Bitten By Cursed | Faith:6 | Free 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.
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