{ "breadcrumbs": [ "Chapter 2: Tools\r\n", "Afflictions" ], "breadcrumbs_spa": [], "category": "rules", "exclude_from_search": false, "id": "rules-1114", "markdown": "[Curses](/Rules.aspx?ID=1114)\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 116\r\n\r\n\r\n\r\nA curse is a manifestation of potent ill will. Curses typically have a single effect that takes place upon a failed saving throw and lasts a specified amount of time, or can be removed only by certain actions a character must perform or conditions they must meet. Rarely, curses will have stages; these follow the rules for afflictions.\n\n Curses may come from a malicious action, such as a lich’s Paralyzing Touch or a spell from an evil spellcaster. Guardians of a tomb or treasure might ward their charge with a curse as protection against thieves. In some rare cases, a curse might manifest as a response to a terrible act, such as a massacre. When using a curse in your game, assign the curse to an item, location, situation, or similar element. Then, decide on a trigger for the curse—such as a creature attempting to steal a warded book, destroy a work of art, or slay a specific creature. A curse can even be tied to a specific location, in which case it functions as a simple hazard. Once that trigger occurs, the curse affects the triggering creature or creatures. Each affected creature must attempt a saving throw against the curse; if they fail, they are subject to the effects specified in the curse’s Effect entry.\r\n\r\n\r\n\r\n\r\n\r\n\r\n", "name": "Curses", "next_link": { "label": "Diseases", "url": "/Rules.aspx?ID=1115" }, "previous_link": { "label": "Gems and Art Objects", "url": "/Rules.aspx?ID=1110" }, "rarity": "common", "release_date": "2020-02-26", "resistance": {}, "search_markdown": "\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 116\r\n\r\nChapter 2: Tools\r\n/ Afflictions\r\n", "source": [ "Gamemastery Guide" ], "source_raw": [ "Gamemastery Guide pg. 116" ], "source_category": "Rulebooks", "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 116", "speed": {}, "text": " Curses Source Gamemastery Guide pg. 116 A curse is a manifestation of potent ill will. Curses typically have a single effect that takes place upon a failed saving throw and lasts a specified amount of time, or can be removed only by certain actions a character must perform or conditions they must meet. Rarely, curses will have stages; these follow the rules for afflictions. Curses may come from a malicious action, such as a lich’s Paralyzing Touch or a spell from an evil spellcaster. Guardians of a tomb or treasure might ward their charge with a curse as protection against thieves. In some rare cases, a curse might manifest as a response to a terrible act, such as a massacre. When using a curse in your game, assign the curse to an item, location, situation, or similar element. Then, decide on a trigger for the curse—such as a creature attempting to steal a warded book, destroy a work of art, or slay a specific creature. A curse can even be tied to a specific location, in which case it functions as a simple hazard. Once that trigger occurs, the curse affects the triggering creature or creatures. Each affected creature must attempt a saving throw against the curse; if they fail, they are subject to the effects specified in the curse’s Effect entry. ", "type": "Rules", "url": "/Rules.aspx?ID=1114", "weakness": {} }