[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"
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"source_raw": [
"Gamemastery Guide pg. 116"
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"source_category": "Rulebooks",
"source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 116",
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"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. ",
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"url": "/Rules.aspx?ID=1114",
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