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| 1st Edition AD&D | - | Dragon #29 | - | Dragon magazine |
A curse, as defined by the
Player’s Handbook, is either the reverse
of the first level Clerical
Spell, Bless, or the reverse of the third
level,
Remove
Curse. Let us include also for this purpose curses coming from
the spells Quest,
Geas, Limited
Wish, Wish, and forces emanating from
power objects, the Artifacts.
Do not consider magical or clerical spells in
the category of Enchantment,
for these are a one shot bemusement of
the recipient, clouding his
mind in some way rather than calling on some
other force to cause him
grief.
The curses spoken of here
are the ones that the Dungeon Master
may lay onto his players
as a matter of the course of play, a penalty for
acting out of character (alignment),
or just as an equalizer for someone
who has been exceptionally
successful. Or for that character that has just
succeeded in demolishing
the trap you spent hours agonizing over
(frustrating, isn’t it?)
and feel that perhaps, somehow, he shouldn’t get
away scot free. Remember:
never get even—get ahead!
When about to strike someone
low with a curse, consider the
character. What may be devastating
for one may be laughable for
another. One man’s obscenity
is another man’s lunch. When cursing,
consider alignment, race,
class, and ability scores. If the cursee is a lawful
good paladin, consider placing
a curse on him such that for every lawful
good act he performed, he
must also perform an act of chaotic evil. Turn
him into sort of a were-vampire
(apologies to both lycanthropes and the
undead) who turns chaotic
evil after a lawful good deed.
If a character is of the Dwarven
race, give him the physical appearance
of an Orc. He will not be
able to associate with his own people.
Class must be considered,
as you don’t want to curse a cleric with
sword-dropping behavior.
And to hit a player where it really hurts, drop
one of their critical ability
scores. A thief with a dexterity of three couldn’t
steal a handkerchief out
of his own pocket without getting caught.
Also to be considered is the
curser.
What’s in it for him?
What’s his alignment?
What’s his religion? (See April ’79 TD)
If he’s chaotic neutral, then
expect to see spiteful, malicious curses (shoestrings tying
themselves together, in the
thick of battle, would be nice). If chaotic evil,
then there is no limit beyond
which the curser might go to get revenge,
except for how much trouble
and how much energy he wishes to
expend. A lawful neutral
who felt that he had been wronged would
probably feel like “an eye
for an eye” would be a good motto. Curses
would be meted out on the
basis of the harm the cursee had caused.
Costs could run on the order
of “death of the first born male child.”
The profession of the curser
would influence the curse also. A Druid
seeking revenge for damage
to his forest might curse all wooden objects
the cursee attempts to utilize.
They could be caused to flame or warp as
soon as he touched them,
leaving him with few comfortable chairs, and
cramping his missile using
ability. A cleric of an evil nature might send a
character to desecrate a
holy shrine of opposing view.
How long should a curse last?
Bless-Curse lasts six melee rounds.
Bestow Curse lasts one turn
for every level of the cleric. Quest and Geas,
being of unknown duration,
last until the appointed task is accomplished.
Limited Wish curses should
be of a duration fixed at the time of
casting. The more burdensome
the Limited Wish, the shorter the duration.
It only follows, though,
that the more powerful the magic user, the
longer the duration or the
more burdensome the curse may be. The
Wish curse is more or less
a blank check. As the text in the Player’s
Handbook points out,
the scope and power of a Wish is only limited
by
what the Dungeon Master is
willing to allow in the way of game balance,
and by how many days’ bedrest
the MU is willing to undergo for the
privilege of casting the
curse.
Duration could also be affected
by the nature of the curse. Increased
probability of dropping a
weapon in battle would taper off after a few
weeks. A one shot deal, such
as passing a fatal disease to a loved one,
could lie in waiting for
years before coming to fruition. A reduction in
ability scores may be permanent
from the time of the curse’s utterance.
A curse emanating from an
artifact, controlled or uncontrolled by a
character, may be permanent,
unalterable, and unremovable by anything
save another artifact. The
power (mana, juju, primal force, machismo)
stored in these objects is
tremendous. One route may be to
attempt to destroy the artifact
responsible for the curse. Perhaps removing
the influence of its power
would be sufficient, to be accomplished by
draining it or by exile to
another plane. As far as is known, no one has
specified rules governing
influence of artifacts across planes.
The text for Remove
Curse gives no limit to the type of curses that
may be removed, but you would
logically believe that the higher the
level of the curse, the more
difficult it would be to remove. Perhaps there
should be a base 75% chance
for a curse to be removed by an equal
level spell user, with a
plus 5% for each level the spell user is above the
curser, and minus 5% for
the reverse situation. To keep it interesting
tack on a 25% chance of the
curse rubbing off on the spell user
attempting the curse removal
in the event he fails.
If the exact wording of the
curse is known (either by being present
when the curse was spoken
or by research with Commune or Contact
Other Plane) then it may
be possible to sidestep the curse for the
duration. This is perhaps
the safer approach if there is no high level spell
user available. If the curse
is to have your sword break in the midst of
battle, switch to a morning
star. If it is for the sacrifice of your firstborn
male child, never marry,
or wish for only daughters. Depending on the
phraseology, you may be able
to pervert the particulars if not the
intention. This would be
more the case for a Quest or a Geas.
In conclusion, cursing can
be fun. It can become a battle of wits and
resources between DM and
player. It can be used for revenge, to keep a
player in alignment, or to
guide the campaign into an area the DM has
prepared and is looking for
a logical way to get his players deep into it.
The possibilities are without
limit. Let the punishment fit the crime, and
never get even—get ahead!