Dark Magic · control

Curse

In this catalog, Curse means a precisely defined penalty to the next two checks of a chosen attribute. The caster chooses Strength, Agility, Intelligence, Charisma, or Luck. Its name can create a striking impression in the story, but it is not an arbitrary permanent change to the target's fate, health, or appearance according to the caster's current wish.

The effect requires success and ends after the stated checks or, at the latest, after one scene. The penalty does not stack, and use on the same target is limited across the entire adventure. It is therefore important to know which actions of the opponent the hero wants to influence. Curse itself does not automatically increase damage or alter defenses if the exact effect does not state this.

Exact effect: On success, choose STR, AGI, INT, CHA, or LUCK; the target takes −2 to its next two checks of that attribute. The penalty does not stack. Bonus: +1 to MATK. Target: 1 creature within sight. Duration: until two checks of the chosen attribute, at most 1 scene. Restrictions: once per target per adventure. Using it requires at least Intelligence 8 and Level 2, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.

Color fantasy illustration of Curse
Spell illustration • Dark MagicCurse
01

Spell parameters

Target, duration, restrictions, and exact effect.

School
Dark Magic
Type
control
Min. Intelligence
8
Min. Level
2
Bonus
+1 to MATK
Target
1 creature within sight
Duration
until two checks of the chosen attribute, at most 1 scene
Restrictions
once per target per adventure
Exact effect
On success, choose STR, AGI, INT, CHA, or LUCK; the target takes −2 to its next two checks of that attribute. The penalty does not stack.
Meeting requirements is not enough

Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.