Curses

in the Continuing Game

The Curse spell

Clerics who make their own spellbooks are allowed to replace the two default Curse afflictions with up to three afflictions from the approved Curse list.

Below are the GWC's recommendations for which afflictions are especially appropriate for the clergy of certain gods.

God Affliction   God Affliction
Nen Honesty Kyta Lame
Alia Gullibility Majenir Peacefulness, Weakness
Balthazar Mute Perinnia Peacefulness
Brinnig Honesty Rannash Overconfidence, Courage
Dorial Overconfidence Sarana Mute
Elune Honesty, Illiteracy Tiranon Lame
Furthane Lame Tralados Mute
Kahla-ran Mute, Cowardice Ubrialla Weakness
Kintaka Gullibility Zotra Overconfidence


The Divine Wrath spell

Clerics who make their own spellbooks are allowed to replace the two default Divine Wrath afflictions with up to three afflictions from the approved Divine Wrath list. But Clerics in the CG are also approved for one of the Divine Wrath afflictions from the list below. You may use your deity's affliction from the list below as one of your three afflictions, if you desire.

Note: only Clerics of a given god may use that god's affliction.

Divine Wrath of Nen:

Your soul is snatched from your body to face immediate judgement at the hands of Nen. Left without a soul to guide it, your body sinks inert to the ground. Only Resurrection or a Miracle will bring you back to life.

Divine Wrath of Alia:

Alia teaches you the true meaning of her love. With a sudden upwelling of emotion, you are filled with a rapturous, passionate love for everything between earth and heaven. Overwhelmed by the divine force of this passion, you fall to your knees. Your heart bursts, unable to withstand the magnitude of Alia's love. As you fall to the ground, the earth opens to embrace you affectionately. Tomorrow, a beautiful scarlet six-petalled flower will sprout from your resting place. Only Resurrection or a Miracle will bring you back to life.

Divine Wrath of Balthazar:

For the next minute, you see lives flash before your eyes. Not YOUR life -- but your life as it MIGHT have been if you had been wise and resourceful instead of stupid and unworthy. Balthazar proceeds down each and every yarn of Fate, showing countless possibilities -- each yarn better, happier, and more prosperous than the life you lived. As you watch each yarn torn from the tapestry of fate, you can do nothing but wail and yell and moan.

At last Balthazar is left with but one yarn: your actual, miserable, doomed life. Which she snaps. You die screaming. Meow.

(Only Resurrection or a Miracle will bring you back to life.)

Divine Wrath of Brinnig:

Blinding white light stabs down from the heavens, immobilizing you with its divine fire. Over the next minute, you will be burnt to a small heap of charcoal. Roleplay it, that all may fear the wrath of Brinnig. Anyone trying to touch you or pull you out of the fire will take a limb wound from the flames. No magic can prevent you from being consumed. Only Resurrection or a Miracle will bring you back to life.

Divine Wrath of Dorial:

You are stricken with an all-consuming thirst. You must drink--now! You must find the nearest liquid and drink it, ignoring all else. You may do nothing but search for and ingest liquids. You will continue to drink until you burst or drown or both. In any event, your thirst will kill you shortly (roleplay it as long as it stays interesting, then go off and die of thirst). Only death and Resurrection (or a Miracle) will bring you back to normal life.

Divine Wrath of Elune:

Your memory is torn from you. You lose all skills and all memories. You do not know who you are, you do not know what anything is, you do not even remember how to speak, and you have no long-term memory. You cannot remember anything for more than ten minutes. You will live in a haze of confusion and bewilderment until your rapid-in-coming death by starvation or accident (roleplay it as long as it stays interesting, then go off and have an accident or forget to breathe). Only death and Resurrection (or a Miracle) will bring you back to normal life.

Divine Wrath of Furthane:

All the crafts of man are turned against you. Doors will slam on you; bowls will spill on you; shelves will collapse on you; chairs will break under you. Your clothing will tangle and trip you. You cannot light a fire by any means. No shelter will stand the night intact with you in it; no object will spend a day in your presence without breaking. You acquire the aura of one despised by the gods. The game-mechanical effects of this curse are as follows: You gain the disads Poverty and Stigma (Hated Race); these disads may not be bought off while the Divine Wrath lasts. Any weapon you touch will immediately strike and injure you. Potions spoil if you carry them for more than half an hour. Any trap set off in your presence will affect you regardless of who set it off. You should also roleplay the effects of the Divine Wrath; pretend to spill your food, get tangled in your garb, pretend to break things and fall out of chairs and so on. Only death and Resurrection (or a Miracle) will bring you back to normal life. It may be possible to lift the wrath of Furthane by appropriate penance (consult a GM).

Divine Wrath of Kahla-Ran:

A jet-black cloud suddenly forms in the sky immediately above you. Abruptly, a dark form plunges out of the cloud straight at you. Before you can move or even scream, the creature seizes you in four of its eight glistening black claws and begins to climb rapidly up the strand of silk it dropped on, rapidly disappearing into the cloud, which soon dissipates. Only Resurrection or a Miracle will bring you back to life.

[do not read this part aloud:] No one else will know what happens to you next, but just for your own knowledge, the spiderdemon spends the next several eternities testing new and intriguing toxins and tortures on you, between using your entrails to give anatomy lessons to young imps.

Divine Wrath of Kintaka:

A Kintakan celestial replaces your head with that of an ass. Unfortunately, an ass' brain is not up to the job of controlling your body, so your body drops to the ground and twitches madly, trying to figure out how to breathe with humanoid lungs for the few minutes until it expires. Your head is taken off to Kintaka's personal realm in the heavens where it is piked and forced to listen to the Kintakan celestials' new puns until Nen figures out where you went and comes to get you. Only Resurrection or a Miracle will bring you back to life.

Divine Wrath of Kyta:

Your lungs slowly fill with salt water, and you drown with agonizing slowness (have fun burbling through a death scene and then die). Your body smells like a hold full of putrefying fish, effectively projecting an aura of Aversion with a Will of 3, the stench is so foul. No sane person will come near you, even after you are buried. Any attempt to bury you near civilization will infuriate the locals. Only Resurrection or a Miracle will bring you back to life. Dispel Magic can remove the odor but will not prevent your death.

Divine Wrath of Majenir:

Majenir denies you the healing that is her gift. Healing spells of any kind will not work on you; the herbs that make up healing potions will have no effect. You may not obtain healing out of game. All your wounds will become infected and fester into painful sores. However, Majenir also denies you the peace of oblivion and death that is her mercy. You will never die of blood loss; you will never lose consciousness from blood loss (though you will become too weak to walk, fight, or cast spells). You will not die from poison or disease, though they may reduce you to writhing in agony. You may be killed through the invocation of the Instant Death rule; however, the devout may be loathe to interfere with the goddess' punishment. Your fate is to live out your natural span, ravaged by disease, infection, and pain. Only death and Resurrection (or a Miracle) will bring you back to normal life. However, Majenir's wrath may be lifted if the victim performs appropriate penance (see a GM).

Divine Wrath of Perinnia:

The blessings of the home and hearth are closed to you. You will never know the peace of family or home. Inns will be closed to you. You will be instinctively rejected by your family and friends, and no one will ever treat you as one of their own. You gain the Poverty and Stigma (Hated Race) disads, and lose all Status. These disads may never be bought off while the Wrath persists. Only death and Resurrection (or a Miracle) will bring you back to normal life. However, Perinnia's wrath may also be lifted by appropriate penance (see a GM).

Divine Wrath of Rannash:

All your allies will regard you as their ultimate enemy and attack you to the exclusion of all else until you have been slain and your body dismembered and dishonored. Your death and dismemberment will end the curse and bring your companions back to their senses. Only Resurrection or a Miracle will bring you back to life.

Divine Wrath of Sarana:

Every bad story you are ever told from now on will happen to you, instantly. If someone tells you about getting pickpocketed, your purse will be empty. If someone tells you about getting shot in the leg by an archer in the trees, your leg will start bleeding from a deep puncture wound. If someone tells you about a death, you will die. Only death and Resurrection (or a Miracle) will bring you back to normal life. This Divine Wrath may be lifted by appropriate penance(see a GM).

Divine Wrath of Tiranon:

A huge arrow, larger than a spear, plunges from the heavens, striking you between the shoulder blades and stabbing down through your trunk to bury its head in the ground. It cannot be removed either from you or the ground, and it cannot be destroyed. You are left to die slowly. Only Resurrection or a Miracle will bring you back to life.

Divine Wrath of Tralados:

A glowing chain appears and wraps itself around you. It slowly tightens, breaking your bones and crushing your organs, until you are nothing but a pulpy heap of flesh. Upon your death, Tralados will not allow you to pass beyond the mortal plane. You must roam the earth as a ghost until Tralados has mercy on you. Only Resurrection or a Miracle will bring you back to life. Alternately, if you perform appropriate penance while in ghostly form, Tralados may have mercy on you and restore you to life himself (see a GM).

Divine Wrath of Ubrialla:

No natural food will nourish you, plant or animal. You will waste away and die, no matter how much you eat.

Divine Wrath of Zotra:

From nowhere, storm clouds gather. Suddenly, a tremendous bolt of lightning, as thick as a tree, spikes down from the heavens. Everyone within ten feet is affected as by a Thunderclap spell. You are rendered down to your composite elements by the colossal pulse of energy. Only Resurrection will bring you back to life.