d20 Heyoka Studios The Book of Curses.pdf

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requires the use of the dungeons & dragons ® players handbook,
third edition , published by wizards of the coast ®
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the book of
curses
Written by:
Rogan R. Hamby
Editing:
James Stubbs
Cover Art:
Socar Myles
Interior Art:
Stephen MacNeil
Erik Roman
Chris Stevens
James Stubbs
The Book of Curses is © 2002 Rogan R. Hamby
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All text in this book is released as Open Game Content as proscribed in the Open Game
Licence except the Introduction and the Open Game Licence itself. The released Open
Game Content does include all lavor text, identifying characters, places, and other forms of
Product Identity. Rock and roll. Have fun. Don’t eat the brown mushrooms. Unless you’re
feeling groovy.
The text content of this book is (c) 2002 by Rogan R. Hamby, except for the text of the
OGL. For those not familiar with the OGL this means that while you can re-use the content
in this book you can not claim to have actually written it yourself. Rogan would also
appreciate it if you would drop him an e-mail and let him know what you are doing.
He can be contacted at roganhamby@heyokastudios.com
A limited copyright is granted to owners of the PDF to print the entire book for a single
personal copy or individual sections (i.e. a curse entry, item, etc...) for a game. This page
may be displayed to personnel at copy shops (such as Kinkos) to show legitimate right of
copy for printing.
All art is copyrighted by the respective artists except for Heyoka Studio’s right to reproduce
for this book, promotional materials and any other licences the artists grant.
Heyoka Studios and its employees reject all claims of liability associated with acts
performed after you read this book. There are no sublminal messages or true magic in this.
Nor do we want to kill off people who supply us with money. What someone does because
of their mental state and emotional issues has nothing to do with gaming. We have no
liability for acts performed with, but not limited to, knives, bats, bricks, irearms, grenades
your cousin brought back from the Gulf War, blenders, Judas Priest albums, ‘Nsync albums,
Cthulhu plushies, bell bottoms, Microsoft operating systems, metal dice, baked beans, lime
soda or sheep.
"Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of
Wizards of the Coast, and are used with Permission."
'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast
and are used according to the terms of the d20 System License version 1.0. A copy of
this License can be found at www.wizards.com.
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Table of Contents
Introduction .............................................. 5
Arcane Curses .......................................... 7
Bitch Queen’s Embrace ........................................................................................ 7
Cackle of Parrots ................................................................................................... 9
Evil Eye ................................................................................................................. 11
Forgotten ............................................................................................................... 12
Out of Time ........................................................................................................... 14
Pox ........................................................................................................................ 15
Simply Perfect ....................................................................................................... 17
Skein of Circles ..................................................................................................... 18
Timwell’s Torturous Time ..................................................................................... 19
Vermin Kin ........................................................................................................... 21
Divine Curses ........................................... 23
Bless You ............................................................................................................... 23
Book Worn ............................................................................................................ 24
Chendrai’s Seclusion ............................................................................................. 26
Creeping Blue ....................................................................................................... 28
Devil’s Poker ......................................................................................................... 30
Enchanted .............................................................................................................. 31
Guardian of Grey .................................................................................................. 33
Mark of the Fallen ................................................................................................. 36
Opuline .................................................................................................................. 37
Treasured ............................................................................................................... 38
Lycanthropy ............................................. 40
Vampirism ............................................... 50
The Risen Vampire ................................................................................................ 51
The Elder ............................................................................................................... 52
The Ancient One ................................................................................................... 53
The Undying Lord ................................................................................................. 53
The Sybarist .......................................................................................................... 57
The Sin Eater ......................................................................................................... 61
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Never made it as a wise man
I couldn’t cut it as a poor man stealing
Tired of living as a blind man
...
This is how you remind me of what I really am.
-
Nickleback
Curses are magical twists of fate that horrify and enlighten. Unlike a ireball directed purely
by will, a curse is backed by the authority of .... well, something . The horsemen of the Qo
Sho Nu nation call curses the spears of destiny, cast down by the Horse Mother to avenge.
The blind mystics of the walled city of Orin say that it is merely a dreadful symmetry. And
if the DM has chosen the right way to bring them in curses should be fun for the players
and miserable for the characters. After all, although the DM isn’t the enemy of the players
it is his job to screw with the characters, frustrate them and occasionally kill them. These
spells are not replacements for the Bestow Curse / Remove Curse combination given in Core
Rulebook I. These are completely new spells and can be thought of as extended options for
lavor and seeds for ideas. These curses are standard spells but oriented towards the brutal
and obscure.
Curses share the characteristics of spells but, whether divine or arcane, seem to bend the
rules in ways that usually require the intervention of gods. To the common man a curse is
anything that harms them, which is very broad. Spell casters distinguish curses by the long
term effect they have, their punitive nature, cost in experience, futility of saving throws,
and ability to break through spell resistance. Ranges of curses are vast and the duration for
casting matches the type of anger needed to bring the spell to fruition more than an actual
mechanical limitation. Curses count towards a spell caster’s normal limit of spells per day
and all other traits of spells except where explicitly noted.
When creating or deciding the effects of a curse everything that has been said can be
discarded except for one thing - the style of a curse in how it punishes and teaches
takes precedence over all its mechanics.
For all the power curses bring they also come with a price. Curses are of a different
magnitude than the common spell and for good reason - rather than used to survive or learn,
with a curse the caster takes the role of vindicator. The powers that are called upon when
casting a curse do not judge validity and the just as well as unjust are harmed but fate has
a way of coming full circle to those that abuse it. Because of how the caster is bending the
rules of magic it draws a price from him personally in the form of experience due to the act
of damning another takes a little of the caster’s soul.
Some curses are unjust but none are random. The greatest trait of a curse is that it is a tool
for fate. Sometimes a proud paladin is unjustly cursed but learns a humility that allows them
to succeed where they would have failed. A ranger is ridden with a horrible deformity for
the same crime that a thousand others were overlooked for but it eventually brings him to his
destiny. Some curses teach a lesson to the victim, those they meet, or even the curser. Some
are just cruel.
Imagine the enraged gypsy who curses his daughter’s rapist with unending life and to feel
the pain of those around him. Drawn to the brink of madness he lees to the wilderness.
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