Curses of Shaal
List designed by Matthew Hanson vroomfogle@worldnet.att.net
1-Curse of the Cod The target smells bad, like rotting fish. Target is at 30 for all Influence skills that smell would affect. 2-Salt Curse Target can only drink salt water. Fresh water will only make him/her more thirsty. 3-Fishermans Curse The fish dont seem to be biting. Target has 50 to Fishing skill. 4-Green Curse Target can not handle the rigors of sea travel. He/she will get seasick whenever out at sea. If target was seasick prone before, he/she will be seriously sick when on a boat. 5-Seaweed Curse Target can only eat seaweed. Other food will make him/her nauseous. 6-Merchant Curse With all those goodies that merchants carry around it really slows down a ship! The target of this spell will be affected when on a ship at sea. The ship will be slow and not very maneuverable. If target is a passenger 10% to ship speed, if a sailor 20%, if instrumental is ship control (i.e. Captain), then 30% to speed. 7-Sea Curse Target will never voluntarily swim, bathe, or get on a boat. Even the sight of water will prove distressing. 8- 9- 10-Curse of the Land Drake Target can not swim. |
11-Nemesis of the Storm
Whenever the target is out at sea, any storms within 1mile/lvl will be
attracted to the him/her. In addition, they have a 2% cumulative chance per day of
creating a storm in the area. Severity of the storm can be loosely based on how low the
roll was (to see if storm was created) GM discretion. 12- 13- Curse of Filden Named after Filden the sailor would always seem to get lost, the target of this spell will be unable to navigate a boat. The use of stars, knowledge of corals and reefs all will be useless as the target loses his capability to navigate. 14-Ship Curse This spell is cast with another curse. It allows the curse to be cast on a ship rather than a being. (no RR, but normal static maneuver is made). Once a week, one person on board is randomly affected and must make an RR as normal. The curse will not affect two people at once, but if the affected target leaves or dies, someone else will be affected the next week. Multiple curses can be put onto boats however, and if the are the same curse they will affect two people each week. 15- Fishs Way Target grows silvery fish scales and his entire metabolism alters over the course of 1 day. He must spend at least 8 hours a day in water each day (can breath under water). For each day that he fails to get this requirement, he operates at 5 for the next day and takes 5% of his hits. At 100 he slips into a coma. 16-Shuluri Curse Each day the target is out at sea, he/she must make a SD modified RR at 1 (cumulative each day), or jump from the ship to swim to the depths of the sea, believing that is where they belong. 17-Curse of the Depths The target attracts hostile sea creatures. Sea serpents, turtles, dragons?, -if they are in the area, they will be drawn to attack the ship. 18- 19- 20-Watery Curse The target is unfortunate to step on ships that are destined to sink. There is a 2% cumulative chance per day that the ship will sink. 25- 30-Essænce Curse As Nemesis of the Storm except that target attracts Essænce storms. |