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Curses of Shaal
Special Priest Spell List

Copyright Matthew Hanson ©2000

Edited by R.C. Kirkland for The Guild Companion

This List is for special Priests of Shaal. Shaal, the God of Water and the Ocean, is well known for his temper and the little concern he has for affairs on land. This special List if designed to bring Shaal’s retribution upon those that mean harm to the sea and the creatures in it. This List is granted from Shaal to only those that he deems will use it appropriately. It should also be noted that this list is not learned as normal lists. The spells are granted automatically from Shaal and they will never appear in any spell books. As a Priest gets further removed from Shaals element, then a penalty should be assigned to this list. Being in a desert for instance should bring a penalty from –50 to –100. If the character thinks of an appropriate curse for some of the blank spaces, and Shaal approves, then fill them in. Enjoy!

Artwork Copyright by WP Fantasy Productions

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Curse of the Cod

1 target

P

 

F

2)

Salt Curse

1 target

P

 

F

3)

Fisherman’s Curse

1 target

P

 

F

4)

Green Curse

1 target

P

 

F

5)

Seaweed Curse

1 target

P

 

F

           

6)

Watervision Curse

1 target

P

 

F

7)

Sea Curse

1 target

P

 

F

8)

Merchants Curse

1 target

P

 

F

9)

Curse of the Dolphins

1 target

P

 

F

10)

Curse of the Land Drake

1 target

P

 

F

           

11)

Nemesis of the Storm

1 target

P

 

F

12)

Curse of the Landlubber

1 target

P

 

F

13)

Curse of Filden

1 target

P

 

F

14)

Ship Curse

1 target

P

 

F

15)

Fish’s Way

1 target

P

 

F

           

16)

Shuluri Curse

1 target

P

 

F

17)

Curse of the Depths

1 target

P

 

F

18)

 

1 target

P

   

19)

 

1 target

P

   

20)

Watery Curse

1 target

P

 

F

           

25)

Uncurse True

1 target

P

   

30)

Essænce Curse

1 target

P

 

F

50)

Shaal’s Demand

1 target

P

 

F

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-Fisherman’s Curse – The fish don’t 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–Watervision Curse – The target can see underwater fine, but sees normally as if he were underwater. The air will appear murky, and the distance one can see will be greatly reduced. Treat as a –10 to –20 to all actions involving vision. Some things will be completely impossible. (Seeing far away).

7-Sea Curse – Target will never voluntarily swim, bathe, or get on a boat. Even the sight of water will prove distressing.

8- 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 –30%, if instrumental is ship control (i.e. Captain), then –50% to speed.

9-Curse of the Dolphins – The target is unable to speak any language except for Dolphin! With dolphins he will be able to speak fine, but all other attempts to talk will come out as high-pitched dolphin sounds.

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-Curse of the Landlubber – Target is at a –100 to his/her sailing skill.

13- Curse of Filden – Named after Filden the sailor would always seemed 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 a 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 they are the same curse they will affect two people each week.

15- Fish’s 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

(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.

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-Uncurse True – Dispels a curse if the curse fails an RR (at –50). If the curse is not dispelled, the caster cannot try again until next level.

30-Essænce Curse – As Nemesis of the Storm except that target attracts Essænce storms.

50 –Shaal’s Demand – More of a fatal channeling projection than a Curse, Shaal’s demand is direct power from Shaal himself channeled through his Priest to the most despicable of beings. The Target is reduced to a pile of salts and powder as all the water from his body is removed and returned to the sea.

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