Verb:CURSE

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CURSE
Type Roleplaying
System
Profession Sorcerer
Special Case Magic

A CURSE is a prayer or invocation to bring harm. Characters can utter a curse about themselves or a target. Sorcerers are able to use it in conjuction with the spell Curse (715).

Help

Note: CURSE HELP displays information that is only valid for use by sorcerers.

Usage:
    CURSE [target] [cursename]

For further information:
    CURSE LIST
    CURSE HELP {cursename}
    CURSE HELP POWER

Your cursing power is 209.

Usage

Roleplay

Style First Second Third
None You curse the day you were born. N/A Person lets loose with an involved and improbable curse against the day she was born.
Targeted You let loose with an involved curse detailing the improbable ancestry of <target?. Xeraphina lets loose with an involved curse detailing your improbable ancestry. Xeraphina lets loose with an involved curse detailing the improbable ancestry of a <target>.

Curse (715)

LIST

CURSE LIST shows what curse options are available to a caster. The asterisk-marked curses are those that the caster can utilize. As the spell-user grows in power, so do the curse-choices.

The following is a list of all known curses.  For information on each one, type CURSE HELP {cursename}.  Those marked with an asterisk are within your power to cast.

(*) Clumsy
(*) Weakness
(*) Darkness
(*) Itch
(*) Hex
(*) Pox
(*) Nightmare
(*) Star

HELP (cursename)

CURSE HELP (CURSENAME) will display information regarding what each curse does.

  • CLUMSY:
Curse name:   Clumsy
Power:        0
Description:  This is an ancient curse that will cause the target to feel very uncoordinated, so much so that they will often fall down, suffering injury in the process.

This curse can also be laid with the PREPARE/CAST method in offensive stance.
  • WEAKNESS
Curse name:   Weakness
Power:        2
Description:  This is an ancient curse that summons forth a dark presence to waylay the target, doing damage and sapping their strength from within.  The target suffers random injuries and loses 40 AS.

This curse can also be laid with the PREPARE/CAST method in advance stance.
  • DARKNESS
Curse name:   Darkness
Power:        3
Description:  This is an ancient curse that troubles the target with an inky darkness, a mysterious force that causes the loss of 15 AS.  The darkness will also imbue itself into an object that the target is holding, making it impossible to be dropped for the duration of the curse.

This curse can also be laid with the PREPARE/CAST method in forward stance.
  • ITCH
Curse name:   Itch
Power:        4
Description:  This is an ancient curse that afflicts the target with the overwhelming urge to relieve a bothersome itch over its entire body.  While so distracted, the target loses 50 DS and may drop what it is carrying.

This curse can also be laid with the PREPARE/CAST method in neutral stance.
  • HEX
Curse name:   Hex
Power:        5
Description:  This is an ancient curse that marks the victim as an easy target for magical attacks.  The target loses 25 TD.  This curse cannot be warded.

This curse can also be laid with the PREPARE/CAST method in guarded stance.
  • POX
Curse name:   Pox
Power:        2
Description:  This is an ancient curse that conjures a sickly green mist to attack the target's body with a savage illness.  Random injuries result.

This curse can also be laid with the PREPARE/CAST method in defensive stance.
  • NIGHTMARE
Curse name:   Nightmare
Power:        10
Description:  Each person and creature has its own worst nightmare, which the Sorcerer is able to summon with this curse.  Sometimes, it will manifest as a certain creature which will suddenly appear only to the victim and begin to attack.  At other times, it will be something even more terrifying and disturbing.

Just as one cannot battle their nightmares, the target will be unable to battle this nightmare.  It will seem to them as if every second they are about to die in some hideous manner.  The unfortunate character or creature affected by this spell will often be stunned, fall to the ground, scream in fright, beg for mercy, and sometimes take damage.

Advanced sorcerers can control which nightmare the victim experiences.  They may even create a customized nightmare of their own to inflict.  For more information, see CURSE LIST NIGHTMARES.
  • STAR
Curse name:   Star
Power:        15
Description:  For every person and creature (and plant, and thing), there was a particular star that was directly overhead in the sky at the place and time when he or she (or it) was born (or spawned, or made).  Ancient traditions hold that the characteristics of each individual's star have an influence on their temprament, gifts, and life events.  By cursing that star, sorcerers can take away some of that person's power.  They can even claim that power for their own.

Characters and creatures under the effect of this curse will experience a reduction in general AS equal to 10 plus 1 for each 3 sorcerer spell ranks above 15 that the caster knows, capped at level.

Also, if the caster is a sorcerer, he or she will gain an equivalent amount of spell AS when the target dies.  This AS bonus will last for 15 minutes plus 30 seconds per level of the creature.  This duration is stackable.

POWER

CURSE HELP POWER displays information on how to calculate a sorcerer's curse power. In order to see the power, however, a sorcerer only needs to type CURSE HELP.

Messaging
Each caster has a power rating indicating his or her relative ability to cast higher and more complex curses.  Each curse also has a power rating indicating how difficult the curse itself is to cast.  Cursing power is not expended like mana; it is simply a measure of the caster's strength.

A player's cursing power is calculated by adding the number of sorcerer spell ranks the caster knows, plus the number of Spirit Lore: Summoning ranks divided by 3, plus Wisdom bonus divided by 2, plus Influence bonus divided by 5.  A player's cursing power can never be lower than zero.

See Also

Resources