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T'lor's Curse

Upon the implementation of the veil, mages have had to deal not only with the oppressive effects of its malicious force, but the unpredictable side effect as well.  The remaining mages quickly found out that T'lor made a lasting mark upon the psyche of all those who dabble in the arcane arts.  This effect, dubbed the Curse of T'lor, effects all new runeweavers, sorcerers, and wizards who walk the lands.

When a character is created with a level of one of the three mage classes, they must roll a 1d20 and compare it to the following table.  This roll is made when the character is first created and can never be changed.  DMs should allow a second roll only for characters with magical parentage (like outsiders or magical beasts).  Even a wish or miracle is unable to counter the effects of T'lor's curse.  Unless otherwise stated, all of these effects become evident at puberty.

d20Curse             Effect
1-5NothingYou have no effects from the "curse."
6-7Voices from the PastThe mage hears the words of long dead people.  -2 to Concentration, -2 Wisdom, +1 to all knowledge checks.
8-10Veil SpeakMages from beyond the veil try to speak to the character in large groups.  -2 to concentration, +2 to spellcraft.
11-12Spectral MentorA ghostly mage speaks to you from across the Veil.  +2 to spellcraft, 1 extra spell known at 1st level, -2 Intelligence
13-14Arcane MasterA banished mage guides your youth.  You can cast one extra 0 level spell per day.
15VisionsYou have flashbacks and visions from the magewar when you sleep.  Because of this, you must have 10 hours of sleep each night instead of the normal 8.  -2 to Constitution.
16Strength of the AgesDue to some fluke of body chemistry, you draw strength from the energies of the Veil.  +1 hit points per hit die, you can remain conscious when you drop below 0 hit points.  You still have the same chance for stabilization and still die when you reach -10 hit points.
17-18Magic ResistanceMagical energies fortify you and make it more difficult for others to affect you with spells.  You have Spell Resistance (10 + character level), you cast one less spell per day for each spell level.
19T'lor's VengeanceYou suffer from a physical deformity or magical compulsion that has affected you since puberty.  There is no way to completely get rid of this effect but you may find ways to compensate.  See table C2 for deformities.
20Boccob's GiftThe gods of magic have blessed you.  You may summon Magefire.  You may "burn" your spells like priests do for spontaneous casting.  When you "burn" a spell in this manner, the energies are transferred to a magical flame that channels on your hands.  The fire sheds light like a torch and does 1d6 damage per spell level.  Magefire can be thrown as a range touch attack with a range increment of 10.  You can hold onto the energy channeled in this manner for no longer than 5 rounds before the energy backwashes and deals 1d10 damage to you per spell level.  (0 level spells do 1 point of magefire damage.)  Creatures with an extra planer connection (such as some undead) struck by Magefire must make a Fort save (DC of the spell burnt) or be stunned for 1 round per spell level.  Stunned creatures can only take partial actions and have a -4 to effective armor class and attacks.

 

Table C2
d20

Deformity or 
Compulsion

Effect
1-2DyslexicThe character reads and writes backwards.  -4 to all skill checks involving written words, the character must pay 3 skill points for the speak language skill.
3-4Club foot/
lameness in leg
You have 1/2 base movement (round up).
5Eyes look like cat eyes.Your character has low light vision.  If your character already has low light vision due to race, the range is double.
6-7Hands are misshapenOne or more of your hands appear as deformed claws and do not function properly.  -4 to Climb, Craft, Disable Device, Escape Artist, Forgery, Open Locks, Perform (played instruments only), Pick Pockets, Swim, Use Magical Device, and Use Rope checks.
8-9HunchbackYou have a large growth on your back that impairs your posture.  -2 to Charisma
10Stench of DecayThe stench of decay is always present around you.  No amount of perfume can cover the smell.  Creatures tracking you with scent gain a +10 to their roll, -4 to Charisma skill checks.
11-12Six fingered hands
(or feet)
You were born with 6 fingers on one or more of your appendages.  (No evident effect but some cultures may shun you.)
13Pointed TeethYour teeth have grown long and pointed.  -2 to all charisma skill checks.
14-15Light SensitivityYour skin and eyes are overly sensitive to bright lights.  -2 to all attack and damage rolls, -2 to all skill checks while in bright light (such as sunlight).
16Fresh MeatYour constitution is such that you only derive nourishment from uncooked meat.  You must eat at least one pound of fresh meat a day or begin suffering the effects of starvation.
17CorruptionThe touch of some baneful deity is upon you.  When you cast spells, you wither all natural vegetation in a 1 foot radius per spell level of the spell being cast.
18Iron AllergyYour metabolism has developed a certain negative reaction to Iron ores.  Weapons and other items made of cold forged iron do 1d4 extra points of damage to you.  Even holding something made of cold iron in your hand will do 1d4 damage per round to you until the item is discarded.  Cold Iron weapons do their normal damage plus 1d4 for being forged of Cold Iron.
19Silver AllergyYour metabolism has developed a certain negative reaction to Silver.  Weapons and other items made of silver do 1d4 extra points of damage to you.  Even holding something made of silver in your hand will do 1d4 damage per round to you until the item is discarded.  Silver weapons do their normal damage plus 1d4 for being forged of silver.  Silver plated items and weapons only do 1 point of damage instead of 1d4.
20UnholyThe dark gods have marked you as one of their chosen.  You take damage from holy water.  -4 to your Charisma.  Undead tend to ignore you and animals shun you.

 

Runeweaver Sorcerer Wizard