Mythic Curses

Mythic magic is generally seen as a boon to those that use it, but one of the great mythic tropes of magic is the dark and baneful curses that fall upon those who violate ancient tombs, transgress the will of the gods, or provoke the ire of mysterious witches and hermits and the nameless, forgotten powers they call master. Mythic curses can be inflicted by mythic bestow curse or mythic major curse (for major curse or spellblights) and cannot be removed by non-mythic effects except for miracle or wish (or limited wish, for non-major mythic curses or spellblights).

Anoris Curse

Type curse, spellblight [major]; Save Fortitude DC 16 or as major spellblight
Frequency immediate and 1/day; see text

The anoris curse causes the flesh of the victim’s mouth to knit together and seal itself shut. The victim can breathe through its nostrils or similar orifices but cannot speak or use a bite attack. The victim is unable to eat or drink unless a system of drip tubes is devised and used to deliver liquefied nutrition, requiring successful DC 20 Craft (metalworking) and Knowledge (engineering) checks to create the system and one hour of care and a successful DC 20 Heal check once per day to deliver the nutrition.

The anoris curse can be ameliorated by slicing open the flesh of the victim’s face, dealing 1d6 points of damage, 1 point of bleed damage, and 2 points of Charisma damage, though unless a regenerate spell is applied the victim’s oral tissues remain ragged and malformed, causing a 50% chance of spell failure on spells with a verbal component and reducing the save DC of language- dependent effects used by the victim by 4. If the Charisma damage and bleed damage dealt by this spell are cured, this spell failure chance is reduced to 20% and the reduction in save DC for language-dependent effects is reduced to 2. This remedy is only temporary, however, as if the curse is not removed the victim must succeed at a Fortitude save each day with the same DC as the effect that caused the curse or its mouth will seal itself shut again.

In non-mythic creatures, the anoris curse is more severe, causing not only the target’s flesh but the bones (including chitin and similar exoskeletons) of its jaws and face to knit together. Cutting open the victim’s mouth is of no help to a non-mythic creature.

The anoris curse has no effect against creatures without flesh (or bones, for non-mythic creatures).

Cruciatic Sympathy

Type curse; Save Will DC 17
Frequency immediate

Cruciatic sympathy causes the target to feel the pain and suffering it inflicts on others. Whenever the accursed deals damage to a living creature, it takes 1d6 points of nonlethal damage, and as long as the victim has this nonlethal damage it is fatigued with pain. If the victim confirms a critical hit on an adjacent creature, this damage is multiplied by the attack’s critical multiplier and the target becomes sickened with pain for 1 minute as well. If the victim deals damage to multiple creatures with the same attack or effect, it takes 1d6 points of nonlethal damage + 1 point per creature after the first. If the victim deals bleed damage or other continuing damage to another creature, the victim takes 1d6 points of nonlethal damage for the initial attack, + 1 point per round after the first that the target continues taking damage.

In addition to the above, if the victim successfully affects another creature with a fear or pain effect, the victim must succeed at a Will save against the effect’s DC or be affected by the same effect for as long as the creature it affected remains afraid or in pain. If the fear or pain effect successfully affected multiple creatures, the victim must succeed on a number of saves equal to the number of creatures affected. If any save fails, the victim is affected, and the duration is increased by 1 round for each additional failed save.

Polypollex Curse

Type curse, spellblight [major]; Save DC 18 Fortitude or DC 18 Reflex (see text) or as major spellblight
Frequency immediate

The polypollex curse causes all of the victim’s digits to become thumbs. This radically decreases the victim’s manual dexterity when using its hands, resulting in a ─10 penalty on Climb, Craft, Disable Device, Linguistics (when used to create forgeries), Perform (keyboard, string, wind), Profession (GM’s discretion), and Sleight of Hand checks. The victim also takes a ─10 penalty to its CMD against disarm checks and a ─5 penalty on its CMB when making disarm, drag, grapple, or steal combat maneuvers. It is very difficult for the target to maintain its grip on objects, and if it does not spend a move action each round securing its grip it must succeed at a DC 18 Reflex save or drop an item it is holding. Any action it takes to draw or retrieve an item (including weapons, ammunition, and material or focus components for spells) takes longer, increasing its action type by one step as follows: free, swift (or immediate), move, standard, full-round. If the target is a spellcaster, it has a 50% chance of spell failure when casting any spell with a somatic component. The polypollex curse is considered a polymorph effect and can be negated with break enchantment, limited wish, miracle, or wish.

If the victim uses a polymorph effect to assume a different shape, the effects of the polypollex curse are suppressed for the duration of that effect.

Regressive Rejuvenation

Type curse [major]; Save Fortitude DC 17
Frequency immediate and 1/day

The victim begins to age in reverse at an accelerated rate. The immediate effect functions as lesser age resistanceUM, but the victim does not retain age-related bonuses to Intelligence, Wisdom, or Charisma. In addition to this initial effect, with each failed save the victim grows 1d6 years younger and takes 1 point of Intelligence, Wisdom, or Charisma drain (determine randomly).

If the reduction in its age causes it to move to a lower age category, it loses both the physical ability score penalties and the mental ability score bonuses that applied to its former age.

If the victim’s age is reduced below the standard adult age for a creature of its type, it gains the young simple template.

If the curse is removed, the victim begins rapidly aging back to its former age, aging 2d6 years and taking 1 point of Strength, Dexterity, and Constitution damage per round. When it finally reaches its former age, the victim must succeed on a DC 17 Fortitude save or die from the traumatic shock of its sudden aging.

Sectum Sanguinum

Type spellblight [major]; Save as major spellblight
Frequency immediate

This spellblight functions similarly to skinscription (see below), but when a spellcaster with this spellblight casts a spell its description does not begin glowing; instead, it starts bleeding. This deals bleed damage equal to 1 plus one-half the spell’s level, for a maximum number of rounds equal to the spell’s level. This bleed damage does not interfere with the casting of the spell that triggers the bleeding, but it is considered continuous damage for the purpose of requiring concentration checks when casting other spells. The bleeding letters revealed by this spell are visible on the surface of any armor or clothing worn and are visible in bright or normal light, and are not hidden by magical glamers. Thus, the bleeding runes clearly revealing the location of an invisible creature. The bloody letters are not visible in dim light or darkness, except to creatures with darkvision or blindsight.

Creatures able to see the bleeding runes form can identify the spell being cast, as described for skinscription. The blood dries and flakes away 1 round after bleeding stops.


Type spellblight; Save as minor spellblight
Frequency immediate

Each time a spellcaster with this spellblight prepares a spell, or meditates to recover spells if a spontaneous caster, a detailed description of each magical spell she is able to cast that day is inscribed on her skin like a tattoo. This does not apply to spells cast by other creatures or spell effects created by magic items.

When the spell is being cast, that spell’s inscription begins to glow as brightly as a candle for 1 minute. Each time the caster casts another spell that affects herself, the skinscription runes for all spells she has cast that are still affecting her glow for 1 minute. This glow is visible even through clothing or armor, and in conditions of dim light or darkness (though not in areas of magical darkness) is sufficient to clearly reveal the caster’s location.

This glow results in a penalty to the caster’s Stealth checks equal to 1 plus the highest spell level the caster has used within the past minute. When the spellcaster casts a spell, creatures within 30 feet with line of sight to the spellcaster can attempt an immediate DC 20 Spellcraft check as a free action to identify one of the spells (determine randomly) that the spellcaster has cast upon herself. Creatures within 30 feet that can see the spellcaster can make an additional check each round as a swift action to continue identifying spells affecting the spellcaster.

If the spellcaster casts a mythic spell, the runes on her skin glow as bright as a daylight spell until the end of her next turn and as bright as a torch for a number of rounds equal to the spell’s level and for 1 minute thereafter. This glow clearly reveals the caster’s position as if she were shrouded in faerie fire. An erase spell does not cure this spellblight but does remove a number of spell descriptions equal to your caster level (maximum 10), such that casting those spells does not trigger the glow. If you expend one use of mythic power while casting an erase spell for this purpose, you add your mythic tier to the number of spell descriptions you remove.

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