Curse
Curses are special spells designed where you can make a Resist or Direct Effect spell have a special duration by embedding that spell inside of the curse. When you Curse someone or something, you get to define how long the curse will last by giving it a Condition to be met before the curse is lifted. This is done by giving up a portion of your own life force to bind the spell onto a target and circumvent the normal rules of Scrivening, changing the narrative of the target directly in a way that literally changes their Chapter of The Story.
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Conditions are like rules or a short checklist that must be completed to end the curse. Until the Condition is met, the spell effect within the curse is considered permanent. These cannot be too complicated and must be something that could eventually occur to the target. Conditions need to be "realistic" in terms of the setting of the Story as defined by the Narrator. You could have a Condition such as "Until night and day become one." as a valid Condition if eclipses occur in the Narrators campaign. However you probably couldn't say "Until the world blows up." or "Until your player gives me a soda." As those constitute requirements that either won't ever occur in the game, or refer to real world events. Conditions can be just about anything but are wholly subject to Narrator approval.
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This spell costs 2 Spirit to cast and requires the caster to expend some of their life force. For every 5 Spirit spent on the curse you incur 1 Wound. You must make all appropriate Wound checks the round after casting the curse.
Basic Casting
You quickly shift up to 1m in any direction. Shifting allows you to pass through solid objects. This increases your DEF by +3 this round.
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Casting Cost = 2 Spirit
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Mods
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Casting Cost = ? Spirit
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Mods
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Casting Cost = ? Spirit