======Afflictions======= * Afflictions are permanent negative effects. * Afflictions have a type: Body or Mind. * Afflictions have a potency: Feeble, Strong, Severe or Chronic. * Afflictions are normally gained via taking the CURSE call. =====Potency====== * The potency of an affliction roughly determines how easy or difficult it is to remove. * Afflictions of the body are generally easier to remove than afflictions of the mind. * The potency of an affliction does not determine the severity of its effect. * Some abilities may cause afflictions to be treated as greater or lesser than their original potency. * In such cases, these abilities can only shift the potency one rank higher or lower from their original potency. * It is impossible to make a chronic affliction more potent or a feeble affliction less potent. =====Curing Afflictions===== * The following abilities can be used to cure afflictions. * Abilities which can cure more potent afflictions can always be used to cure less potent afflictions.\\ * Sometimes, as in the case of Weavers or Paladins, the nature of the plane or the purview of the Muse must be something appropriate to the situation at hand. ^ ^ Body ^ Mind^ |Feeble|**Healer** (general/encounter); **Minor Ritual** (Weaver/adventure)|**Seer** (general/encounter); **Minor Ritual** (Weaver/adventure) | |Strong|**Guided Mutation** (Savant/adventure); **Healer** (general/downtime); **Sage** (general/encounter); **Purify the Mortal Form** (Perfection Weaver/encounter); **Moderate Ritual** (Weaver/adventure); **Embrace** (Paladin/Adventure)|**Moderate Ritual** (Weaver/adventure); **Purify the Mortal Form** (Perfection Weaver/encounter); **Embrace** (Paladin/adventure) | |Severe|**Flesh to Clay** (Savant/adventure); **Major Ritual** (Weaver/adventure)|**Major Ritual** (Weaver/adventure) | |Chronic|**Fleshcrafter** (Savant/adventure); **Anointment** (Forest Touched/adventure) |**Mind Turned Upon Itself** (Conflict Weaver/self/encounter); **Anointment** (Forest Touched/adventure)| =====Managing Afflictions===== The following abilities do not cure afflictions, per se, but can be used to manage them. * **Moment of Joy** (wheel Paladin/encounter): target can ignore negative effects of any affliction for the rest of the encounter. * **Benediction** (Savant/adventure): induces a mutation that may compensate for a severe affliction of the body for the rest of the adventure, but will fade afterwards. * **Take up Another's Burden** (connection Weaver/encounter): shifts any affliction from the target onto the Connection Weaver, instead. * **Life Unending** (Forest Touched/permanent): all afflictions of the body which affect this character are treated as one potency lower. * **Pierce The Veil** (Forest Touched/permanent): all afflictions of the mind which affect this character are treated as one potency lower.