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afflictions

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
FeebleHealer (general/encounter); Minor Ritual (Weaver/adventure)Seer (general/encounter); Minor Ritual (Weaver/adventure)
StrongGuided 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)
SevereFlesh to Clay (Savant/adventure); Major Ritual (Weaver/adventure)Major Ritual (Weaver/adventure)
ChronicFleshcrafter (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.
afflictions.txt · Last modified: 2018/04/04 22:20 by gm_seb