Mariner's Curse
Mariner's Curse
Level 5 Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Curse
A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
0
saving_throw: Will
source: Player Core pg. 342
spell_type: Spell
target: 1 creature
tradition: ArcaneOccultPrimal
type: Spell
You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse.
Failure The target becomes sickened 1 and can’t reduce its sickened condition below 1 while the curse remains. The curse can be lifted by 4th-rank cleanse affliction or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1.
Critical Failure As failure, but the target becomes sickened 2.