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Maledictions (Warhammer Horror)

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A toute malédiction dans la vie d’une personne est associée une puissance de malédiction et des esprits de malédiction. Un esprit de malédiction ne travaille jamais seul mais en union voire en association. Ce qui explique la force de malédiction. L’esprit de malédiction est désigné personnellement par l’individu qui l’envoie pour une tâche précise: difficultés professionnelle, matrimoniale, financière, sanitaire et autres. The Witch Doctor specializes in casting curses and brewing hexes. Curses are described as afflictions that are applied directly to the soul through ritual. Hexes are defined as the spiritual power imbued into a potion, which can affect the soul. The two differ in their versatility and flexibility. Either way, they both will bestow a spell which afflicts the soul - both fauna and flora. The victim is only capable of acting as sneaky to their natural ability, someone naturally clumsy or large would not become a ninja. Physical cosmetic alterations will slowly wear off after the curse’s duration. Within two (2) IRL days after the curse has ended, the victim will return to normal.

Fauna: Curses inflicted by this spirit will cause victims to act mischievously or thievish, experience hallucinations and illusions, become unawareful, or gullible.The Movements are all the physical motions the body of the shaman does. This ranges from the posture, body gestures, to the dancing of the Witch Doctor. Every movement contributes to the ritual in luring the correct Spirit. Fauna: Curses inflicted by this spirit will cause victims to be overly optimistic, have false hope, or become deeply pessimistic. Flora: Curses inflicted by this spirit may cause flora and soil to become greedy for nutrients and resources. The malediction also certifies that there can be no trifling with or despising of God’s principles and announced purposes. High Priest Eli became the object of a specific malediction because of weakly allowing his sons to go unrebuked, even though they were “calling down evil upon God.” ( 1 Sam. 3:13) Jehovah told him the rule that “those honoring me I shall honor, and those despising me will be of little account [from the root form qa·lalʹ].” ( 1 Sam. 2:30) Just recompense for wrongdoing thus accompanies God’s malediction. This may be immediate, as in the case of the jeering delinquents upon whom Elisha called down evil in the name of Jehovah ( 2 Ki. 2:24), or it may be reserved for a later time, as when God informed King Josiah concerning the calamity due to come on Judah. ( 2 Ki. 22:19, 20) Jehovah warned the nation of Israel that violation of his laws would bring inescapable difficulties, saying: “All these maledictions will certainly come upon you and pursue you and overtake you until you have been annihilated, because you did not listen to the voice of Jehovah your God by keeping his commandments and his statutes that he commanded you.” ( Deut. 28:45) Although he foretold their desolation and exile in the plainest of terms, they refused to give heed and thus Jerusalem became “a malediction to all the nations of the earth.”— Jer. 26:6; 24:9; Deut. 29:27.

Potions may be poured onto other material so that they may carry the effects of the hex should that material enter the victim. For example, pouring a hex on bread. The piece of bread that the hex touched may deliver the malediction if a victim were to consume it. Another example could be combining it with a fine powder so that those who inhale it would be afflicted by the spell. Voulez-vous allez plus loin et de supprimer toute Malédiction Générationnelle de vous et votre famille?Flora: Curses inflicted by this spirit may cause flora to grow in a way that prevents other plants from getting enough sunlight, such as forming a vast overbearing canopy. Kulthark - Spirit of Metal, depicted as a hollow suit of armor that can shift shape into a variety of forms.

When a Witch Doctor fails a /roll 6, a variety of effects can hit both the target and the Witch Doctor. Due to their failure to attract certain types of spirits, an amalgamation of different kinds come together and produce oddities. These effects only last for two (2) IRL hours. Flora: Curses inflicted by this spirit will cause flora to become inept at competing for resources compared to their neighbours and less strategic when it comes to propagation of their seeds. (Seeds that might normally only drop in high winds may instead simply drop onto the floor and be unable to grow). Fauna: Curses inflicted by this spirit will cause victims to act overzealous in labour and self-sacrifice, perform absurd tasks, suffer from clumsiness, or have diminished manual labor abilities and skills. La force d’une malédiction est de d’influencer la victime mais aussi son entourage. Elle affecte son environnement, son appartement, sa femme s’il est marié, son enfant ou ses enfants, les personnes rencontrées et celles qui peuvent lui venir. This curse does not actually increase someone’s strength; do not RP it as such. It is simply an inability to control the level of force they exert on something.

Cosmic

Horror is no stranger to the dark worlds of Warhammer. Its very fabric is infested with the arcane, the strange and the downright terrifying. From the cold vastness of the 41st Millennium to the creeping evil at large in the Mortal Realms, this anthology of short stories explores the sinister side of Warhammer in a way it never has been before. Psychological torment, visceral horrors, harrowing tales of the supernatural and the nightmares buried within, this collection brings together a grim host of tales to chill the very blood... Fauna: Curses inflicted by this spirit will cause victims to have sensitivity to moonlight, to become obsessed with the moon, or experience excessive pining. It may also cause a person’s skin to become hypersensitive to sunlight and burn easily. For a ritual to be completed, there must be three (3) actions of the ritual and two (2) chants: in a total of at least five (5) emotes. The victim is still capable of telling friend from foe and would commit acts of vengeance against his/her own enemies, not the casters. Fauna: Curses inflicted by this spirit will cause victims to be inept in smithing, smelting, industry, and/or forging. Victims may also become obsessed with forging, though the fervour with which they smith leads to the detriment of the quality of products.

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