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Maledictions (Warhammer Horror)

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Une autre raison pour laquelle les gens acceptent les malédictions est parce que vous croyez que vous les méritez. Si vous vous sentez coupable de quelque chose, vous croyez que vous avez fait quelque chose de mal, et les gens qui font du tort méritent d'être punis correctement? Dans ce cas, si vous reconnaissez ce que vous vous sentez mal et trouvez un moyen d'abandonner la culpabilité, la malédiction va s'inverser. Fauna: Curses inflicted by this spirit will cause victims to be inept at seafaring or water activities - such as fishing or swimming, and/or have nausea. It may also cause marine life to act outside their normal instincts and behaviors. Can also induce hydrophobia.

The victim must be present at the ritual for a direct curse, being able to OOCly see your actions as you conduct the ritual before you finish. Witch Doctors may also create new limbs, eyes, ears, tongues, and most external body parts from things they may have lying around. Only substances that are considered organic will work, such as meat from animals, plants, etc.. The Witch Doctor must perform the normal Akezo ritual for this. These grisly creations must conform to “normal” anatomy; an arm needs bones, tendons, and nails, and eyes need smooth surfaces, for example. Once the creation is attached, it can only operate at a bare minimum level. They have no fine motor functions, and the user will find them clumsy and awkward to control. Spells are attached to the soul of a victim; therefore, magic that can affect the soul will relieve the victim of the spell. As the Spirit’s power is bound to the soul and alters it, the malediction can leave behind physical effects on the victim if the spell does such. Maledictions are able to be achieved by using the Immortal Spirits and the Elemental Spirits. Many lesser spirits may be attracted to the ritual and grant their gifts should they be appeased. The practice of a ritual and chaotic call for aid invites all Spirits to aid, allowing plenty of spells to take place within the domain of the Spirit that delivers it.Flora: Curses inflicted by this spirit will cause flora and soil to form dangerous terrain, develop thorns, or aggressively spread to obtain more resources and nutrients than their neighbours. 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.

This would essentially bestow the Elf curse upon other races and intensify it for Elves while active. Fauna: Curses inflicted by this spirit will cause victims to have vision comparable to that of what one would see at dawn or dusk, find themselves only active at dawn and dusk, or become obsessed and highly excitable during these times.

Fauna: Curses inflicted by this spirit will cause victims to have lingering feelings of cold, numbness, e.g. as though someone had walked over their grave. It may also bring about a preoccupation with/delusions about/obsession over death. Les esprits de malédiction dépouillent un individu de tout ce qui peut constituer dans sa vie un confort ou un élément de confort. Ils lui volent ses biens pour leur transférer dans la vie d’autres personnes. Les malédictions sont principalement des souhaits de maladie, d'échec et des pensées négatives, de sorte que celui qui pense qu’une malédiction n'a pas de pouvoir sur lui peut être en quelque sorte se débarrasser d’elle.

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