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  "description": "This is a properly cursed document. Read this at your peril. It was crafted on 7/9/2011 when South Sudan gains independence and secedes from Sudan, but only posted on 8/9/2019, at midnight. Cursed be ye who reads the curse within, thee who read the day be double.\n\nInside this document lies a list and description of horrible magic known as curses. Curses are information hazards. To learn of a curse is to potentially become inflicted by such a curse.\n\nNot all curses can be engineered for one's own benefit. Learn a hex or curse at your own risk.\n\nThe Malevolents are sentient.\n\n[url=http://www.postybirb.com]Posted using PostyBirb[/url]",
  "description_bbcode_parsed": "<span style='word-wrap: break-word;'>This is a properly cursed document. Read this at your peril. It was crafted on 7/9/2011 when South Sudan gains independence and secedes from Sudan, but only posted on 8/9/2019, at midnight. Cursed be ye who reads the curse within, thee who read the day be double.<br /><br />Inside this document lies a list and description of horrible magic known as curses. Curses are information hazards. To learn of a curse is to potentially become inflicted by such a curse.<br /><br />Not all curses can be engineered for one&#039;s own benefit. Learn a hex or curse at your own risk.<br /><br />The Malevolents are sentient.<br /><br /><a href=\"http://www.postybirb.com\" rel=\"nofollow\">Posted using PostyBirb</a></span>",
  "writing": "Jinx\n\n-Petty or luck based curse. Can be long or short term.\n\nJinxes are commonly placed on objects and transfer the jinx property to whoever interacts with the object. A person who steps on a jinxed object will become jinxed; a person who possesses the object (or alternatively comes to possess the object in a certain way) becomes jinxed. Famous Jinx: Hope Diamond. Everyone who ever owned it had their lives ended gruesomely. \n\nHex\n\n-Short term but powerful curse. Magic over a short period of time. \n\nCurse\n\n-Longer term than hex. Magic over a long period of time.\n\nKarmic Surge\n\n-Use someone's karma (Must specify short term karma or long term karma) to inflict misfortune upon them.  Can also be used, sometimes accidently, to shower someone with great good fortune.\n\nUsing karmic surge often results in a chance that karmic surge will happen to you unless you purchase materials for and cast the Karmic Balance spell.\n\nMalevolent\n\n-Incredibly powerful curse, dangerous to place but very deadly to the victim. Can outright kill one person, or seal the fate of hundreds. This is the type of curse that a witch burning at the stake would cast upon her tormentors or upon the person responsible for her demise (legitimate burning or not). Powered by hatred and agony, enhanced by blood, death, fate and affliction magic.\n\n\tAn extremely powerful Fatebinder, Hexmaster or Deathspeaker specialization can cast a Malevolent through a person dying in some torturous way and consume that person's life energy to power the spell, for all intents and purposes forcing that person to cast the Malevolent even if they had no magical ability or knowledge of what was happening. This is a form of mind control and spell channeling. For instance, an accused witch is being burned at the stake with stones being thrown at her. The real witch, in fact a Deathspeaker, is hiding among the crowd. As the pyre burns and the poor girl thrashes against her bonds, the Deathspeaker uses the turbulent emotions in the girl, plus her agony and imminent death, to take control of the girl's body and force her to spit out hateful (or unintelligible) words that place a Malevolent (or lesser curse) on the intended target(s). Thus, an innocent is murdered, the actions of the crowd are `justified' in their mind as the girl turns out to have been a witch all along, the Deathspeaker is very well hidden in that society, and depending on the type of curse or the words spoken any future misfortune to that community will be blamed on the dead girl.\n\n\tMalevolents are very difficult to break. They often require specific objects, people (or corpses) relevant to the placing of the curse, and certain actions to be taken. The strength of a Malevolent is not directly tied to the difficulty of breaking it. If the caster of a Malevolent fucks up the ritual to cast it, then breaking it is easier. The effect of the Malevolent is still the same, and can also have unintended side effects. If the caster of a Malevolent happens to conduct the casting ritual under very specific conditions that they were not aware of (For instance, a witch in a basement is casting the spell while the inhabitants above are slaughtered in their own beds by bandits) then the actions needed to break the Malevolent are much harder to conduct. \n\n\tThe most powerful Malevolent in existence is said to be impossible to break and impossible to reproduce. Nobody knows the caster; it was said to have been cast by Morrigan herself. It was cast under a lunar eclipse and the final words were spoken just as a red comet passed between the planet and the moon. It created The Weeping Lady; the embodiment of misfortune and agony. Someone who truly pissed Morrigan off. Cursed forever to die every day in excruciating ways, only to wake up the next day. The exact method of her death is never certain but usually involves purposeful killing rather than random acts of nature. Travelers who approach too close to where The Weeping Lady has wandered are roped into the curse temporarily - they will play some part, usually a major role, in what tortures The Weeping Lady will endure that day and will always be directly responsible for her death. The bad karma gained from this act of murder is true bad karma and cannot be avoided. Fear of The Weeping Lady has resulted in massive returns to Morrigan (even if she was not the caster of the curse) - every sane person hopes to never get near or have that kind of curse be laid upon them.\n\n\tThere are two other tales associated with The Weeping Lady. One is of how she managed to find her way to a large town; she roped the entire town into enacting many horrible acts of persecution as part of her curse, hunting and killing her in all sorts of ways, some `civilized' and others downright animalistic. Very quickly the inhabitants would, every morning, find her and slaughter her as quickly as they could just so they could have a normal rest of the day. Soon they could no longer tell if they were being forced to act as part of the curse or if today's execution was of their own creation. The local economy collapsed and inhabitants became murderous and insular. Eventually the whole town had to be razed and most of its inhabitants executed to stop their madness. Knights told tales of peasants howling like monsters as they were cut down and of obscene symbols painted in blood all over town. Others say demons walked the streets and whispered the most cruel ways to kill someone into eagerly listening ears. In the end the whole town was put down and burned, and The Weeping Lady wandered on. \n\n\tAnother tale speaks of the knowledge that The Weeping Lady holds; of her unique and powerful prophecies and oracles. That she knows how she will die every day and knows she cannot stop it. The tale says that anyone who can spend the day with her and not become involved in her death that day will, after spending the night sleeping next to her corpse, will be told a great prophecy and live the rest of their lives in happiness and plenty. Only one man has ever accomplished this; a Monk of the Weighted Scale, from an order of monks attuned to Karma and building up vast reserves of Good Karma. Through extreme mental calm and pacifism did the monk withstand the Malevolent's grasping reach, though he could not prevent The Weeping Lady from dying that day. They say her death that day was calm and peaceful, the happiest day she would ever know. The monk left her and found vast treasures and founded his own monastery of Monks of the Weighted Scale.\n\nUnbound: A malevolent that has been made Unbound can be transferred from one bearer to another.\n\nJINXES:\n\nFettered Step (If stepped on, the jinxed person has a set percent chance to trip or stumble with every move action; one time use, and the object breaks after being stepped on. Duration dependent on value of item. A twig jinx lasts a few rounds; a porcelain figurine lasts days),\n\n Luckless Coin (If the holder engages in any gambling, they'll end up losing all their money except for the jinxed coin; lasts only for four hours), \n\nSticky Fingers (Makes the touched object much more likely to be stolen; lasts a long time)\n\nFinder's Keepers (Jinxed object need not be touched, but it must be seen. Increases the chance the object's owner will lose it; the next person who finds it will covet it strongly), \n\nTiki idol (Object has a much increased chance of being believed it is relevant to the subject at hand. ``I promise you, this beer mug was the same one used by Taldarr the Wyrmslayer. It easily matches your six gold wager. Shall we play cards?)\n\nHEXES:\n\nSight Begone (Everything the subject sees will be blurred and foggy as though through beer goggles without the added sexy)\n\nFeeblegrip (Subject has a very hard time holding onto anything not strapped to him)\n\nTrue Intent (The subject has a very hard time masking his/her emotions)\n\nExpunge Vernacular (Subject's manner of speech becomes that of a peasant. An angry peasant. An angry drunk peasant who's father beat him and his wife's a ploughin' whore and what are all of you nobby-nobs lookin' at, you shit-filled swine covered in fancy clothes that can't hide the smell of your piss-filled undies?)\n\nConfidence (The subject thinks they are infallible. They become very overconfident and cocky and will ignore most dangers. ``I can jump through the flames and save those orphans  before I get burned, just you watch!'' ``My skill at arms is such that I can best all five of you! Then I'll take YOUR coin pouch, scoundrel!'' Borderline suicidal)\n\nHacking Gurgles (Subject's throat fills up with phlegm and blood and water for several rounds; chance to lose actions to do nothing but cough and hack)\n\nVanishing Hex (You become invisible to subject until you attack them; short duration)\n\nBend Ear (Subject is very likely to believe the next thing they are told; Penalty to insight. You'll still have a bit of trouble convincing the prison guard that you're really a dragon. Unless you are a dragon. Then just show him your claws and teeth. Why are you wasting time casting hexes if you're a dragon?)\n\nClumsy Escape (Subject is easily tracked up to the point that they stop to rest for an extended period of time. If combined with the Fettered Step jinx they make a huge mess of stuff they stumble past, piss off a lot of nearby people and are generally easy to catch. Subject must be actively trying to escape something, however, or the hex has no effect for its duration).\n\nWindless Wheezing (Subject is perpetually out of breath. Penalties on a lot of checks)\n\nWrack (Subject's nerves fire off in intense, crippling pain. They become Miles)\n\nCURSES:\n\nProphetic Dreams (Subject will have dreams every night filled with prophecies. They will think they mean something when in fact they are just gibberish. Any passing phrase or out-of-the-ordinary event that occurs to or near the subject has a chance of convincing the subject that a dream prophecy foretold it)\n\nShady Dealings (The subject is much more likely to become involved in, or subject to, underhanded and/or illegal trades and schemes. Objects he buys are more likely to have been stolen and fenced; Food and beverage establishments are more likely to spike their goods with ``Experience Enhancing Flavors,'' the kind that leave you waking up in a bathtub full of ice with stitches on your side and a note taped to your chest)\n\nLover's Rebuke (The subject is inexplicably unattractive to everyone. He smells bad. He looks fugly. He has no manners. Whether or not any of this is true, the subject will be repulsive to those he cares about.)\n\nOutcast (Subject is seen as untrustworthy. Someone who would cheat, lie and steal.)\n\nPig's Eye (Subject becomes lecherous and lewd)\n\nPlaguebringer (Subject becomes more susceptible to virulent diseases, but less likely to die from them. -3 to resist diseases but the disease takes three times as long to kill)\n\nKARMIC SURGES:\n\nKarmic Twist (A very recent act that generates good karma for the subject will have a sudden bad karma event. Example: giving a beggar a silver coin only to have another drunk beggar stumble out of the alley and vomit on you. Entirely context sensitive)\n\nSpiteful Imbalance (For a short time, good karma and bad karma for the subject is switched. A very nasty person could find a bag of silvers dropped at their feet; a soup kitchen worker gets a nasty burn wound; Mr. Burns is awarded a Nobel Peace Prize; Flanders is stoned to unconsciousness. May only be cast on someone once a year)\n\nKarmic Shield (Cast on self. Activated by the first person to attack you. The more bad karma the person has, you'll receive either a +1, +2, or +3 on defense rolls against them. May also be used to counter a karmic spell cast on you)\n\nKarmic Purge (The subject's good and bad karma are both wiped out. For the purposes of Karma, the subject has done nothing wrong or good in his life. Ever. This renders the subject immune to most Karmic spells and effects. May only be cast on any individual once in his/her life. If cast on an unwilling target, they are allowed a save)\n\nKarmic Resplendence (Subject must have good karma that vastly outweighs bad. For a short time, subject radiates an aura of goodness and positive emotions. Good things are much more likely to happen to that person or people that person cares about. Yea, turns out, your new sword is good quality, not just tempered balanced like the traveling merchant said. The local lord has decided to award you a noble title for saving all those orphans, especially considering how you were on fire too. May only be cast on a person once every five years)\n\nMALEVOLENTS:\n\nFate Foretold (Death, fate, prophecy) (The manner of the subject's death is foretold and it will not be pretty. If enhanced with Fate magic, the general circumstance of death can be ascribed. If enhanced with Death magic, the manner of demise will be particularly gruesome and horrific. The subject must hear the curse said to them and understand the language spoken. Spoken words must take the form of a prophecy.)\n\nUnending Torment (Fate, blood, prophecy) (The rest of the subject's waking life will be filled with misery, misfortune, rash judgments and hardship. The subject will become bitter over time and increasingly insular and brooding. If enhanced with Fate magic, this dark curse can be spread among a gathered mob. If enhanced with Fate magic and told in the form of a prophecy and includes iconic items, the malevolent becomes Unbound. If enhanced with Blood magic, the subject will also become more violent over time in addition to the other changes in personality.)\n\nWaking Terror (Death) (The subject begins to lose his/her grip on reality. Dreams are plagued with nightmares; subject begins to hallucinate in his waking moments on a weekly, then a daily basis. If enhanced with Death magic, the waking terrors will become so torturous that the subject's insanity will inflict him with chronic epilepsy that will eventually kill him)\n\nDoomwoven (Fate) (The subject becomes increasingly despondent and unresponsive to the woes of the world around him. He will come to hate the things he loved the most. If enhanced with Fate magic, the subject will eventually become so depressed that he will find a place to sit and will sit there until he dies of starvation.)\n\nCrimson Rage (Blood) (Violence is the answer. It is always the answer. If the problem can't be solved with violence, kill whoever said it can't be solved with violence and then solve the problem with more violence. If enhanced with Blood magic, the subject will grow stronger over time, require less food and less sleep until they are killed. The longer it takes to kill them, the stronger they become, until they never need to rest and are always hunting for the next kill. A mindless machine of wrath. If enhanced with potent magical items and ingredients, the malevolent can be made Unbound; whoever kills the Crimson Rager will be its next carrier.)\n\n",
  "writing_bbcode_parsed": "<span style='word-wrap: break-word;'>Jinx<br /><br />-Petty or luck based curse. Can be long or short term.<br /><br />Jinxes are commonly placed on objects and transfer the jinx property to whoever interacts with the object. A person who steps on a jinxed object will become jinxed; a person who possesses the object (or alternatively comes to possess the object in a certain way) becomes jinxed. Famous Jinx: Hope Diamond. Everyone who ever owned it had their lives ended gruesomely. <br /><br />Hex<br /><br />-Short term but powerful curse. Magic over a short period of time. <br /><br />Curse<br /><br />-Longer term than hex. Magic over a long period of time.<br /><br />Karmic Surge<br /><br />-Use someone&#039;s karma (Must specify short term karma or long term karma) to inflict misfortune upon them.&nbsp;&nbsp;Can also be used, sometimes accidently, to shower someone with great good fortune.<br /><br />Using karmic surge often results in a chance that karmic surge will happen to you unless you purchase materials for and cast the Karmic Balance spell.<br /><br />Malevolent<br /><br />-Incredibly powerful curse, dangerous to place but very deadly to the victim. Can outright kill one person, or seal the fate of hundreds. This is the type of curse that a witch burning at the stake would cast upon her tormentors or upon the person responsible for her demise (legitimate burning or not). Powered by hatred and agony, enhanced by blood, death, fate and affliction magic.<br /><br />\tAn extremely powerful Fatebinder, Hexmaster or Deathspeaker specialization can cast a Malevolent through a person dying in some torturous way and consume that person&#039;s life energy to power the spell, for all intents and purposes forcing that person to cast the Malevolent even if they had no magical ability or knowledge of what was happening. This is a form of mind control and spell channeling. For instance, an accused witch is being burned at the stake with stones being thrown at her. The real witch, in fact a Deathspeaker, is hiding among the crowd. As the pyre burns and the poor girl thrashes against her bonds, the Deathspeaker uses the turbulent emotions in the girl, plus her agony and imminent death, to take control of the girl&#039;s body and force her to spit out hateful (or unintelligible) words that place a Malevolent (or lesser curse) on the intended target(s). Thus, an innocent is murdered, the actions of the crowd are `justified&#039; in their mind as the girl turns out to have been a witch all along, the Deathspeaker is very well hidden in that society, and depending on the type of curse or the words spoken any future misfortune to that community will be blamed on the dead girl.<br /><br />\tMalevolents are very difficult to break. They often require specific objects, people (or corpses) relevant to the placing of the curse, and certain actions to be taken. The strength of a Malevolent is not directly tied to the difficulty of breaking it. If the caster of a Malevolent fucks up the ritual to cast it, then breaking it is easier. The effect of the Malevolent is still the same, and can also have unintended side effects. If the caster of a Malevolent happens to conduct the casting ritual under very specific conditions that they were not aware of (For instance, a witch in a basement is casting the spell while the inhabitants above are slaughtered in their own beds by bandits) then the actions needed to break the Malevolent are much harder to conduct. <br /><br />\tThe most powerful Malevolent in existence is said to be impossible to break and impossible to reproduce. Nobody knows the caster; it was said to have been cast by Morrigan herself. It was cast under a lunar eclipse and the final words were spoken just as a red comet passed between the planet and the moon. It created The Weeping Lady; the embodiment of misfortune and agony. Someone who truly pissed Morrigan off. Cursed forever to die every day in excruciating ways, only to wake up the next day. The exact method of her death is never certain but usually involves purposeful killing rather than random acts of nature. Travelers who approach too close to where The Weeping Lady has wandered are roped into the curse temporarily - they will play some part, usually a major role, in what tortures The Weeping Lady will endure that day and will always be directly responsible for her death. The bad karma gained from this act of murder is true bad karma and cannot be avoided. Fear of The Weeping Lady has resulted in massive returns to Morrigan (even if she was not the caster of the curse) - every sane person hopes to never get near or have that kind of curse be laid upon them.<br /><br />\tThere are two other tales associated with The Weeping Lady. One is of how she managed to find her way to a large town; she roped the entire town into enacting many horrible acts of persecution as part of her curse, hunting and killing her in all sorts of ways, some `civilized&#039; and others downright animalistic. Very quickly the inhabitants would, every morning, find her and slaughter her as quickly as they could just so they could have a normal rest of the day. Soon they could no longer tell if they were being forced to act as part of the curse or if today&#039;s execution was of their own creation. The local economy collapsed and inhabitants became murderous and insular. Eventually the whole town had to be razed and most of its inhabitants executed to stop their madness. Knights told tales of peasants howling like monsters as they were cut down and of obscene symbols painted in blood all over town. Others say demons walked the streets and whispered the most cruel ways to kill someone into eagerly listening ears. In the end the whole town was put down and burned, and The Weeping Lady wandered on. <br /><br />\tAnother tale speaks of the knowledge that The Weeping Lady holds; of her unique and powerful prophecies and oracles. That she knows how she will die every day and knows she cannot stop it. The tale says that anyone who can spend the day with her and not become involved in her death that day will, after spending the night sleeping next to her corpse, will be told a great prophecy and live the rest of their lives in happiness and plenty. Only one man has ever accomplished this; a Monk of the Weighted Scale, from an order of monks attuned to Karma and building up vast reserves of Good Karma. Through extreme mental calm and pacifism did the monk withstand the Malevolent&#039;s grasping reach, though he could not prevent The Weeping Lady from dying that day. They say her death that day was calm and peaceful, the happiest day she would ever know. The monk left her and found vast treasures and founded his own monastery of Monks of the Weighted Scale.<br /><br />Unbound: A malevolent that has been made Unbound can be transferred from one bearer to another.<br /><br />JINXES:<br /><br />Fettered Step (If stepped on, the jinxed person has a set percent chance to trip or stumble with every move action; one time use, and the object breaks after being stepped on. Duration dependent on value of item. A twig jinx lasts a few rounds; a porcelain figurine lasts days),<br /><br />&nbsp;Luckless Coin (If the holder engages in any gambling, they&#039;ll end up losing all their money except for the jinxed coin; lasts only for four hours), <br /><br />Sticky Fingers (Makes the touched object much more likely to be stolen; lasts a long time)<br /><br />Finder&#039;s Keepers (Jinxed object need not be touched, but it must be seen. Increases the chance the object&#039;s owner will lose it; the next person who finds it will covet it strongly), <br /><br />Tiki idol (Object has a much increased chance of being believed it is relevant to the subject at hand. ``I promise you, this beer mug was the same one used by Taldarr the Wyrmslayer. It easily matches your six gold wager. Shall we play cards?)<br /><br />HEXES:<br /><br />Sight Begone (Everything the subject sees will be blurred and foggy as though through beer goggles without the added sexy)<br /><br />Feeblegrip (Subject has a very hard time holding onto anything not strapped to him)<br /><br />True Intent (The subject has a very hard time masking his/her emotions)<br /><br />Expunge Vernacular (Subject&#039;s manner of speech becomes that of a peasant. An angry peasant. An angry drunk peasant who&#039;s father beat him and his wife&#039;s a ploughin&#039; whore and what are all of you nobby-nobs lookin&#039; at, you shit-filled swine covered in fancy clothes that can&#039;t hide the smell of your piss-filled undies?)<br /><br />Confidence (The subject thinks they are infallible. They become very overconfident and cocky and will ignore most dangers. ``I can jump through the flames and save those orphans&nbsp;&nbsp;before I get burned, just you watch!&#039;&#039; ``My skill at arms is such that I can best all five of you! Then I&#039;ll take YOUR coin pouch, scoundrel!&#039;&#039; Borderline suicidal)<br /><br />Hacking Gurgles (Subject&#039;s throat fills up with phlegm and blood and water for several rounds; chance to lose actions to do nothing but cough and hack)<br /><br />Vanishing Hex (You become invisible to subject until you attack them; short duration)<br /><br />Bend Ear (Subject is very likely to believe the next thing they are told; Penalty to insight. You&#039;ll still have a bit of trouble convincing the prison guard that you&#039;re really a dragon. Unless you are a dragon. Then just show him your claws and teeth. Why are you wasting time casting hexes if you&#039;re a dragon?)<br /><br />Clumsy Escape (Subject is easily tracked up to the point that they stop to rest for an extended period of time. If combined with the Fettered Step jinx they make a huge mess of stuff they stumble past, piss off a lot of nearby people and are generally easy to catch. Subject must be actively trying to escape something, however, or the hex has no effect for its duration).<br /><br />Windless Wheezing (Subject is perpetually out of breath. Penalties on a lot of checks)<br /><br />Wrack (Subject&#039;s nerves fire off in intense, crippling pain. They become Miles)<br /><br />CURSES:<br /><br />Prophetic Dreams (Subject will have dreams every night filled with prophecies. They will think they mean something when in fact they are just gibberish. Any passing phrase or out-of-the-ordinary event that occurs to or near the subject has a chance of convincing the subject that a dream prophecy foretold it)<br /><br />Shady Dealings (The subject is much more likely to become involved in, or subject to, underhanded and/or illegal trades and schemes. Objects he buys are more likely to have been stolen and fenced; Food and beverage establishments are more likely to spike their goods with ``Experience Enhancing Flavors,&#039;&#039; the kind that leave you waking up in a bathtub full of ice with stitches on your side and a note taped to your chest)<br /><br />Lover&#039;s Rebuke (The subject is inexplicably unattractive to everyone. He smells bad. He looks fugly. He has no manners. Whether or not any of this is true, the subject will be repulsive to those he cares about.)<br /><br />Outcast (Subject is seen as untrustworthy. Someone who would cheat, lie and steal.)<br /><br />Pig&#039;s Eye (Subject becomes lecherous and lewd)<br /><br />Plaguebringer (Subject becomes more susceptible to virulent diseases, but less likely to die from them. -3 to resist diseases but the disease takes three times as long to kill)<br /><br />KARMIC SURGES:<br /><br />Karmic Twist (A very recent act that generates good karma for the subject will have a sudden bad karma event. Example: giving a beggar a silver coin only to have another drunk beggar stumble out of the alley and vomit on you. Entirely context sensitive)<br /><br />Spiteful Imbalance (For a short time, good karma and bad karma for the subject is switched. A very nasty person could find a bag of silvers dropped at their feet; a soup kitchen worker gets a nasty burn wound; Mr. Burns is awarded a Nobel Peace Prize; Flanders is stoned to unconsciousness. May only be cast on someone once a year)<br /><br />Karmic Shield (Cast on self. Activated by the first person to attack you. The more bad karma the person has, you&#039;ll receive either a +1, +2, or +3 on defense rolls against them. May also be used to counter a karmic spell cast on you)<br /><br />Karmic Purge (The subject&#039;s good and bad karma are both wiped out. For the purposes of Karma, the subject has done nothing wrong or good in his life. Ever. This renders the subject immune to most Karmic spells and effects. May only be cast on any individual once in his/her life. If cast on an unwilling target, they are allowed a save)<br /><br />Karmic Resplendence (Subject must have good karma that vastly outweighs bad. For a short time, subject radiates an aura of goodness and positive emotions. Good things are much more likely to happen to that person or people that person cares about. Yea, turns out, your new sword is good quality, not just tempered balanced like the traveling merchant said. The local lord has decided to award you a noble title for saving all those orphans, especially considering how you were on fire too. May only be cast on a person once every five years)<br /><br />MALEVOLENTS:<br /><br />Fate Foretold (Death, fate, prophecy) (The manner of the subject&#039;s death is foretold and it will not be pretty. If enhanced with Fate magic, the general circumstance of death can be ascribed. If enhanced with Death magic, the manner of demise will be particularly gruesome and horrific. The subject must hear the curse said to them and understand the language spoken. Spoken words must take the form of a prophecy.)<br /><br />Unending Torment (Fate, blood, prophecy) (The rest of the subject&#039;s waking life will be filled with misery, misfortune, rash judgments and hardship. The subject will become bitter over time and increasingly insular and brooding. If enhanced with Fate magic, this dark curse can be spread among a gathered mob. If enhanced with Fate magic and told in the form of a prophecy and includes iconic items, the malevolent becomes Unbound. If enhanced with Blood magic, the subject will also become more violent over time in addition to the other changes in personality.)<br /><br />Waking Terror (Death) (The subject begins to lose his/her grip on reality. Dreams are plagued with nightmares; subject begins to hallucinate in his waking moments on a weekly, then a daily basis. If enhanced with Death magic, the waking terrors will become so torturous that the subject&#039;s insanity will inflict him with chronic epilepsy that will eventually kill him)<br /><br />Doomwoven (Fate) (The subject becomes increasingly despondent and unresponsive to the woes of the world around him. He will come to hate the things he loved the most. If enhanced with Fate magic, the subject will eventually become so depressed that he will find a place to sit and will sit there until he dies of starvation.)<br /><br />Crimson Rage (Blood) (Violence is the answer. It is always the answer. If the problem can&#039;t be solved with violence, kill whoever said it can&#039;t be solved with violence and then solve the problem with more violence. If enhanced with Blood magic, the subject will grow stronger over time, require less food and less sleep until they are killed. The longer it takes to kill them, the stronger they become, until they never need to rest and are always hunting for the next kill. A mindless machine of wrath. If enhanced with potent magical items and ingredients, the malevolent can be made Unbound; whoever kills the Crimson Rager will be its next carrier.)<br /><br /></span>",
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