Nightmare Curse
Nightmare Curse
Potency: 30
Curse Intensity: 1d6 + Ritual Caster Rank, See Curses
Components: Ground onyx mixed with the breath of a sleeping creature.
Focus: An hourglass with sand mixed with blood.
Cost: 2 Karma, 5 Resolve Burn
Prep Time: 1 hour
Cast Time: 1 phase
Description: The Nightmare Curse brings horrific visions and dreams to the victims, which in extreme circumstances haunt their waking life.
Victim Considerations: If the blood in the hourglass is the victim's, increase the potency by 4.
Target: One Living Creature
Effect: Any time the victim attempts to sleep it is plagued with horrible nightmares.
Minor Curse: (Intensity: 1-5, Duration: 3 Days): Sleep is not restful, and the target wakes Tired until the nightmares subside.
Lesser Curse: (Intensity: 6-10, Duration: 1 month): When attempting to sleep, the victim suffers a 50% chance of being woken by horrible nightmares. If this happens, the victim's rest is interrupted and it cannot attempt to rest again for at least one hour afterward. When the victim is finally able to get a full sleep, it wakes Tired.
Moderate Curse: (Intensity: 11-20, Duration: 1 year): As the Lesser effect and additionally the nightmares begin to impose on the victim's waking hours. The victim becomes Distracted as well as Tired.
Greater Curse: (Intensity: 21+, Duration: Permanent): As the Lesser effect and additionally the victim's sleeping and waking hours are consumed with horrific visions. The victim is driven Insane by the nightmares, and remains Distracted and Tired at all times. The victim is unable to sleep and will eventually perish from lack of sleep.
Breaking the Curse: Destroying the Hourglass causes the curse to end immediately.