All Red Curse content derived and adapted from Wizards of the Coast's AD&D 2nd Edition Supplement, "Red Steel".

The Legacies

Posted by EarthDragon on 16th July 2015.

As mentioned, the sole beneficial effect of the Red Curse is to grant a magical power, a Legacy, to nearly every intelligent living being that enters the cursed area.

These powers are much like wizard or priest spells, and draw on the same energies as a wizard's magic. The only PC race whose members do not gain Legacies automatically are Del’Romi.

Members of any PC race can choose to become an Inheritor (even Del'Romi), pursuing a life path that will grant them more Legacies. Life as an Inheritor is the only way in which a Del'Romi may acquire Legacies.

Inheritors: Multiple Legacies

Posted by EarthDragon on 16th July 2015.

For most people, gaining a single Legacy and acquiring cinnabryl for protection is the end of the process.

Inheritors, however, study the Legacies, and learn to channel more magical energy, gaining multiple Legacies.

An Inheritor's initial Legacy is gained in the same manner as that acquired by anyone else. As with most abilities, the extra Legacies are gained according to character level.

Inheritors acquire a second Legacy when they are initiated at 1st level. They use crimson essence to gain an additional Legacy every third level thereafter.

Just as a wizard must achieve 3rd level in order to cast 2nd-level spells, so must the Inheritor reach 3rd level before gaining another Legacy; it is a matter of learning to control the energies. As explained in the section on magical substances, crimson essence normally grants a Legacy only temporarily, but the Inheritor learns to focus the magic of the potion.

Whenever the Inheritor drinks crimson essence to gain a new Legacy (that is, for all Legacies beyond the initial one), that Legacy is fully enabled immediately. At the same time, the Inheritor loses the 1 point from the designated ability score.

This assumes that the character is wearing cinnabryl when crimson essence is consumed. If this is not the case, the character will go through the remainder of the Time of Loss, as well as the Time of Change, as normal. At the same time, however, the Inheritor will suffer from the effects of cinnabryl deprivation because of previously gained Legacies.

For Inheritors, wearing cinnabryl is a must, because the detrimental effects of the curse are cumulative for each Legacy. Note that when an Inheritor suffers cinnabryl deprivation, the loss of ability scores occurs simultaneously.

If the character has Legacies that cause a loss of different abilities, 1 point is lost from each abi lity each day . If the Inheritor has two Legacies that cause a loss from the same ability score, the character loses 2 points per day. Likewise, all physical changes occur concurrently.

However, during a recovery period, each physical transformation is considered separately; thus, one must be reversed before another can start. Similarly, the character recovers only 1 ability point per day (or three days), not 1 point per ability per day.

Therefore, a character who has lost 4 points from Intelligence, and 7 from Constitution, recovers either Intelligence or Constitution each day until all points are regained at the end of 11 days.

Because of their extreme sensitivity to cinnabryl deprivation, Inheritors are particularly careful to maintain their supplies of the metal. They have even developed special societies, the Inheritor Orders, to control the flow of cinnabryl.

When subsequent Legacies are gained, the Inheritor has some freedom of choice as to which are acquired. Each Legacy is related to certain others; for instance, the Burn Legacy is related to Chill Legacy.

The Inheritor can choose to roll a Legacy randomly, according to the region inhabited at the time, or can choose a related Legacy. For example, someone with the Burn Legacy could roll randomly, or could choose to gain the Chill Legacy.

The character can choose a Legacy related to any of those already possessed. Related Legacies are listed in Table below.

Using the Legacies

Posted by EarthDragon on 16th July 2015.

For the most part, the use of a Legacy is automatic; the character wills it to happen, and it does. The character never has to make an ability check to use the Legacy, nor is any expenditure of points required.

There are limits, however. A Legacy can be used only three times each day, and the exact effects, such as duration or damage, are often based on the character's level.

Note that the caster of a Legacy can end its effects before the duration expires, if desired. The character can activate up to one Legacy per round.

In regard to initiative, all Legacies are treated as if they were spells with a casting time of 1 standard action. It is not possible to quicken the use of a Legacy in any way.

Most Legacies cause no change in the user's body, but a few require temporary changes. For example, to use Amber Paralysis, the character need simply concentrate. But using Entangle requires that the user's hair or fingers grow and move to entangle an enemy.

The Afflicted suffer the physical effects of their Legacies all the time.

However, this does not enable them to use the ability all the time. For example, an Afflicted might grow wings as a result of acquiring the Fly Legacy. Most of the time, the wings would just get in the way and be a hindrance. Three times per day, however, the character could activate the Legacy and use the wings to Fly.

Likewise, a character with Entangle might always have tentacle-like fingers, but would be able to use them to Entangle only three times each day.

Most Legacies do not allow their victims a saving throw, because an attack roll or some other check is required on the part of the user.

If there is a saving throw against the effects of a Legacy, it is mentioned in the power's description.

Magic and the Legacies

Posted by EarthDragon on 16th July 2015.

For the most part, Legacies are treated exactly like spells.

The detect magic and dispel magic spells react with Legacies as if they were spells (refer to the page on Magic for details).

The remove curse spell has no special effect on individual Legacies.

Since Legacies are like spells, their effects and restrictions are quite similar. For instance, elves are 90% immune to the sleep spell, so they are 90% immune to the Sleep Legacy.

The descriptions below note occasions when Legacies are treated differently from spells. If there is no such note, it is safe to assume that the Legacy acts like similar spells.

Legacy Descriptions

Posted by EarthDragon on 9th August 2015.

Following are a list of the 80 Legacies and the details on each of them. The DM may add other Legacies of similar power to these from time to time, new Legacies are always revealing themselves and being discovered as they manifest themselves in others. Each Legacy gives its user some kind of an advantage. New Legacies will not closely duplicate existing ones, new Legacies will always provide unique advantages, but will generally be of a similar power level as existing Legacies.

Each description contains several components. First, the ability score affected with acquisition of the Legacy is noted (this is also abbreviated in the reference table below). Note that even if the character uses cinnabryl, 1 point is lost permanently. If the character does not use cinnabryl, or runs out, as many as 8 points can be lost (though all but 1 point can be regained later). If the ability score is listed as "Player's Choice," the player can choose a single ability to be affected by acquisition of the Legacy; this choice cannot be changed later.

Following the affected ability score is a description of the effects of the Legacy, including duration or damage, and area of effect and range. Most of these are based on the character's level. Hit Dice can be used in place of level, and a being is a lways considered to be at least 1st-level, even if it has only 1 hit point or 112 Hit Die. Remember that each Legacy can be used three times each day. In Legacy descriptions, "caster" is used to describe someone who has and uses a Legacy.

Finally, the Legacy's detriment is listed. In most cases, this is a physical transformation that occurs in a person who does not use cinnabryl. Some Legacies have more than one possible detrimental effect, and there are slight variations even in those with only a single effect. These changes may be .. somewhat creative, but they will make some amount of sense with the Legacy given. Keep in mind that a detriment does not grant use of the Legacy all the time. For instance, a person with the Breath Water Legacy, who grows gills as a result, can use them to breathe water only three times per day . The rest of the time, the physical change is simply an odd deformation (armored skin remains soft and pliable except when activated, spikes are malleable, tentacles have no strength, etc.).

Other than causing an individual to appear strange, the change should not cause too much of a hindrance, unless otherwise specified. For example, the Fly Legacy can cause its user to grow wings. Though these are somewhat clumsy and get in the way, they should not have any real game effect. There is one exception to this guideline: Since most of the changes are rather hideous, the DM is free to assess a Charisma penalty for someone who has changed.

Ability Score: Charisma

Description: The character produces acid from the hands or mouth (caster's choice, but once chosen, the source of the acid cannot be changed). The acid does no harm to the caster, but causes damage to an opponent if the caster makes a successful attack roll. The attack must take place within a number of rounds equal to the caster's level, or the acid becomes inactive.

The amount of damage is 1d4, plus 1 hit point per level of the caster. The acid affects plants and animal flesh only, whether that material is living or dead. It does not affect metal or stone. Thus, an attack that does not cause damage to an opponent might adversely affect that opponent's clothing.

Detriment: The character constantly secretes a brownish, slightly acidic liquid, from the hands, or drools it from the mouth. The secretion slowly dissolves any plant or animal material that it contacts (such as a cotton tabard or leather gloves). It also causes an inflammation where it touches the caster's flesh. Unless the use activates the Legacy, the acid is too weak for use as an attack.

Aid

Ability Score: Intelligence

Description: The caster can bestow a bonus of a number of hit points equal to his or her level. The bonus can be given to the caster, or to another character, and must be given by touch. It enables the recipient to have more hit points than his or her normal full total. The bonus hit points are lost first if the recipient takes damage, and cannot be regained with curative magic. They last up to a number of rounds equal to the caster's level.

Detriment: The character sprouts small, rounded lumps, about an inch in diameter, usually on the face and hands. The more hit points the character can bestow, the more bumps appear.

Ability Score: Strength

Description: With activation, the character sprouts an extra eye at each temple, and two in the back of the head. These last a number of rounds equal to the character's level. These eyes do not have sharp vision, but can detect movement and distance. Thus, they cannot be used to search or examine something, but could be used to detect an opponent. All-Around Vision helps a character notice backstabs, and allows the individual to apply any Dexterity bonus to rear Armor Class, assuming conditions allow movement.

The eyes' vision can be blocked in normal ways. If a character normally has infravision, so do the extra eyes. Other sight-related spells and Legacies can operate through the additional eyes.

Detriment: The character sprouts extra eyes, two at the temples, two in the back of the head, or all four. On occasion, eyes appear in other places, such as the chest, arms, and hands. All these eyes are useless, transmitting no sights to the caster. They tend to move about on their own, as if glancing around.

Ability Score: Dexterity

Description: The character can paralyze one individual for a number of rounds equal to twice the caster's level. The recipient must be within 10 yards of the caster. The target is allowed to make a saving throw against paralysis to avoid the effects, but the saving throw is penalized by -1 per each three levels of the caster (-1 for 1st-3rd level, -2 for 4th-6th, etc.). If the saving throw fails, the opponent is encased within a hard, red, amberlike shell about a quarter of an inch thick. The opponent's possessions are encased as well.

The victim is held completely immobile for the duration. All bodily functions cease, without harm to the victim. The shell cannot be penetrated by gas or liquid, and has AC 45 against attacks. But missiles from the magic missile spell or the Missile Legacy can penetrate the shell, and a disintegrate spell dissolves it-and probably the person inside as well. The Disintegrate Legacy can dissolve portions of the shell. Amber Paralysis can be used beneficially, to protect someone from physical attack, or to keep the recipient from bleeding or breathing poisonous gas. Successful attacks made on the paralyzed individual cause normal damage.

Detriment: The caster is encased in a paper-thin, slightly glistening, red shell. The shell provides no protection, and does not hinder movement or breathing. It does cover the caster's eyes, causing the world to appear red. It also covers the caster's mouth, so that a hole must be made for eating. The caster's voice is muff1ed when there is no hole, but sufficient air passes through the shell for the character to breathe. The caster's hearing is also impaired. Any holes made in the shell regenerate in a matter of minutes (typically 1d4 rounds).

Ability Score: Charisma

Description: The caster can assume the form of one living animal of approximately the same mass as him- or herself. This form can be that of a normal animal, a smaller form of a huge animal, or a larger form of a tiny animal. The animal can have any characteristics the caster wishes. For example, a caster might choose the form of a wolf with a ragged left ear, so he or she can be identified by companions. Alternately, the caster could choose the form of a 200-pound mouse with hands for spellcasting, or some other monstrous hybrid form, if desired.

Whatever form the caster chooses when the Legacy is first gained, that is the only shape available from then on. The caster gains the creature's mode of locomotion and breathing, but not any other abilities (attack, magic, special movement, etc.). The caster retains his or her personality and mentality, as well as any other abilities that can be used in the other form. When the Legacy is activated, the caster's equipment melds into the new shape. As long as the shape has a mouth, the caster can talk while in animal form. Other Legacies can be used while the caster is in animal form, but spells can be cast only if the form allows completion of the appropriate verbal and somatic components. The form change lasts two rounds per level of the caster.

Detriment: The character transforms into the form, completely or partially, and stays way as long as he or she remains one of the Afflicted.

Ability Score: Wisdom

Description: The caster can animate a single item for a number of rounds equal to the his or her level. The item can be composed of any non-magical material, and must weigh 10 pounds or less. It is not possible to animate only part of a larger object. To be animated, the item must be touched, and it must remain within 10 yards of the caster. Attempting to animate an object in someone's possession grants that person a saving throw (against spells) to prevent the Legacy's effect.

The item moves as appropriate - a rug slithers, a jar rolls, an arrow flies, a sword might balance on its pommel and strike , etc. Movement rate for the object is 15, and it can attack once per round. If the item is a weapon, it causes normal damage for its type, with no bonuses for Strength or magic. Other objects cause 1d6 damage. Animated objects have AC 20, and they take damage equal to twice the caster's level before being rendered immobile.

Detriment: The character suffers little physical change, only acquiring numerous nervous habits. He or she is in constant motion, rubbing hands together, brushing dust from clothing, etc. The character's hair (or fur) seems to constantly move of its own accord. In addition, small items nearby often animate without prompting - pebbles roll around, the character's belt slithers away, a friend 's dagger jumps from its sheath, objects fall from shelves, and so forth.

Ability Score: Wisdom

Description: For a number of rounds equal to his or her level, the caster gains partial immunity against all manner of non-magical hurled or projected missiles. Only attacks with an attack roll of a natural 20 can damage the caster during this time. Enchanted missiles and magical attacks are completely unaffected by this Legacy.

Detriment: The character grows some sort of body covering, which might resemble spikes, large scales, bark, rocks, wrinkled skin, writhing worms, or something else. This covering feels like normal f1esh and provides no special protection unless the Legacy is activated. It is fairly thick and makes it necessary for the character to have special clothing and armor made.

Ability Score: Charisma

Description: The caster can bestow a saving throw bonus against poison attacks, to him- or herself or another character. The bonus is +1 for each three levels of the caster (+1 at 1st or 2nd level, +2 at 3rd or 4th, etc.). To bestow it, the caster must touch the recipient. If the recipient has already made and failed a saving throw before being touched by the caster, he or she is allowed a second saving throw instead, but without the bonus.

Detriment: The character grows fangs or claws, or even a barbed tail. Though these cannot be used for an attack (or any other purpose), they must be used when the Legacy is activated. With activation, an Afflicted character actually injects an antitoxin into the body of the poisoned character, using fangs, claws, or tail.

Ability Score: Charisma

Description: When this Legacy is activated, the caster's skin changes, changing to a deep red, and sometimes acquiring a light covering of scales or some other form of armor. This covering does not inhibit the character in any way, or get in the way of any clothing or armor worn. The caster gains a bonus to his or her Armor Class, equal to +1 per three levels, to a maximum +5 bonus to AC. The Armour Legacy's effect is cumulative with normal and magical armor, including bracers, cloaks, and rings. It lasts for a number of rounds equal to the caster's level.

Detriment: An Afflicted character gains a thickened body covering of some kind. The covering appears to be scales, plates, bands, bark, stone, or almost any thing else. It provides no protection unless the Legacy is activated, and alters the character enough so that clothing and armor must be specially made.

Ability Score: Strength

Description: The character can throw a small flaming ball at a single opponent. It forms in the caster's hand and grows to one foot in diameter when thrown. The caster must make a successful attack roll to hit an opponent, and the ball has the range of a thrown dagger. Even if the Ball of Fire does not hit an opponent directly, it might set fire to the target's clothing or hair. Its magical flame will set fire to any flammable materials with which it comes into contact. Damage caused by the ball is 1d4 per three levels (1d4 at 1st-3rd level, 2d4 at 4th-6th level, etc.) to a maximum of 5d4.

Detriment: The skin of the character is red and hot to the touch. He or she sweats constantly and must drink twice as much water as a normal member of the same race. In addition, the character's clothing smolders, and paper occasionally bursts into flame when the character holds it. The irises of the character's eyes usually turn red.

Ability Score: Intelligence

Description: When this Legacy is activated, the character grows fangs and can bite for 1d8 hit points of damage. An attack roll must be made to determine success.

Detriment: The character's teeth grow large, and the mouth becomes misshapen. Some characters grow long fangs or even tusks. The character's bite causes standard damage for a normal member of the same race, unless the Legacy is activated.

Ability Score: Constitution

Description: The caster's surface coloring (and that of any possessions worn or held) changes to more closely match the surroundings. This makes the character 20% undetectable by sight, plus an additional 5% per level of the caster, to a maximum of 95%. The blending lasts for a number of rounds equal to the caster's level. If the character moves while using the Legacy, the blending continues, but the character receives a -10% penalty to the chance to remain hidden while moving.

Detriment: Some Afflicted with this Legacy automatically change to colors that contrast with their surroundings, making them stand out. The flesh of other Afflicted grows transparent, so that bones and sometimes internal organs become plainly visible. If a character's bones are all that do not turn transparent, they often turn some shade of red. This transparency in no way makes the character more difficult to see, unless the Legacy is activated.

Ability Score: Constitution

Description: For a number of rounds equal to twice the caster's level, the caster can breathe water as if it were air. The Legacy does not enable the character to swim, nor does it enhance vision in any way.

Detriment: The character often grows gills, usually on the neck, sometimes on the upper torso, or even in a crest on the top of the head. For some Afflicted, the change is the growth of breathing tube, either from the nose or the top of the head, with a fringe of gills around it. The gills serve no purpose - and are not even attached to the character's respiratory system - unless the Legacy is activated.

Ability Score: Strength

Description: The caster can release a flame to burn an enemy. The caster must make a successful attack roll to cause damage directly to an enemy, but even a miss might set fire to clothing or other flammable materials. A 1st-level character has no range for the power, and must touch the target to be burned. The caster's range increases by one foot per level after the first (one foot at 2nd level, two feet at 3rd level, etc.), to a maximum range of 10 feet. The flame sets fire to any flammable materials it touches.

The flame can issue from the character's mouth or from a hand. Point of origin is chosen when the Legacy is acquired and can never be cha nged. The amount of damage is 1d4 plus 1 hit point per level of the caster.

Detriment: The skin of the character is red and hot to the touch . He or she sweats constantly and must drink twice as much water as a normal member of the same race. In addition, the character releases small flames from his or her hands or mouth at random intervals. These flames set fire to anything flammable that they touch. Usually, the irises of such characters' eyes are red.

Ability Score: Constitution

Description: The caster can affect one opponent who has a number of Hit Dice lower than his or her own level. The target must be visible to the caster, and receives a Will saving throw to avoid the effect of the Legacy. If this saving throw fails, the object of the Charm believes the caster to be a trusted friend and ally to be heeded and protected. Any adjustment due to Wisdom applies to the saving throw. If the target receives damage from the caster's group in the same round that Charm is used, an additional +1 per hit point of damage received is added to the victim's saving throw. The Charm effect lasts for a number of rounds equal to twice the caster's level. During this time, the target will act in a friendly fashion toward the caster.

Note that Charm is effective on monsters as well as people. However, the caster gains no special communications ability.

Detriment: An Afflicted with this Legacy grins constantly. The individual's mouth is changed to bare the character's teeth in a wide, somewhat maniacal grin. This affects the character's speech, making it difficult to use the lips to make sounds. This makes the "f" and "v" sounds particu larly difficult to speak, and the sounds of "p" and "b" are almost impossible.

Ability Score: Constitution

Description: The caster can generate cold to affect an enemy. To cause damage, he or she must make a successful attack roll. A 1st-level character has no range for the power, and must touch the target to be affected. For each level after the first, the caster's range increases by one foot (one foot at 2nd level, two feet at 3rd level, etc.), to a maximum range of 10 feet.

The cold can issue from the character's mouth or from a hand. Point of origin is chosen when the Legacy is acquired and can never be changed. The amount of damage is 1d4 plus 1 hit point per level of the caster.

Detriment: The skin of the Afflicted is cold to the touch. He or she feels cold and shivers almost all the time. Small patches of frost form in the character's hair (or fur) and on exposed skin. The irises of the character's eyes turn white, and the skin, fur, or other body covering pales.

Ability Score: Dexterity

Description: This Legacy allows the caster to see from a different location. The location must be within a number of feet equal to twice the caster's level, and the effect lasts for a number of rounds equal to the caster's level. The character can see from any point within the given range, but gains no other special vision powers through the use of this Legacy.

A character of 5th level or greater can also hear from the chosen location.

Detriment: The Afflicted's eyes change; they might grow to very large proportions, or the character might grow eyestalks. Alternately, he or she might grow an extra eye in the center of the forehead. While this eye is completely useless, it sometimes moves of its own accord as if looking around. Occasionally, the character sees visions of real events occurring anywhere from 100 yards to several miles away. These visions are very brief and almost never grant any advantage. Instead, they tend to be disorienting.

Ability Score: Wisdom

Description: This Legacy gives the caster a 95% chance to climb for a number of rounds equal to the caster's level.

Detriment: In some cases, the Afflicted's hands and feet become sticky, so that debris and small items stick to them. The stickiness is not enough to aid the character in climbing or anything else, except when the Legacy is activated. In some Afflicted, the arms or fingers change into ropelike tentacles. These can be used like the character's normal extremities, but when the Legacy is activated, they can be flung to attach to a high point on a wall or other obstacle, allowing the character to climb it. Sometimes a character's limbs become spindly, like those of a spider, and an individual's fingers each acquire an extra joint. Short, bristly hair may sprout from the character's body.

Ability Score: Constitution

Description: Using this Legacy, the character can craft a small item, as though using a relevant crafting feat. The character must have the necessary feat (or gain it from the Proficiency Legacy). The needed materials are also required, and must be within 10 feet of the character when the Legacy is activated. If the materials are in the possession of another being, that individual can make a saving throw against spells to prevent them from being used.

The item's construction requires 1d4 rounds, during which time the materials form themselves into the final product. For example, if there is a sapling and some string nearby, and the character has the Craft Weapon feat, the caster can use the Legacy to make a bow. Similarly, if there is steel (or iron ore) nearby, and the character has the Craft Weapon feat, the character can make a sword.

Note that only a single item can be made, though arrows are usually made in a "batch" of twenty at a time. If two or more feats are necessary to construct the desired item, the character must know them all. The caster can make only small items, so could not use the Legacy to build a house, even if he or she had the appropriate skill and the correct materials were available. Similarly, the character could make a breastplate, or a chain mail shirt, with one use of the skill, but not a full suit of armor.

Detriment: The character's hands twitch nervously, as if always constructing something. When the Legacy is not activated, all the character's skills are penalized by -2. At random intervals, items handled or worn by the character fall apart: bowstrings break, swords fall apart, backpacks open, pottery cracks, etc.

Ability Score: Strength

Description: The caster can create water, wine, or milk with this Legacy. The type of liquid is determined each time the Legacy is activated, and the material appears anywhere desired, within 10 feet of the caster, but not within the body of a living being. If no container is prepared for the liquid, it falls. The liquid is normal in all ways, and is the same temperature as the surroundings. Its taste is average, neither very good nor very bad.

Detriment: Liquids (sweat, sour milk, and bad wine) ooze constantly from the pores of the character, who also drools almost constantly.

Ability Score: Strength

Description: The caster can cause a dancing red light to outline creatures or objects. Targets need not be seen by the caster, but must be within 30 feet. The number of items affected is one per three levels of the caster (one at 1st-3rd level, two at 4th-6th, etc.) assuming items or people are of approximately human size. Only half as many large creatures or items can be outlined, while only a portion of bigger targets can be outlined, until the caster reaches higher levels. Duration for the outline is a number of rounds equal to twice the caster's level.

Outlined objects are visible at 240 feet in the dark, 120 feet if the viewer is near a bright light source. Outlined creatures are easier to strike, so opponents gain a +2 bonus to attack rolls in darkness (including moonlit nights), and a +1 bonus in twilight or better.

The Crimson Fire can render otherwise invisible creatures visible, but cannot outline noncorporeal, ethereal, or gaseous creatures. The light produced is fairly dim, and has no effect on the vision of undead or dark-dwelling creatures, or on infravision.

Detriment: The character is constantly outlined in a glow, as described. In addition, the character's eyes glow red. This impairs the caster's distance vision, giving the character a -2 penalty to attack rolls with missile weapons. When the Legacy is activated, the glow is transferred to the targets, and the caster temporarily loses it.

Ability Score: Dexterity

Description: The caster can heal damage equal to 1 hit point, plus 1 hit point per caster level (2 hp at 1st level, 3 hp at 2nd, etc.), to a maximum of 16 hit points . Healing must be applied all at once, but can be applied to one or two recipients, plus the caster, if desired. Recipients must be touched by the caster. The hit points are split among them as the caster desires.

Detriment: In many cases, the Afflicted's hands become covered with a gauzy web, much like a bandage. On occasion, such as when the character touches anything, small pieces of webbing fall from the hands. This webbing neither helps nor hinders the character, though it reduces touch sensitivity in the fingers.

In other cases, the Afflicted constantly sweats and drools a milky liquid. It is a mild anesthetic, which causes the Afflicted to feel numb and tingly. The liquid has no healing effect, nor will it dispel pain.

Ability Score: Wisdom

Description: The caster can cause an object to explode. The object must weigh between one and five pounds, and must be within 30 feet of the caster. Only a complete object can be affected, not part of a larger object. The item is broken into tiny pieces, and these fragments cause 1d8 damage to anyone within 10 feet of the explosion . This Legacy cannot affect magical, living, or animated items. If the object is being held by someone, that individual can make a Reflex saving throw to avoid destruction.

Detriment: At random intervals, small items (as detailed above) within five feet of the Afflicted explode. This includes clothing and mundane items, as well as any objects handled by the character, but seldom weapons. These explosions are loud, but cause no damage to people nearby.

Ability Score: Wisdom

Description: The caster's Dexterity becomes 18 for a number of rounds equal to his or her level. If the character's Dexterity is already 18 or more, the caster receives a +2 bonus to Dexterity (to a maximum Dexterity of 25) for the duration of the Legacy's activation.

Detriment: The Afflicted typically grows two extra arms, or two or more extra fingers. His or her finger's usually gain an extra joint, and the fingers grow to twice their normal length. Or, instead, the character might grow an extra pair of legs. Except when the Legacy is activated, extra arms are useless and hang limply. On the other hand, if the Afflicted grows extra legs, they are necessary for locomotion, and inhibit the character's movement if damaged.

Ability Score: Intelligence

Description: The caster can excavate earth, sand, or mud. The amount excavated is 125 cubic feet (a five-foot cube), and the excavation requires one round. The caster must be within 10 feet of the material to be moved. The material is thrown from the hole and scattered more or less evenly. Any creature within a foot of the pit must make a successful Dexterity check (DC 18) or fall into the hole. Note that holes in mud or other loose material will quickly collapse.

Detriment: The character's hands usually acquire a shovel-like shape, which prevents fine manipulation of objects. In other cases, the Afflicted acquires large, thick claws, or even tusks. Unless the Legacy is activated, these new growths cannot be used for anything other than what the caster's normal teeth or hands could do.

Ability Score: Wisdom

Description: The caster can alter his or her form and appearance. Height can be altered by up to one foot, weight by as much as 50 pounds. The form acquired must be similar to the caster's own (bipedal, if the caster is bipedal, for example). Clothing and possessions do not change. A specific person cannot be imitated, but another species can be. Only the caster's form changes; he or she acquires no special abilities of any kind, nor are any native abilities lost. The Disguise lasts for three rounds per level of the caster.

The physical deformations caused by a Legacy can be temporarily eliminated (or imitated) by the use of the Disguise Legacy.

Detriment: The body of the Afflicted changes constantly: fur, hair, or scales grow and disappear, a tail might grow or disappear. The character's height changes by as much as an inch per minute, weight by as much as five pounds in a minute, and the character's facial features change at irregular intervals . The character's features and form stabilize only when the Legacy is activated. Note that these changes cause problems with the fit of most clothing and armor.

Ability Score: Constitution

Description: The caster can cause up to one cubic foot of nonliving solid material to crumble into dust. The material to be affected must be touched, which might require an attack roll. The exact material affected is determined by the caster, but must all be connected (so a piece of a wall could be affected, or several feet of a rope). Normal materials do not get a saving throw, but magical items and materials do.

Detriment: Items the Affiicted touches slowly crumble to dust. In addition, the character's hair and skin constantly crumbles and flakes.

Ability Score: Intelligence

Description: After this Legacy is activated, it remains in effect for up to a number of rounds equal to twice the caster's level. During this time, if the caster is hit by a physical object, he or she teleports a short distance (up to 10 feet), but the Legacy provides no more than one such displacement per activation. The displacement instantaneously moves the character away from the attack that caused it, eliminating any and all damage from that attack. The place where the character reappears is random, but is physically as safe as the caster's immediately previous location. (If the character displaces from a standing position on solid ground, he or she reappears standing on solid ground.) The character never reappears inside a solid object, or in the direct path of an already moving weapon.

Detriment: The character's hands or head sometimes displace to a position one or two feet from where they were previously. They do not disconnect from the body; instead, the neck or arm grows instantly to the new length and shape required. This happens at unpredictable intervals, and 2d4x10 rounds are required for the extremity to gradually return to its original position, as the neck or head returns to its original size and shape.

Ability Score: Dexterity

Description: With a red light that leaps from hand or eye, the caster can cause damage to any single undead being within 10 yards. An attack roll must be made to strike the undead creature with the beam, which is treated like a missile weapon in regard to Dexterity bonuses to attack rolls. Damage caused by the beam is ld4 per three levels of the caster (ld4 at 1st-3rd levels, 2d4 at 4th-6th, etc.).

Detriment: Non-living organic material (such as cloth, leather, or a quarterstaff) occasionally crumbles to dust when the character touches it. In addition, the character's hands or eyes often glow with a red light, and the Afflicted acquires a deathlike pallor.

Ability Score: Strength

Description: When this Legacy is activated, an illusory duplicate of the caster appears anywhere within 10 yards, as desired by the caster. The image can be actively controlled by the caster, or "programmed" to perform a specific series of actions. The Duplicate need not start or stay in the same room as the caster, but to avoid having the Duplicate walk through items or people, the caster may need to be able to see it (or have a very good memory of the location).

Detriment: All or part of the Afflicted's body is duplicated at all times. The character might appear to have an extra arm, head, or nose. Sometimes, an entire body duplicate appears and follows the Afflicted, or seems to perform acts that might be embarrassing for the character. All such manifestations are illusory.

Ability Score: Intelligence

Description: When this legacy is activated, the caster's arms, fingers or hair grow into tentacles. The precise method is chosen by the caster when the Legacy manifests, and can never be changed. Growth is five feet per three levels of the caster (five feet at 1st-3rd level, 10 feet at 4th-6th level, etc.) to a maximum length of 25 feet. The tentacles become mobile and are controlled by the caster for a number of rounds equal to twice his or her level. During this time, they can be used to retrieve or wield items from a distance, or to entangle a single opponent. For the duration of the Legacy's activation, the tentacles acquire Armour Class 20. Targets held by the tentacles can break free with a successful opposed Strength check, or if a friend inflicts 10 or more hit points of damage to the tentacles in a single strike with an edged weapon. None of the damage done to the tentacles during the Legacy's activation applies to the caster's hit point total.

Detriment: The Afflicted's hair is long and unruly, and often moves of its own accord, sometimes touching another person or picking up small items. If the hair is cut, it grows back to its original length (as determined by the character's level) at a rate of one foot per round. Alternately, the character's fingers or arms grow into long tentacles. Except when the Legacy is activated, the tentacles are no stronger than normal. Though they can be used to retrieve items from a distance (assuming they are light enough), they cannot be used to entangle, and any damage inflicted upon them comes from the Afflicted's normal hit point total.

Ability Score: Strength

Description: The character can see clearly even reading if so desired - for a distance of up to 100 yards per level of the caster (to a maximum distance of one mile), though not through obstacles. If the caster prefers, the Legacy can instead be used to examine something in minute detail, enabling the character to detect tiny seams, minute marks, even the impressions left from writing. Improved vision lasts for a number of rounds equal to twice the caster's level.

Detriment: The Afflicted's eyes change. They might grow to very large proportions, or the character might grow eyestalks. In addition the character has trouble seeing normally. Items within one inch of the character's eyes can be seen as clearly as normal, as can items at a distance of 20 yards or more. Anything else appears blurry. Unless the character has the Blind-Fight feat, he or she receives a penalty of -4 to all melee attack rolls.

Ability Score: Strength

Description: The caster can detect, and to an extent identify, magical emanations in anything he or she touches. The detection ability lasts for a number of rounds equal to the caster's level. Note that this Legacy is not adversely affected by vermeil and the Red Curse, like other forms of divination magic are (this is dealt with elsewhere in the rules on magic). By touching an object while the Legacy is activated, the caster can determine if that object is magical. If it is handled for a full round, the character has a 5% chance per caster level, to a maximum of 75%, of identifying some property of the object (a spell with which it is enchanted, the attack bonus it has, the approximate number of charges left, etc.). Only one such fact can be determined per round, at most; handling the object for longer might reveal another fact, or it might reveal the same one again. If a living being is touched while the Legacy is activated, the caster can tell if that individual is enchanted in some way (charmed, for instance), and whether or not the target possesses a Legacy. By examining a single person for at least a full round, the caster can determine a fact about the being, such as how many Legacies that individual has, whether he is being affected by a charm, or how advanced an Affliction the being has. The caster has a 5% per level, to a maximum of 75%, to determine such information. Note that the ability can only detect facts about the being which pertain to magical effects in place, or to do with Legacies and Affliction, it cannot be used to determine a mundane fact or knowledge that could not be gleaned by a simple divination into magical effects.

Detriment: Most Afflicted with this Legacy grow long, feathery antennae from their foreheads. Some develop a covering of fine cilia on their hands. The Afflicted can Feel Magic only by using their antennae or cilia. Otherwise, the growths are useless, though they sometimes move of their own accord.

Ability Score: Intelligence

Description: By using this Legacy, the caster can acquire the "To Hit" bonuses of a fighter of the same level, for a number of rounds equal to the caster's level. A caster who is already a fighter (and thus gets those bonuses) receives a further +2 bonus to attack rolls, for a number of rounds equal to twice his or her level. This bonus applies only to melee combat.

Detriment: The Afflicted with this Legacy is very temperamental, and angers easily. In addition, whenever the character handles a weapon, his or her hand acquires the form of that weapon with in 2d4 rounds. The form lasts for 2d4 hours before instantly reverting to its original form. An altered hand is normally no different from a normal hand in terms of damage it inflicts in an attack. But if the character activates the Fight Legacy while the hand is in altered form, it becomes a weapon capable of inflicting ld8 hit points of damage per hit, for the duration of the activation.

Ability Score: Dexterity

Description: This Legacy helps the caster locate a known or familiar object. If a sword is desired, for example, the Legacy guides the caster to the nearest one (possibly held by a companion). If a specific item is desired, it must have been seen by or carefully described to the caster. For a number of rounds equal to twice the caster's level, the Legacy indicates the direction to the object, but does not tell the character how to get to it, nor how far away it is, though the character is able to tell when the object is within one foot.

Detriment: The Afflicted often grows an extra eye in the ce nter of his or her forehead, sometimes on an eyestalk. This eye is completely useless, but sometimes moves of its own accord, as if looking around. Some Afflicted instead grow long, feathery antennae, which also seem to move on their own. An Afflicted with this Legacy sometimes acquires a forked tongue, in addition to the eyestalk or antennae. The tongue flicks in and out of the character's mouth rather often, affecting speech. In addition, the character constantly misplaces small, relatively unimportant items.

Ability Score: Dexterity

Description: With the use of this Legacy, the caster can slow the rate of a fall to a mere two feet per second (120 feet per round). This allows the character to fall as much as 1OO feet per three caster levels (100 feet at 1st-3rd level, 200 feet at 4th-6th, etc.), to a maximum of 500 feet, without taking damage from the fall. The character can instead use the Legacy to float upward, levitating slowly at a rate of 10 feet per round, for a number of rounds equal to his or her level. A single activation of the Legacy works to slow a fall, or to levitate upward, but not both.

Detriment: The character's body weight is reduced by half, while mass remains the same. The Afflicted sprouts feathers from various places on the body.

Fly

Ability Score: Wisdom

Description: For a number of rounds equal to twice his or her level, the caster can fly for a movement rate of 30 and average maneuverability. For a caster who can already fly, normal flight speed is increased by 15 feet, and maneuverability becomes good, but duration is only a number of rounds equal to the caster's level. Many, but not all, characters transform when this Legacy is activated. Most grow two or four wings (batlike, birdlike, dragonlike, insectlike, etc.), while some characters' arms transform into wings, and other characters' bodies flatten. The exact transformation, if any, is chosen by the caster when the Legacy is acquired, and can never be changed. Transformation takes place instantaneously. The character's clothing or armor does not automatically change to accommodate (unless made of red steel) . Expanding wings can break through armor or clothing, damaging it (requiring a round to do so), so most people who transform in this way wear special armor and clothing with holes for the wings.

Detriment: The Afflicted has permanent wings of some type, but they are useless except when the Legacy is activated. Some Afflicted have flattened bodies instead of wings, so they are only about two inches thick from front to back.

Fog

Ability Score: Constitution

Description: The caster can create enough fog to fill a cube that is 10 feet on each side. This fog can take any shape the caster desires, and it remains stationary, staying in existence for a number of rounds equal to the caster's level. It is thick enough to obscure vision, limiting visibility (both normal and low-light vision) to a range of two feet within the fog, and blocking vision through the fog entirely. A strong wind disperses the effect in a single round, while a moderate wind reduces the Legacy's duration by 50%. If this Legacy is used underwater, it clouds the water in the same area. Currents can disperse the effect before the duration of the spell expires.

Detriment: The Afflicted 's flesh becomes puffy and feels soft to the touch. This affects most of the character's body, so the face becomes misshapen, and the character looks as if he or she had gained quite a lot of weight. In addition, the character breathes out wisps of fog and "sweats" them from the pores.

Ability Score: Charisma

Description: By activating this legacy, the caster can expel poisonous, gaseous breath from his or her lungs. But the gas must be released within a number of rounds equal to the caster's level. or its damaging effects wear off. The gas is greenish-yellow and smells vile. It can be breathed to affect a single opponent within five feet of the caster, and requires an attack roll (including Dexterity adjustments, if any) to hit. The target takes 1d4 damage per three levels of the caster (1d4 at 1st-3rd level, 2d4 at 4th-6th, etc.) . It is not necessary for the victim to inhale the gas to suffer from its effects, because its poison seeps through the skin. Magical effects that work against poison can help the target, usually by granting a saving throw for half damage when there normally would be no saving throw allowed.

Detriment: The character has a foul body odor and breath. In addition, the Afflicted's flesh becomes puffy and discolored in some places, and the character breathes out wisps of yellowish fog and "sweats" them from the pores.

Ability Score: Constitution

Description: The character's body, and any possessions worn or carried, become gaseous when this Legacy is activated. The effects last for a number of rounds equal to the caster's level. While in this form the character has a flying movement rate of 10, and poor maneuverability. Winds - both magical and normal - can drive the character unwillingly before them, or can be used to increase the caster's speed. Also, the character can enter any space that is not airtight. While in this form, a person cannot be affected by most attacks, but is vulnerable to magical fire or electricity, which have normal effects. The Magic Missile spell and the Missile Legacy can also be used to attack a character using the Gaseous Form Legacy.

Detriment: The Afflicted's flesh becomes puffy and feels soft to the touch. This affects most of the character's body, so the face becomes misshapen, and the character appears to have gained a lot of weight. The flesh of some Afflicted becomes transparent as well. Also, the character breathes out wisps of fog and "sweats" them from the pores.

Ability Score: Charisma

Description: When the caster activates this Legacy, the size and weight of the character, or of any one other creature within the caster's sight, size large or smaller, is increased. The creature doubles in height, width, thickness, and weight (this means, of course, that body weight is no longer in correct proportion to body volume). Or, rather than doubling the measurements, the caster can choose a different (lesser) amount of enlargement, each time the Legacy is activated. Weight and all linear dimensions can change in the same proportion, or in different amounts. An unwilling recipient of the Legacy can make a saving throw against spells to avoid the effects entirely. The change lasts a number of rounds equal to twice the caster's level. Clothing and armor worn by the target do not change in size when the Legacy is used, so they are ripped apart. Clothing causes no damage to the target, but unless armor is specially constructed, it inflicts a number of hit points equal to the character's Armor Class (without Dexterity adjustments) minus 10 (note that magical adjustment bonuses docount toward damage dealt, only Dexterity or reaction-based bonuses are ignored, and bonuses which vary against specific targets (such as +2 against all but undead where +5 applies) use the lowest bonus to count toward damage). The character is able to move in the new form, but does not actually gain an increased Strength score, or any benefits of such an increase. If all the character's linear dimensions are doubled with the Legacy, the character's movement rate also doubles. Multiple applications of this Legacy cannot be used for cumulative effect, but can extend the duration of the change.

Detriment: Some portion of the Afflicted's body becomes permanently enlarged (not the whole body). Typical effects include one or more limbs becoming twice their normal size. The character might instead change in one dimension, becoming twice as wide, thick, or tall as normal, with all features appearing stretched in that dimension. On some other Afflicted, the facial features grow, so the character has big ears, eyes, lips, and nose. When the character uses the Legacy to affect him- or herself, the character's original dimensions (before acquiring the Legacy) are used to determine the size of the new form. There are no ability benefits granted by a detriment of (for example) having arms twice as long as normal, as the character's reach when the Legacy is not active would be unaffected due to the arms being longer, but not stronger, and making it hard to use them at any reach beyond what would have been normal for the character.

Ability Score: Dexterity

Description: When this Legacy is activated, the caster's eyes glow with a red fire. The character can affect any single target within 10 yards, assuming the target has an Intelligence of at least 5 and understands the language spoken by the caster. In addition, the victim can make a saving throw to avoid the effects of the spell. 1f the saving throw fails, and all the other conditions are correct, the target individual immediately falls into a trance. The victim can be kept in the trance, unmoving and unresponsive, for a number of rounds equal to the caster 's level. Alternately, the caster can choose to make a brief and reasonable-sounding request of the individual (as per the 3rd-level wizard spell, suggestion). In this case, the trance lasts only for the single round in which the request is made. The victim follows the suggested course of action for up to an hour, unless something happens to make the suggestion seem unreasonable. For example, an attack from the caster or the caster's companions makes a suggestion to protect them seem unreasonable, or the victim's friends might argue the hypnotized character out of performing a suggested action.

Detriment: The character's eyes glow a fiery red, and lights seem to whirl within them. People conversing with the Afflicted become distracted and lose track of the conversation quite easily.

Ability Score: Intelligence

Description: With this Legacy, the caster can leap great distances from a standing start. The distance possible is forward or straight upward 20 feet, plus one foot per level of the caster, to a maximum of 35 feet. The character can also leap backward 10 feet. Horizontal leaps forward or backward have only a slight arc - about two feet per 10 feet traveled. This Legacy does not ensure a safe landing.

Detriment: A character's leg muscles may grow to huge proportions. Some Afflicted suffer a greater change, their legs changing to look like a grasshopper's legs. There is no added Strength or other benefit from this change.

Ability Score: Dexterity

Description: This Legacy creates a reddish light that illuminates the surroundings in a radius of 20 feet. The Light springs from one of the character's hands, or from the forehead, the point of emanation chosen by the caster when the Legacy is acquired (and unchangeable thereafter). The effect lasts a number of rounds equal to twice the caster's level. While it is just bright enough to show details in the area, it is not enough to cause harm, or even temporary blindness.

Detriment: The character is constantly outlined in a reddish glow, and his or her eyes glow red. Consequently, the caster's distance vision is impaired, giving the character a -2 penalty to attack rolls with missile weapons. When the Legacy is activated, the glow dissipates, and the Light springs forth as described.

Ability Score: Player's Choice

Description: When activated, this Legacy enables the caster to re-roll a failed saving throw or ability check.

Detriment: The character is somewhat clumsy, and tends to drop things and stumble a lot (though the effect is not pronounced enough to affect the character's combat abilities). In addition, the Afflicted suffers the detriment for a randomly determined Legacy. When the Luck Legacy is acquired, another Legacy should be rolled for as well, and its detrimental effect applied (though the character does not gain its power).

Ability Score: Charisma

Description: This Legacy allows the caster to meld his or her body and possessions into stone, dirt, or wood. The caster becomes part of the surface of the material for up to two rounds per level of experience. Up to 100 pounds of possessions can meld with the caster. The material into which the character melds (typically a wall, floor, tree, or even a table or door) must be at least as large as the caster, in all three dimensions. Any damage done to the surface of the item is passed on to the caster. Melding into material requires a round, though exiting is instantaneous.

Detriment: The character's body tends to merge with any earth or wood being touched, if the character rests too long in a single spot. For example, the character's arm might sink into a table, feet into a path, and so forth. In addition, the Afflicted's body acquires the look of the material being touched, so a character leaning against a stone wall would find his or her flesh (and fur or scales, if applicable) taking on a stony appearance, or a character touching a tree would begin to gain a bark like covering. This lasts until the Afflicted touches another item into which he or she could meld.

Ability Score: Constitution

Description: The caster can release missiles of magical energy from the fingertips. Each Missile causes 1d6 damage, and the caster can release one Missile per every three levels of experience (one at 1st-3rd level, two at 4th-6th, etc.), to a maximum of five missiles per activation of the Legacy. For each Missile fired, an attack roll must be made (Dexterity adjustments apply). The missiles can be fired all at the same time, or one per round until used up. Similarly, they all can be shot at the same target, or at different targets, without penalty. Even inanimate objects can be the target of the Missile Legacy.

Detriment: Each of the Afflicted's fingers lengthens and acquires a tubelike shape. The missiles are generated in and fired from these tubes.

Ability Score: Constitution

Description: When this Legacy is activated, a horrifying, illusory visage takes the place of the caster's normal features. Anyone viewing the visage must make a successful saving throw against spells or f1ee in terror at maximum speed for a number of rounds equal to the caster's level. Undead are never affected by this spell, nor are creatures with an Intelligence below 2. The visage remains for a number of rounds equal to the caster's level.

Detriment: The Afflicted's visage becomes very ugly, but rather than generating horror in those who view it, it causes disgust and revulsion. Others might seek to avoid interaction with the Afflicted, though they will not flee in terror.

Ability Score: Intelligence

Description: The character can adjust the composition of his or her body, so it becomes possible to pass through solid matter, and for solid matter to pass through the caster. Any equipment worn is affected, but any single item carried in the hand remains solid, if the caster so desires when the Legacy is activated. Also, the character can walk along the ground without sinking into it, even while passing through a wall. Otherwise, all items pass through the character, who likewise passes through all solid material. Though the character is immune to solid weapons, he or she can still be affected by magical fire, cold, and electricity, as well as the magic missile spell and the Missile Legacy.

Detriment: The Afflicted's flesh becomes soft and puffy, distorting form and features. The character tends to sink into solid matter if he or she spends more than a moment in the same place, and any clothing of a weave coarser than silk tends to merge with his or her body. Extrication takes about a round, and can be rather painful, as if the character were pulling a bandage from a fresh wound.

Ability Score: Dexterity

Description: The caster can assume the form of an inanimate plant of approximately the same mass. The form can be that of any type of plant, and can have any characteristics the character wishes. For example, a caster might choose the form of a giant flower, or slender tree with only a few leaves. The caster has only one available form, chosen when the Legacy is acquired, and never changed. The caster retains his or her personality and mentality. The caster retains normal human senses (sight, hearing, smell, and touch). While in Plant Form, the caster cannot move, talk, or cast spells but could use psionics and Legacies, and can spy upon anything in the area. When the Legacy is activated, the caster's equipment melds into the new form. The change lasts three rounds per level of the caster.

Detriment: The Afflicted usually sprouts leaves, flowers, or other plant parts from his or her body. Some gain a grasslike covering. The character needs regular sunlight, and feels nauseous if out of the sun for too long (overnight is fine, overnight plus the following day makes the character feel really ill, a real bitch for dungeon crawlers).

Ability Score: Charisma

Description: The character can produce poison from fangs, sharp claws, or a stinger of some sort, which appear when the Legacy is activated (the method of delivery causes no damage other than that produced by the poison). A successful attack roll is necessary to deliver the poison. When the Legacy is activated, the poison must be used within a number of rounds equal to the caster's level, or it loses its potency and becomes inactive. The poison's effects vary with the caster's level. A caster of 1st-3rd level can generate poison that causes the victim to fall asleep in 1d4 rounds, and to remain that way for a number of rounds equal to the caster's level. A caster of 4th-6th level can produce either the sleep poison or another form that causes paralysis that starts within one round of delivery and lasts a number of rounds equal to the caster's level. A caster of 7th-9th level can produce sleep or paralysis poison, or a poison that causes damage of a number of hit points equal to twice the caster's level, applied immediately when the target is hit. A caster of 10th-12th level can produce sleep, paralysis, or damaging poison, or a combination of damage and paralysis, again taking effect instantaneously . A caster of 13th or greater level can generate any of the other poisons, or one that causes instant death. The victim of a poison attack can make a saving throw to lessen the duration of sleep or paralysis, to halve damage, or to avoid death. The poisons created by this Legacy are different from typical poisons in that they can cause injury or death, and only one save against the poison is made to resist it's effects. There is, however, a second save to avoid death if the victim fails a save against the poison itself, meaning that some creatures are unlikely to die from such a poison.

Detriment: The Afflicted grows fangs, claws, or a stinging tail, but these are useless except when the Legacy is activated. In addition, the character's flesh (or fur or scales) acquires ugly splotches of bright colors.

Ability Score: Player's Choice

Description: For a number of rounds equal to twice his or her level, the caster acquires the ability to use any one weapon proficiency, skill or feat (or a bonus of +5 to an existing skill score, or a bonus of +2 on attack rolls when using a weapon they are already proficient in). The proficiency gained is decided by the caster each time the Legacy is activated, and cannot be changed during activation. Any knowledge gained from use of the Legacy is forgotten by the caster when the duration expires, though anything written down could be preserved. Other character's have the normal chances to remember facts noted.

Detriment: The character acquires some type of minor physical deformity, such as large ears, warts, a nasty overbite, etc. All the Afflicted's existing skill scores are penalized by -2.

Ability Score: Wisdom

Description: The caster can produce physical missiles from his or her body, and shoot them at an opponent, The character's body changes when the Legacy is activated, sprouting quills, or developing a horn or blowhole through which rocklike projectiles are propelled, or a snout through which they are spit, or thick claws that are fired from the fingers. The form of the projectiles is chosen by the caster when the Legacy is acquired and can never be changed. The number of projectiles produced is equal to twice the caster's level, and each is fired separately, with its own attack roll. All can be fired in the same round, or at a rate of one per round until all are used. Multiple targets are possible, without penalty. The projectiles a e not considered magical.

Detriment: The character sprouts quills over much of the body, or a blowhole or horn forms, or the Afflicted's fingers lengthen and become tubelike. In some cases, the character's mouth and nose lengthen into a tubelike snout. When the Legacy is activated, projectiles are fired from whatever growth forms, but it is otherwise useless.

Ability Score: Constitution

Description: The character generates a glowing, transparent red shield from one hand. Its radius is one foot per three levels of the caster (one foot at 1st-3rd level, two feet at 4th-6th, etc.), to a maximum five-foot radius. The character can choose to produce a shield smaller than the largest possible, but the shield is always circular. The shield weighs nothing, but is solid, and is attached to the caster's hand (either one, determined each time the Legacy is activated). A shield with a one- or two-foot radius provides an AC bonus of +2. Larger shields can be used as cover by the caster and any allies, with the exact amount of cover depending on the situation.

Detriment: Shieldlike, round growths, about the size of bucklers, appear on the backs of the character's hands. These cannot be used for defense, because hitting them causes damage to the character. However, when the Legacy is activated, one of the shield growths (caster's choice) expands to the size called for by the Legacy and hardens. Some Afflicted gain a thickened body covering of some kind, such as scales, plates, or bark. While this provides no protection, it alters the character enough so that clothing and armor do not fit unless specially made.

Ability Score: Dexterity

Description: With this Legacy, the character can temporarily enchant a melee and missile weapon, giving it the properties of red steel for a number of rounds equal to the caster's level. If used on an item made of red steel (or an item already altered by this Legacy), the Legacy gives the item a +1 bonus to attack and damage rolls, per every three levels of the caster (+1 at 1st-3rd level, +2 at 4th-6th, etc.), to a maximum bonus of +5.

Detriment: The character acquires a silvery-red color over the whole body, and his or her eyes glow red. Smokepowder explosions affect the Afflicted as if the character were an Inheritor.

Ability Score: Intelligence

Description: Once activated, this Legacy can last a number of rounds equal to the caster's level. It allows the caster to reflect a single attack directed at him or her within that time. The attack can be a melee or missile attack, or any spell or Legacy that does not have an area of effect. If the character suffers several attacks while the Legacy is activated, only one can be reflected, and this immediately ends that activation of the Legacy. For example, a character attacked with two missiles from a Magic Missile spell could reflect only one, or a character attacked with sword and hammer could reflect only one. Note that an attack must hit the character to be reflected, but the caster takes no damage from the attack. The individual who originated the attack must make a saving throw against spells, or suffer damage from the ref1ected attack.

Detriment: Many Afflicted acquire a shiny, silvery body covering. Normal visual reflections can be seen in this coating. Other Aff1icted are affected as if they have the Armor Legacy.

Ability Score: Charisma

Description: With each activation of this Legacy, the caster regenerates a number of hit points equal to his or her level, at a rate of one hit point per round. The Legacy does not operate when the character has 0 or fewer hit points. But it can help the character regrow small body parts such as a nose or finger.

Detriment: The caster constantly sprouts small growths, and skin and other flesh flake away and are shed from these spots. Some Afflicted grow additional body parts, like an extra nose, ear, or finger, which eventually flake away and fall off.

Ability Score: Intelligence

Description: Metal weapons cannot hit the caster who activates this Legacy. The Legacy remains active for a number of rounds equal to the caster's level. During this time, any metal swung or hurled at the character veers away at the last moment. Metal worn by the character remains in place.

Detriment: An Afflicted with this Legacy cannot touch metal: small items skitter out of reach, and the character cannot force his or hand to touch larger items. The character cannot wear metal armor, or armor with metal components. Fast-moving metal, like a swinging sword, can still hit the character.

Ability Score: Strength

Description: For a number of rounds equal to twice his or her level, the caster gains superb senses of sight, hearing, smell, and touch. The character can note small details (such as a disguise or a hidden door) by sight, hear faint sounds, identify or track individuals by smell (as if with the Track feat), read by touch, identify the ingredients in a cooked meal or beverage, or tell precisely how much something weighs by lifting it. This Legacy can instead be used to counter effects that impair the senses, such as fog or deafness. When it is activated, the character treats such things as if they did not exist.

Detriment: The character's eyes, ears, and nose grow large and misshapen. Sometimes, the fingers grow as well, becoming elongated, and the Aff1icted's tongue might become very long.

Ability Score: Charisma

Description: The character can detach a hand or an eye from his or her body, and the part can then act on its own. For example, a detached eye left in a room can see whatever crosses in front of it, or roll around for a better view, while transmitting visual images to the caster. A detached hand can move on its own and even retrieve small items. The detached parts are controlled by the caster. The separation is bloodless and painless, and it lasts for a number of rounds equal to twice the character's level. At the end of that time, the part reappears where it belongs. Detached parts can be damaged normally, and are considered to have the same Armor Class as the caster (though the part can find cover more easily).

Detriment: At unpredictable intervals, the character's hands fall off or eyes pop out. As with the normal use of the Legacy, this separation is painless and bloodless, but the detached part ceases all function until reattached. Reattachment must occur within 10 rounds of when the part falls away, or the body part cannot be reattached, and the character suffers damage (1d4 for the loss of an eye, 1d8 for the loss of a hand). Sleeping characters wake when one of their body parts detaches.

Ability Score: Wisdom

Description: With activation of this Legacy, the caster becomes able to mould stones with bare hands. The hands become enchanted for a number of rounds equal to twice the caster's level. To the caster, stone feels like soft clay; it can be moulded and shifted, or even torn apart. To mould a cubic foot of stone requires one to four rounds, the exact time required depending upon the amount of precision desired. The caster can change general shape, tear out pieces, or create a hole in about one round, but shaping stone more artistically, such as to create a small, rough statue, requires closer to four rounds. Softer stone is easier to mold than very hard stone, so this affects the time required as well. Note that gems can be affected by this Legacy, but require about one round per cubic inch of material to be manipulated. The DM can choose the exact amount of time required, or simply roll 1d4. Of course, this also determines the amount of stone that can be affected. When the Legacy's duration expires, the stone remains in its new shape. The character can shape tools or weapons using this Legacy, or make a hole in a wall, or create a rough shape that can later be carved or otherwise refined into a work of art.

Detriment: The Afflicted gains a stonelike exterior covering, usually of a red, orange-red, or reddish-gray color. If the character normally has fur, this now sprouts from seeming cracks in the covering; the stony covering replaces scales or skin. Most of the character's hair falls out. This covering provides no special protection to the individual. In addition, it can be moulded rather easily. For example, the character's features can be changed, and the indentation from a weapon strike remains in place until the flesh is remoulded.

Ability Score: Strength

Description: The caster can release an electrical charge from a hand, choosing one or the other each time the Legacy is activated. A 1st-level character has no range for the power, and must touch the target to effect the discharge. Range increases by one foot per level after the first (one foot at 2nd level, two feet at 3rd level, etc.), to a maximum range of 10 feet. Hitting at a range requires an attack roll for success (Dexterity adjustments apply). If the target is wearing metal armor, that armor's protective value is not included in the target's AC, though magical bonuses still apply. Armor that is not primarily of metal, such as studded leather, leather, or padded armor, applies to the target's AC as normal. After the Legacy is activated, the charge must be released within a number of rounds equal to the caster's level, or it simply fades away. The amount of damage a charge causes is 1d4 plus 1 hit point per level of the caster. Note that the charge can be issued through a metal object held in the caster's hand, if so desired. If this is done, the object must touch the intended target. It will not extend the range of a bolt of electricity.

Detriment: The character is constantly affected with static electricity. Whenever the Afflicted touches another person or object, he or she receives a mild shock. If the character has fur or hair, it stands on end all the time. Clothing worn sticks together, and to the character. The character's skin is dry and flaky.

Ability Score: Wisdom

Description: By using this Legacy, the caster can acquire the attack modifier of a warrior of the same level, but applicable only to missile fire or other long-range combat (such as the Shock Legacy). A caster who is already a warrior receives a +2 bonus to attack rolls, for a number of rounds equal to twice his or her level. The new attack bonus lasts for a number of rounds equal to the caster's level.

Detriment: Afflicted with this Legacy are very temperamental, and anger easily. In addition, their arms and fingers grow in length, to perhaps twice normal length, as if stretched out of proportion by excessive throwing or firing of missiles. The lengthened extremities provide no particular advantage.

Ability Score: Charisma

Description: The caster can decrease his or her size and weight, or that of any creature that is size large or smaller, reducing the affected individual's height, width, thickness, and weight by half. Note that when a character is affected by this Legacy, body weight is no longer in the correct proportion to volume. A lesser amount of shrinkage can be caused as well, the exact amount being determined by the caster each time the Legacy is activated. Weight and all linear dimensions can change in the same proportion, or by different amounts. The change lasts a number of rounds equal to twice the caster's level. Unwilling targets of the Legacy can make a saving throw against spells to avoid the effects entirely. Clothing and armor worn by the target does not change in size when the Legacy is used, so the character shrinks out of clothing and armor without harm to self or to items worn. If the target's linear dimensions are affected in any amount by this Legacy, its movement rate is halved. The target's Strength and other abilities do not change. Multiple applications of this Legacy are cumulative in effect or in duration, but not both.

Detriment: Some part of the Afflicted's body shrinks. Typical effects include one or more limbs becoming half their normal size (though never just one leg). The character might instead change in one dimension, becoming half as wide, thick, or tall as normal , with all parts of the body appearing shrunk in that dimension (so if the character becomes half as wide, so do the caster's eyes). On some Afflicted, the facial features shrink, so the character's ears, eyes, lips, and nose become small. When the character uses the Legacy to affect him- or herself, the character's original dimensions (before acquiring the Legacy) are used to determine the size of the new form. Of course, other, more embarassing, changes may occur to some unfortunate individuals.

Ability Score: Constitution

Description: Each use of this Legacy enhances the caster's vision. For a number of rounds equal to twice the caster's level, the character can gain infravision, the ability to see normally underwater, the ability to see through normal or magical fog, or the abil ity to see invisible creatures and items. The exact effect is chosen by the caster each time the Legacy is activated, and cannot be changed during that activation. Note that the ability to see invisible beings does not allow the character to see ethereal forms that do not have a visible manifestation, nor to see creatures whose natural state is invisibility (like the invisible stalker, which is invisible not because of magic, but because it is made of air).

Detriment: The Afflicted's eyes usually change, perhaps growing to very large proportions, or the character might grow eyestalks. Alternately, the character might grow an extra eye in the center of the forehead, or in some other place. This eye is completely useless, but sometimes moves of its own accord as if looking around. If an extra eye is grown, it becomes active when the Legacy is activated, and the character's normal eyes stop functioning, for the duration of the Legacy.

Ability Score: Intelligence

Description: The caster can cause an aura of silence to encase one person, either the caster or another target. Any recipient other than the caster can make a saving throw against spells to completely avoid the effects of the Legacy. If the saving throw is successful, the Legacy's effect dissipates entirely. Otherwise, the effect lasts for a number of rounds equal to the caster's level if used on someone other than the caster, twice that duration if used on the caster. This Legacy is typically used for stealth purposes, so the recipient creates no noise while moving. It also prevents the recipient from vocalizing (and casting spells with verbal components).

Detriment: Most Afflicted with this Legacy become mute, losing their tongues. Some become deaf, losing their ears. Many acquire a particularly loud walk. Some have loud voices, but their feet become large and brushlike, creating only a whisper of sound when the character moves. In other Afflicted, the sounds the character creates fluctuate wildly in volume.

Ability Score: Charisma

Description: This Legacy can cause one living being within 10 yards of the caster to fall asleep for a number of rounds equal to twice the caster's level. The caster need not see the intended target, but must direct the effect to a general location. It then affects the being closest to that location, regardless of the number of Hit Dice. The victim is allowed a saving throw against spells to avoid the effects, however.

Detriment: The Afflicted always appears tired, with droopy features and eyelids. The character has trouble sleeping, but yawns incessantly, usually noisily.

Ability Score: Wisdom

Description: For a number of rounds equal to his or her level, the caster can move at twice normal speed. The caster gains a +2 initiative bonus while the Legacy is active, and gains twice normal movement rate and number of normal melee or missile attacks. Spellcasting speed is not increased, nor does the Legacy enable the character to use more special powers (spells, Legacies, psionics, etc.) than can normally be used in the same round.

Detriment: In most cases, the Afflicted gains additional legs, usually two. In some cases, the character's normal legs might change into a cluster of insectoid or other arthropod legs (like an ant, spider, or even a millipede). The character might also gain extra arms. These extra limbs grant no special abilities, except when the Legacy is activated. But any extra legs become necessary for locomotion.

Ability Score: Strength

Description: When this Legacy is activated, a flat, transparent, glowing red disk begins to orbit around the caster. The disk is about a foot in diameter, and moves very quickly, for a number of rounds equal to the caster's level. During this time, the shield interferes with the effects of all Legacies and spells directed at the caster, who receives a bonus to saving throws against spells. The bonus is +1 per three levels (+1 at 1st-3rd,+2 at 4th-6th, etc.) to a maximum +5 bonus. The effects for success and failure of the saving throw are normal.

Detriment: The character grows some sort of body covering, which might resemble spikes, large scales, bark, rocks, wrinkled skin, writhing worms, or suchlike. This covering feels like normal flesh and provides no special protection. It is fairly thick, but appears only in scattered patches, and these patches slowly migrate slowly around the character's body. The character must wear special clothing and armour to accommodate the changed flesh.

Ability Score: Charisma

Description: When this Legacy is activated, the character grows spikes over the entire body. All the spikes are sharp, though most are small. Spikes on the backs of the hand are fairly long, however. The caster's clothing and any nonmetal armor worn are pierced by the spikes, though metal armor impedes them. The spikes remain for a number of rounds equal to the caster's level. If the caster is physically touched by another being (bitten, slapped, punched, grabbed, or wrestled, for example), the individual touching the caster receives 2d4 hit points of damage. In addition, the caster can physically strike an opponent with the backs of the hands (requiring an attack roll) and cause ld6 hit points of damage per successful hit. The character can attack with both hands in the same round.

Detriment: The Afflicted grows spikes over the entire body, but these spikes are relatively soft, and can cause damage only when the Legacy is activated. The spikes are uncomfortable and require special clothing and armor to be made. The character cannot wear plate armor of any material except red steel (see the section on Equipment under the Character heading for details on red steel armor).

Ability Score: Intelligence

Description: When this Legacy is activated, the caster's Strength becomes 20 for a number of rounds equal to his or her level. If the character's Strength is already 20 or more, the caster receives a +2 bonus to Dexterity (to a maximum Dexterity of 25) for the duration of the Legacy's activation. With activation, the caster's muscles grow to large proportions as well, sometimes ripping through clothing worn. A character wearing armor when the Legacy is activated takes 1d4 hit points of damage, and while the armor's protective value is unaffected, the armor must be repaired, unless it was specially constructed to accommodate the change.

Detriment: The Afflicted sometimes grows two extra arms, but usually, some of the character's muscles grow to huge proportions. The muscular growth sometimes affects one arm, though it may affect both arms, both legs, or the torso instead. Only the muscles of part of the body grow. The expanded muscles grant the character no advantage, and make the sizing of armor and clothing difficult.

Ability Score: Intelligence

Description: For a number of rounds equal to twice his or her level, the caster can swim at a movement rate of 12, and is quite maneuverable in the water. If the caster can already swim, swimming speed is increased by 6, for a number of rounds equal to the caster's level. But this Legacy does not provide any special underwater vision or breathing abilities. Many characters, though not all, transform when this Legacy is activated, typically growing webs between their fingers and flipperlike feet. In some cases, a character's fingers grow to about twice normal length, with webbing between them, or the arms become flipperlike. The precise changes, if any, are determined by the caster when the Legacy is first acquired and remain the same with each activation of the Legacy. Any transformation takes place instantaneously. The character's clothing or armor does not automatically change to accommodate a transformati on (unless made of red steel, as explained in Chapter 6). Growing flippers or webbing can break through armor or clothing, damaging it, and taking a round to do so. So most people who transform wear special armor and clothing.

Detriment: The Afflicted permanently transforms in one or more of the manners described above. But the extra growth serves no useful purpose except when the Legacy is activated.

Ability Score: Dexterity

Description: This Legacy can have one of three effects, chosen by the caster each time it is activated. The first use gives the caster immunity to normal temperature extremes, such as desert heat or arctic cold, for a number of hours equal to caster's level. The second effect provides partial immunity to unnatural or unusual effects that can be used as attacks: For a number of rounds equal to the caster's level, the caster takes only half damage from normal or magical fire, or from coldbased attack forms. The third effect of the Legacy allows the caster to adjust the temperature in the area upward or downward by as much as 20 degrees; the area affected has a maximum radius of 10 yards, and the effect lasts for a number of rounds equal to three times the caster's level. None of the effects of the Legacy are cumulative with other uses of the Legacy, though they can be cumulative with spells of similar effects.

Detriment: The character suffers from personal temperature extremes. At times, the character's flesh feels cold, the Afflicted sprouts fur and shivers, and cold breezes emanate from the character to affect those nearby. At other times, the character's flesh feels hot, the Afflicted sheds fur or hair or scales, and hot breezes emanate from the character to affect those nearby. Changes between the two states are relatively slow, taking as much as a day, while the different states might last for as long as a week.

Ability Score: Strength

Description: When this Legacy is activated, the character can speak, understand, read, or write in any other language, for a number of rounds equal to twice his or her level. This can include modern or ancient languages. With activation, the caster must name the language to be translated, so if the language is coded, or completely unknown to the character, the Translate Legacy cannot be used.

Detriment: The Afflicted constantly changes form, transforming from the physical appearance of one race to that of a similar race (a PC could acquire the physical form of any other PC race). Tails and wings are neither lost nor gained during transformation. The character gains none of the special abilities of the other race, and loses none of his or her normal abilities. For example, a hrruban transforming into a human loses his or her claws, but can still cause the same damage with a clawing attack. Each transformation takes several days but the form acquired lasts more than two days. In addition, at random intervals, the character speaks or writes in another language, without conscious control or effort. Sometimes, this is only for a few words. At other times, it lasts for a few sentences, or for all communication over the course of an entire hour.

Ability Score: Wisdom

Description: With the activation of this Legacy, the caster gains a chance to open any lock. The chance is equal to 20%, plus 5% per level of the caster, to a maximum of 95% total. The lock to be opened must be touched. If the caster's percentage roll is successful, the lock springs open instantaneously.

Detriment: The Afflicted's fingers (on one or both hands) double in length, and acquire an extra joint at the end. This extra joint takes on the shape of a lockpicking device. When the Legacy is activated, the Afflicted uses these organic lockpicks to open the lock, with the same percentage as normally granted. At all other times, the Afflicted is unable to use these growths to pick locks, even if the character has the rogue skill of opening locks.

Ability Score: Wisdom

Description: The individual with this Legacy can issue a loud cry with a range equal to 10 yards per level of the caster, to a maximum of 150 yards. Within that range, opposing monsters must immediately make a morale check. Failure means they panic and flee. Player characters (and all others without morale ratings) must roll a saving throw vs. paralyzation. An opponent who succeeds suffers no ill effects from the War Cry, but one who fails suffers a loss of courage and cannot attack for 1d4 rounds. Individuals immune to magical fear are susceptible to War Cry, because its effects are based on sonic wavelengths as well as magic.

Detriment: In most cases, the Afflicted's mouth becomes very large. In some Afflicted, the mouth changes to become trumpet-shaped, with the teeth exposed in a ring around the inside. The character's jaw parts are immovable, and the individual cannot eat solid food unless it is finely chopped.

Ability Score: Constitution

Description: Using this Legacy, the caster can weaken any other living being within 10 yards. The caster need not see the target, but must aim the Legacy's effect at a specific area, and the Legacy affects the individual closest to that place. The target individual can make a saving throw against spells to completely avoid the Legacy's effects. If the saving throw fails, the target suffers the loss of Strength. An individual who has a Strength score is reduced to a Strength of 5 and suffers penalties of -2 to melee attack rolls and -1 to damage rolls. A being without a rated Strength suffers a penalty of -2 to attack rolls, and a -1 penalty for each die of damage normally inflicted (though each die still causes a minimum of 1 hit point of damage).

Detriment: The character looks very weak. Though the Strength score is unaffected, the character seems to have no muscle tone, and looks emaciated.

Ability Score: Intelligence

Description: When this Legacy is activated, one of the caster's hands changes shape to resemble a normal melee weapon that can be wielded in one hand. Any weapon is possible, from a sword to a hammer to a whip. The weapon form is selected by the caster when the Legacy is first acquired, and it manifests the same each time the Legacy is activated. The weapon has most of the properties of a normal weapon of that type, such as hardness and sharpness. But it looks like the character's normal flesh. Regardless of the weapon's form, it causes 1d8 damage per attack, and it is not considered a magical weapon in anyway. The transformation lasts for a number of rounds equal to the caster's level. It is possible for the caster to use the Legacy twice to transform both hands into weapons.

Detriment: An Afflicted always has one hand in the shape of a weapon. The flesh of this hand is as soft as normal flesh, and cannot be used as a weapon except when the Legacy is activated, though most can be used to punch as a normal fist. But the hand can no longer be used for manipulation, except to shove things around, or perhaps hit them.

Ability Score: Strength

Description: When this Legacy is activated, the character assumes a demispider form: An extra eye appears at each temple, the fingers and thumbs acquire an extra joint, and two fangs grow in the character's mouth. The new eyes cannot see, and the change in the fingers grants no advantage or ability, but the fangs can be used to bite for 1d2 damage (or an additional 1d2 damage if the character already has a bite attack). A caster who normally has no bite attack suffers a nonproficiency penalty to attack rolls with the bite. In addition to these transformations, spinnerets appear in the palms of the character's hands. With each activation, the caster can generate a 10-foot strand of webbing from each of the two spinnerets. With a normal attack roll, the caster can attack w ith a web strand as if it were a lasso (see the section on equipment). The web can instead be cast to wrap around an item, requiring the caster to either touch that item or roll an attack roll against an Armor Class determined by the DM and based on the item's size. Smaller items have a lower Armor Class, and AC varies from 10 for a human-sized or larger item, to AC 1 for an item that could be held in the palm of a normal human hand. The web is strong enough to support about 400 pounds. The transformation, and the abilities to bite and cast webs, last for a number of rounds equal to twice the caster's level.

Detriment: The Afflicted acquires demispider form, as described previously, permanently.

Ability Score: Constitution

Description: The caster can generate a wind from the mouth . This wind moves at a speed of about 30 miles per hour, and is sufficient to extinguish candles, torches, and other unprotected flames. Protected flames (such as those in lanterns) dance and have a 5% chance per level of the caster to be extinguished. Large fires are fanned 1d6 feet in the wind's direction. The speed of flying creatures is reduced by 50%. Vapors, small items, and levitating beings (or those using the Float Legacy) are moved by the wind. The wind lasts for a number of rounds equal to the caster's level, or can be split into short gusts, one per round for a number equal to the caster's level.

Detriment: The Afflicted's features appear windswept, as if affected by an incredibly strong wind: the nose tilts, the eyes are a small distance to one side from where they should be, and the mouth's shape is distorted. In addition, a small vortex of wind surrounds the character, causing hair and loose clothing to whip about constantly. Small, light items are sometimes blown from pouches or backpacks, or from the character's grasp.



Legacy Reference List

Posted by EarthDragon on 9th August 2015.

Legacy (Region/Ability) Related Legacies Legacy (Region/Ability) Related Legacies
Acid Touch (4/Cha) Gas Breath, Poison, Weapon Hand Grow (1/Cha) Animal Form, Shrink, Spell Shield
Aid (1/Int) Anti-Poison, Fight, Regenerate Hypnosis (3/Dex) Charm, Phantasm, Sleep
All-Around Vision (3/Str) Clairvoyance, Reflect, Silence Leap (3/Int) Climb, Luck, Speed
Amber Paralysis (1/Dex) Animate, Armour, Chill Light (1/Dex) Crimson Fire, Phantasm, Temperature
Animal Form (2/Cha) Grow, Plant Form, Webcasting Luck (1/Any) Charm, Farsight, Leap
Animate (4/Wis) Amber Paralysis, Separation, Stone Shape Meld (2/Cha) Separation, Shape Stone, Shrink
Anti-Missile (3/Wis) Fly, Projectile, Shoot Missile (4/Con) Crimson Fire, Fly, Reflect
Anti-Poison (2/Cha) Aid, Cure, Poison Phantasm (4/Con) Duplicate, Hypnosis, Light
Armour (1/Cha) Amber Paralysis, Spell Shield, Weapon Hand Phase (3/Int) Blend, Disintegrate, Feel Magic
Ball of Fire (3/Str) Burn, Create Liquid, Spell Shield Plant Form (2/Dex) Animal Form, Duplicate, Shrink
Bite (2/Int) Poison, Weapon Hand, Webcasting Poison (4/Cha) Acid Touch, Anti-Poison, Bite
Blend (4/Con) MeldDisguise, Phase, Silence Proficiency (1/Any) Craft Item, Senses, Unlock
Breathe Water (2/Con) Create Liquid, Sight, Swim Projectile (1/Wis) Anti-Missile, Shoot, Spikes
Burn (1/Str) Ball of Fire, Chill, Shock Red Shield (2/Con) Crimson Fire, Red Steel, Shock
Charm (1/Con) Hypnosis, Luck, Translate Red Steel (4/Dex) Craft Item, Feel Magic, Red Shield
Chill (2/Con) Amber Paralysis, Burn, Temperature Reflect (4/Int) All-Around Vision, Missile, Repel Metal
Clairvoyance (4/Dex) All-Around Vision, Disguise, Find Regenerate (4/Cha) Aid, Cure, Disrupt
Climb (4/Wis) Entangle, Find, Leap Repel Metal (2/Int) Reflect, Shock, Unlock
Craft Item (3/Con) Disintegrate, Proficiency, Red Steel Senses (1/Str) Proficiency, Sight, Translate
Create Liquid (1/Str) Ball of Fire, Breathe Water, Wind Separation (3/Cha) Animate, Displace, Meld
Crimson Fire (2/Str) Light, Missile, Red Shield Shape Stone (2/Wis) Animate, Digging, Meld
Cure (3/Dex) Anti-Poison, Disintegrate, Regenerate Shock (3/Str) Burn, Red Shield, Repel Metal
Detonate (1/Wis) Digging, Displace, Spikes Shoot (3/Wis) Anti-Missile, Fight, Projectile
Dexterity (4/Wis) Disguise, Strength, Unlock Shrink (3/Cha) Grow, Meld, Plant Form
Digging (2/Int) Detonate, Shape Stone Sight (1/Con) Breathe Water, Farsight, Senses
Disguise (4/Wis) Blend, Clairvoyance, Dexterity Silence (4/Int) All-Around Vision, Blend, Sleep
Disintegrate (3/Con) Craft Item, Cure, Phase Sleep (2/Cha) Gas Breath, Hypnosis, Silence
Displace (3/Int) Detonate, Duplicate, Separation Speed (1/Wis) Leap, Strength, Swim
Disrupt (2/Dex) Regenerate, War Cry, Weaken Spell Shield (4/Str) Armour, Ball of Fire, Grow
Duplicate (4/Str) Displace, {hantasm, Plant Form Spikes (2/Cha) Detonate, Entangle, Projectile
Entangle (2/Int) Climb Spikes, Weaken Strength (2/Int) Dexterity, Speed, Weaken
Farsight (2/Str) Fly, Luck, Sight Swim (1/Int) Breathe Water, Digging, Speed
Feel Magic (4/Str) Find, Phase, Red Steel Temperature (2/Dex) Chill, Fog, Light
Fight (1/Int) Aid, Shoot, War Cry Translate (3/Str) Charm, Senses, War Cry
Find (3/Dex) Clairvoyance, Climb, Feel Magic Unlock (4/Wis) Dexterity, Proficiency, Repel Metal
Float (3/Dex) Fog, Webcasting, Wind War Cry (1/Wis) Disrupt, Fight, Translate
Fly (2/Wis) Anti-Missile, Farsight, Missile Weaken (4/Con) Disrupt, Entangle, Strength
Fog (3/Con) Float, Gaseous Form, Temperature Weapon Hand (1/Int) Acid Touch, Armour, Bite
Gas Breath (3/Cha) Acid Touch, Gaseous Form, Sleep Webcasting (4/Str) Animal Form, Bite, Float
Gaseous Form (3/Con) Fog, Gas Breath, Wind Wind (1/Con) Create Liquid, Float, Gaseous Form

All Red Curse content derived and adapted from Wizards of the Coast's AD&D 2nd Edition Supplement, "Red Steel".