After taking fire damage, or when an allied creature drops to 0 HP, roll percentile dice. On a roll of 21 or higher, enter the Agitated State.
While Agitated, use the Heat system to track progression of the curse.
Heat Thresholds
1–3 Heat — Stage 1
- Resistance to elemental and magical damage
- “Attack rolls against creatures without spellcasting or innate magical abilities are made with disadvantage”
4–6 Heat — Stage 2
- Resistance to elemental and magical damage
- “Attack rolls against creatures without spellcasting or innate magical abilities are made with disadvantage”
- AC reduced by 4
- +2 bonus to melee attack rolls
7–9 Heat — Stage 3
- Resistance to elemental and magical damage
- “Attack rolls against creatures without spellcasting or innate magical abilities are made with disadvantage”
- AC reduced by 4
- +2 bonus to melee attack rolls
- Other creatures take 2 fire damage when they start or end their turn within 5 feet of you
10 Heat — Stage 4
- Suffer damage equal to 20% of your current HP (minimum 1)
- Fall unconscious
- Agitated State immediately ends
- Heat resets to 0
Gain Heat
Gain +1 Heat when:
- Taking damage
- Starting your turn below half HP
- eh, relevant role play stuff (DM discretion)
Gain +2 Heat when:
- An allied creature drops to 0 HP within sight
- The first time you take fire damage each round
- Being critically hit by a magic user
- eh, relevant role play stuff (DM discretion)
Lose Heat
Lose -1 Heat when:
- killing creatures with spellcasting or innate magical abilities
- Being splashed or submerged in water
- Spending a full turn without hostile actions
- suffering cold damage
Reset Heat to 0 when:
- Combat ends
- Taking 25% or more of remaining hp as cold damage
- Fully immersed in cold/freezing water
- Killing an allied creature or important companion
Additional Effects
While Agitated:
- Followers of Mirrmir can sense your location
- The Cursed Eye reveals the divine and magical bonds of humanoids, allowing instinctive identification of magic users
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