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Charm of MorgionD&D 3e (3.0/3.5) Rulesby OldSchoolDLThis dark blessing was forged by Morgion, the Lord of Disease. When the god first gathered his disciples to him, he noticed that his own powers caused his followers to weaken and die before they could be of any use to him. Though he reveled in watching their bodies waste away for his amusement, he realized that his clerics and cultists were his investment in his power and he must protect them, if only for them to do his bidding. To aid in this, he created the Charm. The Charm of Morgion is either a spoken word, or a mystical rune that is placed on the recipient's forehead. Victims do not need to be touched in order to receive the Charm, however, its effects are stronger if they willingly allow themselves to be touched. The Charm causes those who suffer from Morgion's diseases to no longer feel the symptoms of the plague within them. Open sores and conditions such as leprosy are halted and reversed, breathing or lung illnesses fade to nothing but a cough, and any ailment is effectively rendered moot by the Charm. Those charmed are then able to perform their duties and spread their terrible power of Morgion across Krynn. The Charm, however, does not totally cure the recipient from the disease - it simply masks the symptoms. The charmed become carriers of the disease within them, allowing it to be spread by close contact or airborne contact (no farther than a 10-foot radius around the charmed). The Charm's effects last only as long as the recipient remains loyal to Morgion or performs services to the Dark Lord's satisfaction. The Charm also has an addictive aspect to its power (see Fanatics of Morgion for details). Game Statistics
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