Imperius Curse
hp.png Imperius Curse "Imperio" (im-PEER-ee-oh) Dark • Mind
An Imperius Curse places the victim in a trance-like state, in which they aim to please their new "master." They know they've been cursed, but will not reveal it while under the effects of the curse. A side-effect of the Imperius Curse is that it overrides other spells with the Mind keyword, preventing one so cursed from being otherwise influenced. Thus, a Dark wizard that wishes to erase a victim's memory of being placed under the Imperius Curse must actually release them from the curse before using a Memory Charm on them. There is no known counter-spell that will end the effects of an Imperius Curse. Only the original caster can lift the curse before it naturally expires. This is one of the three Unforgivable Curses, and is subject to the rules governing those spells.
Skill/Roll: Glamers 8 / +roll Glamers-4 Casting Time: One round
Training: Private study (80 Cookies) Duration: Varies with success level
  • Embarrassing Failure: Backfire! The curse turns against the caster, putting him into a trance in which he cannot act of his own accord, but is extremely susceptible to suggestion.
  • Failure: The spell fizzles, and you will probably have a very angry victim on your hands.
  • Success: The victim is cursed for one hour.
  • Good Success: The victim is cursed for one day.
  • Great Success: The victim is cursed for one week.
  • Amazing Success: The victim is cursed for one month.

On an Opposed Roll:

  • DRAW: The target feels a dizzying sensation, but shakes it off. No effect.
  • Marginal Victory: The duration of the curse is halved.
  • Solid Victory: The target suffers the curse for the full duration.
  • Crushing Victory: The target suffers the curse for twice the duration.
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