Aspect Codex

Mummy’s Curse

Mummy’s Curse is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.

Mummy’s CurseNon-spellcastingChargesHistory

What This Aspect Does

Mummy’s Curse defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0ActionAt-Will

Dust Touch

Your wrapped hand carries tomb-dust and sacred rot. Make a melee power attack. On a hit, the target takes necrotic or poison damage, and small unattended objects you touch become dry, brittle, or dust-stained.

Tier 0Bonus ActionAt-Will

Tomb Sense

Your senses attune to burial spaces. For the duration, add 1d4 to History, Religion, Investigation, or Survival checks involving tombs, ruins, graves, burial rites, old curses, sealed rooms, or desecration.

Tier 1ActionAt-Will

Curse of Trespass

Mark one creature that has entered a protected space, touched a forbidden object, or attacked you. It makes a WIS save. On a failure, it takes necrotic damage the first time it willingly moves closer to a warded object, doorway, corpse, relic, or ally you name.

Tier 1Bonus ActionAt-Will

Embalmed Flesh

Your body becomes dry, wrapped, preserved, and hard to corrupt. Gain temporary hit points and advantage on saves against poison, disease, rot, bleeding, suffocation, and exhaustion from thirst or heat.

Tier 1ActionAt-Will

Grave Sand

A burst of grave dust and dry grit lashes one creature. It makes a DEX save, taking bludgeoning or necrotic damage on a failure. On a failed save, it also has disadvantage on the next Perception check it makes before the end of its next turn.

Tier 1ActionAt-Will

Guardian's Stare

Fix one creature with the still gaze of a tomb guardian. It makes a WIS save. On a failure, it cannot willingly move closer to a protected object, doorway, corpse, relic, or creature you name until the start of your next turn.

Tier 2ActionAt-Will

Wrappings Bind

Ancient wrappings, burial cords, dust, or spectral linen lash at one creature. It makes a STR save. On a failure, it is restrained until the end of its next turn. It may repeat the save as an action on later turns.

Tier 2ActionAt-Will

Rotting Grasp

Make a melee power attack. On a hit, the target takes necrotic damage and must make a CON save or be unable to regain hit points until the start of your next turn.

Tier 2ActionAt-Will

Seal the Threshold

Touch a door, chest, coffin, window, gate, archway, or stone seam. For the duration, it resists forced entry; creatures attempting to open, break, or bypass it must beat your power save DC or take necrotic damage from the seal.

Tier 2ReactionAt-Will

Ancient Warning

When a creature you can see touches a forbidden object, crosses a marked threshold, or attacks a warded ally, pronounce a warning. It makes a WIS save or has disadvantage on the triggering roll and takes psychic damage.

Tier 3ActionAt-Will

Mummy Rot

Make a melee power attack. On a hit, the target takes necrotic damage and makes a CON save. On a failure, it is cursed with rot: it cannot regain hit points until the curse ends. It repeats the save at the end of each turn.

Tier 3Bonus ActionAt-Will

Tomb Guardian's Stand

Choose a doorway, relic, corpse, ally, or marked point within 10 ft. Until the effect ends, you have advantage on opportunity attacks against creatures moving closer to it, and you reduce forced movement against yourself by 10 ft.

Tier 3ActionAt-Will

Dust-Choked Breath

Exhale tomb dust and embalming grit. Creatures in the cone make CON saves, taking poison or necrotic damage on a failure or half on a success. A creature that fails cannot speak above a rasp until the start of its next turn.

Tier 310 MinutesAt-Will

Curse of the Stolen Relic

Curse one unattended object, relic, coin, weapon, tool, corpse, or tomb good. The next creature other than you that carries it for more than 1 minute must make a WIS save or suffer disadvantage on its next saving throw before the duration ends.

Tier 4ActionAt-Will

Sacred Tomb Ward

Mark a 15-ft. radius area as protected ground. Enemies entering or starting there make WIS saves or take radiant or necrotic damage and have disadvantage on checks to steal, desecrate, or damage protected objects in the area.

Tier 4ActionAt-Will

Desiccating Touch

Make a melee power attack. On a hit, the target takes necrotic damage and must make a CON save or have its speed reduced by 10 ft. and suffer disadvantage on STR checks until the end of its next turn.

Tier 4Bonus ActionAt-Will

Sand-Wrapped Step

Dissolve into dry wrappings, dust, scarabs, or grave sand and reappear in an unoccupied space you can see within range that is adjacent to a wall, floor, tomb object, corpse, ruin, or shadow. This movement does not provoke opportunity attacks.

Tier 4ReactionAt-Will

Judgment of the Dead King

When a creature you can see damages you, steals from you, breaks a ward, or harms a protected ally, pronounce judgment. It makes a WIS save, taking psychic or necrotic damage on a failure or half on a success.

Tier 5PassiveAt-Will

Embalmed Resilience

Your body is preserved by ancient rite. You no longer suffer mundane disease, have resistance to poison damage, and advantage on saves against poison, rot, exhaustion from heat or thirst, paralysis from bodily failure, and effects that would decay your body.

Tier 5ActionAt-Will

Royal Curse

One creature that can see or hear you makes a WIS save. On a failure, it is cursed. While cursed, the first time each turn it attacks you, crosses a ward, or damages a protected object, it takes necrotic damage.

Tier 5ActionAt-Will

Tomb Door Closes

Choose a 20-ft. radius area. Doors, gates, loose stones, sarcophagi, debris, bindings, and spectral slabs slam shut. Creatures in the area make DEX saves or take bludgeoning damage and become restrained until the end of their next turn.

Tier 510 MinutesAt-Will

Preserve the Sacred Dead

Touch one corpse, relic, inscription, structure section, or burial object. For the duration, it cannot rot, be casually damaged, be animated against your will, or be magically identified by effects below Tier 5 unless the caster beats your power save DC.

Tier 6ActionAt-Will

Ancient Sovereign's Fear

Reveal the royal terror of the sealed tomb. Hostile creatures of your choice in the emanation make WIS saves or become frightened. While frightened this way, a creature cannot willingly move closer to a protected object or ally you name.

Tier 6ActionAt-Will

Plague of Dry Flesh

One living creature makes a CON save, taking necrotic damage on a failure or half on a success. On a failed save, it cannot regain hit points until the start of your next turn and has disadvantage on its next CON save before the end of its next turn.

Tier 6Bonus ActionAt-Will

Tomb Sentinel Body

Your embalmed body hardens into a guardian shell. Gain resistance to nonmagical bludgeoning, piercing, and slashing damage, and advantage on checks or saves to avoid being moved, knocked prone, grappled, or restrained while within 30 ft. of a protected creature, object, or place.

Tier 6ActionAt-Will

Command the Sealed Room

Choose a room, hall, crypt, shrine, or ruin section within range. For the duration, you know when creatures enter or leave it, and once per round you may cause dust, doors, wrappings, or loose stone inside it to impose disadvantage on one attack or ability check.

Tier 7ActionAt-Will

Curse That Follows

One creature that has harmed you, stolen from a protected place, broken a seal, or desecrated the dead makes a WIS save. On a failure, it is cursed for the duration. You know its direction while on the same plane, and it has disadvantage on checks to hide from you or enter consecrated spaces safely.

Tier 7ActionAt-Will

Mummy Lord's Rot

Make a melee power attack. On a hit, the target takes necrotic damage and makes a CON save. On a failure, it is cursed with severe rot, cannot regain hit points, and takes necrotic damage at the start of each turn. It repeats the save at the end of each turn.

Tier 7ReactionAt-Will

Burial Wrath

When a creature in the emanation damages a protected creature, corpse, relic, tomb, or warded object, burial wrath erupts. Creatures of your choice in the emanation make WIS saves, taking radiant or necrotic damage on a failure or half on a success.

Tier 7ActionAt-Will

Desert of the Tomb

A 30-ft. radius becomes dry, dim, dust-choked tomb ground. The area is difficult terrain for enemies. Creatures entering or starting there make CON saves or take necrotic damage and suffer disadvantage on Perception checks until their next turn.

Tier 8Bonus ActionAt-Will

Death Mask Ascendant

Your mummy form becomes almost complete. You are immune to poison damage and the poisoned condition, resist necrotic damage, do not breathe, eat, drink, or sleep, and have advantage on saves against charm, fear, paralysis, exhaustion, and decay effects.

Tier 8ActionAt-Will

Pyramid Seal

Create a 30-ft. radius seal of spectral stone, hieroglyphs, wrappings, and tomb-light. Enemies in the area cannot teleport or become invisible unless they pass a WIS save, and they take radiant or necrotic damage when they cross the seal's boundary.

Tier 810 MinutesAt-Will

Rite of Preservation

Preserve one willing creature, corpse, relic, structure section, or sacred object. The target gains resistance to poison and necrotic damage, advantage on death saves or decay-related saves, and cannot be reduced to dust, rot, or ruin by effects below Tier 8.

Tier 8ActionAt-Will

Plague of the Sealed Tomb

A sealed-tomb plague blooms outward. Living enemies of your choice in the emanation make CON saves, taking necrotic or poison damage and losing the ability to regain hit points until the start of your next turn on a failure, or half damage only on a success.

Tier 9PassiveAt-Will

Sovereign Mummy Body

You are immune to poison damage, disease, suffocation, starvation, dehydration, and mundane exhaustion. You resist necrotic and nonmagical weapon damage. Effects below Tier 9 cannot destroy your body unless they use radiant/divine force, break your burial seal, or satisfy a story weakness.

Tier 9Action1/Long Rest

Ancient Burial Rite

Choose one creature, corpse, relic, or structure section. You pronounce a burial rite or desecration judgment. A hostile creature makes a WIS save, taking radiant and necrotic damage and becoming cursed on a failure, or half damage only on a success.

Tier 9ActionAt-Will

Tomb Without Exit

Choose a 40-ft. radius area inside or adjacent to a structure, ruin, crypt, wall, or graveyard. Spectral doors, sand, wrappings, and stone seals lock the area. Enemies treat it as difficult terrain and must pass WIS saves to leave by teleportation, flight, burrowing, or forced planar movement.

Tier 9ActionAt-Will

Curse of the Broken Kingdom

One creature that has violated a major oath, tomb, bloodline, temple, or royal dead makes a WIS save. On a failure, it is cursed for the duration: it cannot benefit from advantage against you, cannot regain hit points while frightened, and you always know its direction on the same plane.

Tier 10Bonus ActionAt-Will

Mummy Lord Ascendant

Become an apex mummy. You are immune to poison and necrotic damage, resistant to radiant and nonmagical weapon damage, and your Mummy's Curse powers deal or prevent extra damage once per turn. Creatures that fail saves against your curses cannot regain hit points until the start of your next turn.

Tier 10Action1/Long Rest

Pyramid of Doom

Create a mythic tomb-field in a 100-ft. radius. Enemies in the area make WIS saves when they enter or start there, taking radiant or necrotic damage and becoming frightened on a failure. Teleportation, desecration, and theft in the area fail unless the creature beats your power save DC.

Tier 10Reaction1/Long Rest

The Curse Outlives Kings

When a creature kills you, destroys a protected relic, violates a tomb, or breaks a sacred ward, pronounce a deathless curse. The creature makes a WIS save. On a failure, it is cursed until the GM's story condition is fulfilled, suffering healing denial, nightmares, and your direction sense toward it.

Tier 10Action1/Ever

The Sealed Tomb Awakens

Declare a mythic mummy event tied to a tomb, pyramid, dynasty, sacred corpse, desert kingdom, embalmed saint, buried god, or stolen relic. It can awaken a tomb, curse a bloodline, preserve a city in death, or punish a kingdom for desecration. It can be opposed only by Tier 10 mummy's curse, divine intervention, burial miracle, or a story condition set when declared.

Characters With This Aspect

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