Arox's Curse: A Family Affair

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A curse is a form of supernatural power that is believed to bring harm, misfortune, or suffering to the person it is directed towards. It is an expression of strong negative emotions, usually anger, resentment, or envy. Curses can take many forms and are found in various cultures and traditions throughout history. The curse of Arox is a well-known legend that originated in ancient times. The story goes that Arox was a powerful sorcerer who was betrayed by his own people. In his anger and despair, he cast a curse upon his village, vowing to bring destruction and suffering upon them for eternity.


The other classes include the artificer, conjurer, elementalist, hermit, holy man, naturalist, sage and seer. Plus there are some new spells that I rather like.

Old School Magic comes at 29 pages, and is about new classes, new spells, and options suggestions for the GM to determine how magic works in a campaign. Fortunately, the new classes all contain good ideas and, even though I won t be using any of them in my campaign, I might well re-purpose bits and pieces of them in other fashions.

Conjurer of old school magic

In his anger and despair, he cast a curse upon his village, vowing to bring destruction and suffering upon them for eternity. According to the legend, the curse of Arox is said to manifest as a series of unfortunate events that befall anyone who enters the cursed village. These events can range from accidents and illnesses to financial ruin and relationship breakdowns.

Conjurer of old school magic

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The author possesses a solid understanding of and considerable reflection on 1e AD&D. The 'Levels of Magic' and the 'Laws of Magic' are brilliant. If Gygaxian naturalism characterizes your milieu and the nature of dweomercraeft therein, this piece will expand your thoughts on both.

This is an update to The Alchemist also by Vigilance Press. For another buck, you get more classes, another 23 pages and a better-looking layout. A good deal if you ask me. The alchemist is very much like the one from the previous product. Like the alchemist supplement, I might do a multi-class with this alchemist. Either as an alchemist-artificer or an alchemist-sage.

The other classes include the artificer, conjurer, elementalist, hermit, holy man, naturalist, sage and seer. Plus there are some new spells that I rather like.

Overall Impressions This is a really good product for those looking for new spells, new archetypes, alternate spell systems, or different treatments of magic levels. The writing is generally conversational in tone and the information is presented clearly. The first few sections in particular are very interesting reads; I particularly liked the treatment of the low magic setting and the inclusion of archetypes more fitting such a setting than the ones presented in the core rules. Definitely well worth the cost of admission.

Old School Magic comes at 29 pages, and is about new classes, new spells, and options / suggestions for the GM to determine how magic works in a campaign.

-- MAGIC OPTIONS: The first part discusses low, medium and high magic settings, and provides magical systems (namely: incantations, mana, and star magic). Note that these magic systems are not necessarily exclusive of each others, and could probably be combined in some way. For example, a GM might houserule that in his campaign humans could only cast incantations, while elves and gnomes being fey-related use the mana option. There is one thing I found strange, wondering if it is a typo, but in any case being easy to change/houserule: about spells that become incantations, the text states: "Replace the normal casting time with one week per spell level". Personally, I would rather go with one turn per spell level, which is long enough IMO.

-- NEW CLASSES: The second part is about new character classes. I admit that I am a sucker for new character classes. This book includes the Alchemist, Artificer, Conjurer, Elementalist, Hermit, Holy Man, Naturalist, Sage, and Seer. All of these classes fit perfectly along 1e classes in terms of game mechanics and design: they are clear and simple, with the kind of abilities you could expect from 1e rules. Overall, I am not sure however, I would like to play one of these classes instead of a regular mage, illusionist, cleric or druid (where I would be ready to play an old-school psionicist by the same author). Yet, the GM could allow these classes to races that normally don't have spellcasters, such as allowing dwarves alchemists and artificers, as well as halflings holy-men and naturalists. This would make things better, especially if level cap is above 10th level. The author doesn't say much on this subject (apart that dwarves can be elementalists up to the 5th level), so it's easy to implement at leisure by the individual GM. Other than that, I am dubious about some classes' names: Naturalist as a replacement of druid in a low magic setting? I rather see this class as a Woodsman or Wilderness Hunter, not a religious type. Then, if you use Holy Man in a setting featuring all regular classes, a change of name might be necessary (such as Zealot, or what not), as a "holy" person who doesn't cast spells seems a little strange. As for Conjurer, I regret that their Summoning spells' duration is not extended.

-- SPELLS: The third part describes 31 new spells. Most of them seem balanced and usable, but I have some doubts about: Iron Warrior (seems overpowered in summoning an iron golem for 1 turn pr level).

-- THINGS THAT ARE LACKING: 1) There is no table of contents at the beginning of the book, and it wouldn't hurt to add one. 2) Ley lines: the author mentions the use of ley-lines a couple of times, but there is no rules about them in this book (apart an extremely vague suggestion); maybe he wrote something about this into another supplement, but this is neither indicated.

-- LAYOUT AND ART:: as much as I like the book's content, the art and layout is rather bland and uninspiring. If, someday, the author was to compile all of his old school (1e) contributions into a single book (I can dream after all), I wish he would come with something far better in this regard.

-- CONCLUSION: Old School Magic is a good product for Osric / 1e, and I recommend it.

Curse if arox

It is believed that the curse is unbreakable and will continue to affect generations to come. The curse of Arox has become a popular subject in folklore and has been passed down through generations as a cautionary tale. It serves as a reminder of the consequences of treachery and the power of anger and resentment. Many people avoid the cursed village out of fear of falling victim to the curse. While curses may be seen as mere superstition by some, they hold significant cultural and psychological significance for those who believe in them. Curses can impact the lives of individuals and communities, shaping their beliefs and behaviors. They serve as a reminder of the potential consequences of harming others and the importance of maintaining positive relationships. In conclusion, the curse of Arox is a legendary tale that showcases the power of curses and their impact on individuals and communities. It serves as a cautionary reminder of the consequences of betrayal and the destructive force of anger. While curses may be seen as supernatural phenomena by some, they have a profound influence on the beliefs and behaviors of those who believe in them..

Reviews for "The Dark History of Arox's Curse"

1. John - 2 stars - I was really disappointed with "Curse of Arox". The story felt incredibly cliché and predictable, with no unique or interesting twists. The characters were also very one-dimensional and lacked depth, making it hard to connect or care about their fates. Additionally, the pacing was off, with slow and drawn-out scenes followed by rushed and confusing action sequences. Overall, I found "Curse of Arox" to be a forgettable and unengaging experience.
2. Sarah - 1 star - "Curse of Arox" was simply a waste of time for me. The plot was convoluted and poorly executed, leaving many unanswered questions and loose ends. The dialogue was unnatural and cringe-worthy at times, making it difficult to take the story seriously. Furthermore, the acting was subpar, with most performances feeling forced and lacking authenticity. The special effects were also underwhelming, failing to create a believable and immersive fantasy world. I would not recommend "Curse of Arox" to anyone looking for a well-crafted and entertaining film.
3. Michael - 2.5 stars - While "Curse of Arox" had its moments, it ultimately fell short of my expectations. The visual effects were impressive, and a few action scenes were thrilling. However, the storyline felt disjointed and confusing, making it hard to follow and become emotionally invested. The pacing felt off, with some parts dragging on while others were rushed. Additionally, the acting felt forced and lacked chemistry between the characters. Overall, "Curse of Arox" had its potential, but it failed to deliver a cohesive and captivating experience.
4. Emily - 2 stars - "Curse of Arox" was a letdown for me. The overall concept had promise, but the execution was lacking. The plot felt convoluted and poorly explained, leaving me confused throughout most of the film. The performances were mediocre, with little chemistry between the actors. The dialogue was also weak and often felt contrived. Overall, "Curse of Arox" failed to deliver a compelling and engaging story, leaving me disappointed and unsatisfied.

From Legend to Reality: Investigating the Curse of Arox

Breaking the Curse of Arox: A Quest for Redemption