This curse carries the weight of a queenless eternity, sapping the victim's strength and vitality as their body begins a slow, inexorable decay.
When a creature is exposed to this curse, they must succeed on a [Difficulty] Spirit (Will) defense roll or become afflicted by Tomb King's Blight. Upon failing the initial defense roll, the creature's Strength is immediately reduced by 1d4. For as long as the blight remains, the cursed creature cannot regain Health. At the end of every 24-hour period, the afflicted creature must repeat a Body (Endurance) defense roll. The outcome of this save determines the curse's progression:
On a failure: The blight intensifies. The creature gains one level of Exhaustion and its Strength status condition worsens by one step (progressing from Normal to Weakened, then to Enfeebled, and finally to Drained).
On a success: The creature fights off the blight's advance. The creature reduces its Exhaustion level by 1, and it improves its Strength status condition by one step (progressing from Drained towards Normal). Once there are no levels of Exhaustion or any Strength status conditions, the creature makes a final defense roll to remove the initial effects.
The curse is cured if all of its effects—the initial Strength reduction, all Strength status conditions, and all levels of Exhaustion—are removed through successful defense rolls. Alternatively, the blight can be ended by magic powerful enough to remove such afflictions.
While afflicted, the target is lost in a state of euphoric confusion. The Action Point cost of all their actions is doubled, and they cannot take reactions. On their turn, the target must roll a 1d6 to determine their state of mind:
On a 1-4, the target is overcome with a whimsical urge to dance and can only spend Action Points on movement this turn in a random direction. Roll a d6 to determine the direction you move in. On a 5-6, the target's mind clears enough to make a choice. They may either act normally for the turn, or they may spend 5 Action Points to immediately make another Spirit (Will) defense roll to end the Faerie's Gift effect.