is rolled again the character will here another voice or a different alignment compared tohis previous one. Ex: Juntook was already hearing the voice of an ‘evil’ spirit. Now hehears the voice of a ‘good’ spirit. A character can have this effect three times max, in theend having all three alignments. Once the character gains a voice he is also consideredinsane for he will be found talking out loud to the spirit in parts of the game making partymembers and NPCs suspicious of his sanity their for suffering a -2 to all Charismaticrolls. Note: You may try to speak to the spirits but they will not here you unless you usethe voodoo feat,
Spirit Voice (Voodoo)
Medaling with voodoo energy your very soul has been ripped out of your body and placed into a material object of the Game Master’s choosing. Be it a sword,ring, necklace, or gem your character becomes very protective of it and with right hissoul is trapped in it. If the item should be broken or destroyed the character would die.But with that said the character is considered immortal and can not die even if his HP is brought down below -10, for he has no spirit to leave his body allowing him to be healed by other means. If it is already in place, re-roll.
Dealing with spirit is a dangerous thing especially the spirits of death andundeath, as you seek to inflict your voodoo curses on other, have all but eroded your spirits defenses against corruption, disease and infection. However, as you continue totransform through the constant flow of voodoo energy flooding through your system,such spirit of disease and plague cease to have any real effect upon you. The GM willcreate a spirit that will plague your body. You are now a carrier of this spirit. Whilstimmune to its effects yourself (even from outside sources), anyone coming into contactwith you runs the very real risk of being tormented by the spirit according to how the GMconstruct it to be (For example spirits please see below). The use of a banishing spell willvanquish this spirit but it will automatically return within 1d6 days. Subsequent rolls of this side effect will cause yet another spirit to be carried.
Too-kus (Spirit of Crippling)
The target suffers penalties of attacks, damage, Reflex saves, jumping, and Strength.
Effect: The creature can take only a partial action each turn for he is tormented a Too-kus spirit.Additionally, it suffers a -2 penalty to AC, melee attack rolls, melee damage rolls, and Reflex saves. Theaffected creature jumps half as far as normal.Additionally, the affected creature suffers a -1d6 penalty to Strength. Spirit lasts until creature makes a WillSave of DC20. If spirit is to be carried, character must have experienced spirit personally for 1d20 +characters ECL days.
It is thought that the corrupting affects of voodoo magic’s negative energydrives you too debase acts that defy all normal conventions of society. It has been knownthat most Troll tribes have always been cannibalistic in their voodoo rituals making mostnormal Trolls expectable to this effect.You develop a highly unnatural desire to feast on the flesh of the dead, an abhorrent actto all but the most primitive of creatures. The first time this side effect is rolled, you mustconsume a small amount of flesh from a humanoid corpse at least once a day or suffer thecumulative but temporary loss of one Strength point each day you abstain. The secondtime this side effect is rolled, you may only eat flesh of humanoid corpses, normal food