Blessings and curses have always been tools of the trade for sorcerers. The ability to grant good fortune to those who please them and bad fortune to those who don't has been a mainstay of how sorcerers maintain power and keep their followers happy or in line. The blessings and curses of this Path are powerful enough in some cases to destroy family lines, to change the balance of power in a government, or just to win the lottery.
Supernatural beings can attempt to resist being targeted with this Path, but they must know that they are being targeted first. If they are, they can make a Willpower roll at difficulty 4 + the sorcerer's Path rating. The effect, usually a curse, is unmade with a single success except in the most extreme cases.
Due to how hard it is to detect being cursed without being told in advance, some perception technique must be used. Vampiric Auspex to check their aura, Sphere magick using Entropy or Prime, or sorcery using the Path of Fortune and other, similar powers can detect it. On top of everything else, their roll must achieve more successes than the Fortune sorcerer's Arcane rating.
The Path of Fortune can be used on the sorcerer themself, but it comes with a terrible risk. If anything goes wrong, the resulting curse cannot be lifted by the sorcerer; they are helpless against their own magics. Worse, the negative effect of botching is magnified to the worst sorts of things that the sorcerer can inflict upon others.
Cost: One Willpower
Roll: Manipulation + Ability
Modifiers: -1 difficulty if the sorcerer has an item linked closely to the target
Cost of Failure: Failures do nothing, and may be indistinguishable from success in some cases, if the target is lucky or unlucky enough on their own. Botches, however, can be truly horrible for the caster. A botched curse can hit the caster instead of the target or can even turn into a blessing in disguise for the would-be victim. The latter especially happens when the curse is half-hearted, it is best not to curse when you can't commit entirely to it. A botched blessing can end up as a curse, or boomerang back to the caster as well, as a simple reversal of what happens with a curse. While the blessing falling on the caster instead may seem benign, the lack of blessing on the target can end up fatal, and often a blessing is specific enough that it will twist against the bearer when redirected.
Aspects
Target
The target of a blessing or curse must be a person or group that is specifically named, so "all of my enemies" will not work. Proper names aren't always needed, though, so "the person who stole my Talisman" is perfectly valid.
X One specific, named, target
• Two specifically named targets or one poorly de-
fined one
•• A small group of closely linked people, like a family
or group of close friends
••• A larger group with a looser connection can be
targeted, like an athletic team or extended family
•••• No more than 100 people with a very loose
connection, they may all go to the same bar or work at
the same company, etc.
••••• A whole town, company, battalion, etc.
Duration
X One shot, but it will be at an opportune moment
• Roughly a day
•• Up to three weeks
••• Several months
•••• Several Years
••••• Generations
Severity
X A minor inconvenience, like dropping something, a slip of the tongue, banging your shin on a piece of furniture, or a small benefit like catching a bus at just the right moment or a chance meeting with just the right person
• A lasting inconvenience or advantage. Sprains, non-life-threatening flu, breaking an expensive (but replaceable) item are all curses, with corresponding blessings like immunity to an illness or avoiding some difficulty
•• At this point serious advantages and disadvantages can be granted. Serious illness, though not a life-threatening one, or a social misstep that can ruin years of maneuvering or friendship are the right sort of curses. For blessings, an extra die on combat dice pools, luck at games of chance or finding partners is fairly common.
••• Permanent and debilitating illness, bankruptcy, mental illness, and secrets being revealed that make the target a social pariah are now possible. Blessings, though, include winning the lottery, a social coincidence that can substantially improve the target's life, or winning a battle against incredible odds.
•••• Finally killing curses are possible, usually resulting in extremely unpleasant deaths. Someone blessed to this level can find a way out of an inescapable death trap, receive a pardon at the last second before execution, or receive backup at the last second to let them escape a bad situation.
••••• Fates worse than death and the ability to cheat death become possible for Legendary practitioners