Jinx: Short-term. Wears off with time and is most potent at the moment of its invocation. Will work with curses but not hexes. Can be transferred, but only with difficulty. Only affects individuals.

Example: June inadvertently jinxes John by telling him she hopes nothing goes wrong with his flight. The chances of something going wrong with the flight increase by 50% for the next 24 hours.

Hex: Long-term. Builds strength over time before ebbing away and is most potent after about six months. Cannot be transferred. May affect individuals.

Example: A witch puts a hex on John after he loses her monthly witchfee in a casino. For the next 6-8 months, John’s chances of winning decrease by 75%.

Curse: Potentially infinite. Curses take effect withi a period of a few months and are self-sustaining thereafter, lasting until broken. Curses can be transferred and inherited if the original subject dies. Affects individuals, sites, and organizations.

Example: A mummy curses the explorer who opens its tomb. That explorer suffers a 80% reduced immune system capability; if they die, the curse will pass to another member of their expedition. Only the death of the entire expedition or the resealing of the tomb can end it.

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