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View Full Version : Bestow Curse - Alternative curse ideas? [3.5e]



Scarey Nerd
2012-03-03, 12:29 PM
Hey guys, I was just wondering what interesting, but of course balanced, Curses you've come up with when using the Bestow Curse spell? I'm especially interested in curses that trigger when the victim disobeys the caster, á la Belkar. Cheers in advance :smallsmile:

Jack_Simth
2012-03-03, 01:56 PM
Hey guys, I was just wondering what interesting, but of course balanced, Curses you've come up with when using the Bestow Curse spell? I'm especially interested in curses that trigger when the victim disobeys the caster, á la Belkar. Cheers in advance :smallsmile:
Belkar seems to have been a Mark of Justice (http://www.d20srd.org/srd/spells/markOfJustice.htm), which lets you pick any behaviour you like to trigger it. "Disobeying the caster" works quite well.

As for curses? The listed ones are fine. Others need to be specific to the person. Turning a misogynist into a woman, or a feminazi into a man, for instance. Sterility on a noble that needs to maintain his line, that kind of thing. What's the person you're cursing like?

Scarey Nerd
2012-03-03, 01:58 PM
Belkar seems to have been a Mark of Justice (http://www.d20srd.org/srd/spells/markOfJustice.htm), which lets you pick any behaviour you like to trigger it. "Disobeying the caster" works quite well.

Yeah, I know he didn't have a Bestowed Curse, I just meant something along those lines, as my character is all about control but as a Warlock doesn't have access to MoJ unfortunately.

Jack_Simth
2012-03-03, 02:03 PM
Yeah, I know he didn't have a Bestowed Curse, I just meant something along those lines, as my character is all about control but as a Warlock doesn't have access to MoJ unfortunately.Well, you do, but it's expensive - take Craft Scroll, and use that higher level ability to make spells you don't have. However... well, you'd really need to discuss creative curses with your DM, but how about getting them addicted to your approval?

Scarey Nerd
2012-03-03, 02:06 PM
Well, you do, but it's expensive - take Craft Scroll, and use that higher level ability to make spells you don't have. However... well, you'd really need to discuss creative curses with your DM, but how about getting them addicted to your approval?

Well, that's what I've started this thread for, to think up some ideas to bounce around with my DM and see what he thinks is fair. As for the addicted to pleasing me idea, I like that a lot... My eventual plan is to set myself up as a god, so making people want to please me ties in nicely with that...

Elric VIII
2012-03-03, 08:28 PM
In one of my early games I wanted to curse our party's Druid to be allergic to all outdoor allergens. The DM did not really like that idea.

Another idea I had was causing fits of nausea anytime his hands were inside bags (spell componet pouch, bag of holding, etc).

Crasical
2012-03-03, 10:38 PM
I've jokingly threatened to apply a curse that makes a particular player roll on a fumble table when they botch in combat. Balanced? Of course it is, we all used that table when -you- where GMing...

Acanous
2012-03-03, 10:47 PM
Any First or Second level spell effect, I'd say. Most of the "Bestow Curse" effects can be found with a first or second level spell somewhere, it's just made permanent 'til someone Remove curse's it away. Even the -6 to an ability score. Phantasmal Assailants, anyone?

So good ideas would be Gender-bending, Blindness, inability to handle Metal objects, having a chance to drop whatever item you're holding every round, halving the target's move speed, inflicting the Dazzled or Shaken condition.

Talionis
2012-03-03, 11:42 PM
I heard of someone using a curse to keep someone from healing and giving them a bleeding wound so they would eventually die, but not quick.

Arbane
2012-03-04, 02:15 AM
The Curse of Vulnerability: cuts all of the target's DR and Resistances by half.

(I thought this up AFTER my party spent a long fight flailing ineffectually at a daemon's DR. Sigh...)

Scarey Nerd
2012-03-04, 05:40 AM
I like some of these ideas a lot, and I agree with Acanous about First and Second level spells. What do you think of a targeted Zone of Truth? Ie, that one person is under the effects of Zone of Truth (Not generating an aura, of course, just them), and so can never lie? Or a permanent Disguise Self in effect? Perhaps an Enlarge/Reduce Person, although that might be too strong. Or maybe even make it so that the victim permanently has a touch spell active, so that they can never touch another person etc?

Jack_Simth
2012-03-04, 10:26 AM
I like some of these ideas a lot, and I agree with Acanous about First and Second level spells. What do you think of a targeted Zone of Truth? Ie, that one person is under the effects of Zone of Truth (Not generating an aura, of course, just them), and so can never lie? Or a permanent Disguise Self in effect? Perhaps an Enlarge/Reduce Person, although that might be too strong. Or maybe even make it so that the victim permanently has a touch spell active, so that they can never touch another person etc?
If your DM agrees on first and second level spells, then what you want is Charm Person (http://www.d20srd.org/srd/spells/charmPerson.htm). They're "Friendly", and you can make an opposed Charisma check to make them do things they normally wouldn't.

Oh, hey - that would also potentially permit you to apply Alter Self to one of them, to keep them permanently in a form of your choosing....

Big Fau
2012-03-04, 11:04 AM
Here's a fun idea: Use Bestow Curse as a permanent-duration Buff spell by attaching minor drawbacks to huge buffs. Dirty as hell, but really good because Dispel Magic won't work against it.

Scarey Nerd
2012-03-04, 11:05 AM
Here's a fun idea: Use Bestow Curse as a permanent-duration Buff spell by attaching minor drawbacks to huge buffs. Dirty as hell, but really good because Dispel Magic won't work against it.

A friend of mine did suggest a curse where metal objects are magnetically attracted to the target. He thought that was a hindrance, I was picturing the Bolt magnet in Ratchet and Clank... Swings and roundabouts :smalltongue:

Skyrunner
2012-03-04, 12:17 PM
Vomit every time the target rolls any dice! A la Belkar, yes.

absolmorph
2012-03-04, 06:19 PM
You could have something unpleasant happen any time they hear a specific word. Just how common that word is would be up to the caster.

Mystify
2012-03-04, 07:10 PM
One idea is to refluff the listed effect. For instance, the 50% chance to take no action can be refluffed to lots of fun things:

1. Curse of butterfly attraction
Butterflies swarm out of nowhere, flocking around the target, rendiering them unable to act.(admittedly a silly one)

2. Curse of paralyzing doubt
The subject is frequently overcome with bouts of extreme doubt, causing them to stop and question their actions.

3. Curse of inpetitude
Half of the time, you simply fail to accomplish whatever it is you tried to do. That includes walking.

Or for other effects:

4. Curse of boils
You are afflicted with horrible, oozing boils(-6 charisma)

5. Curse of clouded senses
Your nose is filled with cotton, your ears are full of wax, and your vision is blurred (-6 wisdom)

hobbitkniver
2012-03-04, 07:12 PM
Personally, the ones in the book are so powerful, I've never cared for my own ideas.

Igneel
2012-03-05, 01:18 AM
Not all of them are exactly what your looking for, but for my Fiend of Possession re-write I did some searching for alternate curse uses that were printed in books and a Dragon Magazine. Knowing my luck there are more out there, not including ones people make themselves, but I'll share my findings.



Alternate Uses of Bestow Curse
Players Handbook

–6 decrease to an ability score (minimum 1).

–4 penalty on attack rolls, saves, ability checks, and skill checks.

Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.


Book of Vile Darkness

Target is rendered sterile.

The next person introduced to the target for the first time will hate him or her uncontrollably forever. Even if this curse is removed, the person still hates the victim of the curse, but the victim can improve the person’s attitude normally after the curse is gone.

Each time the target attempts to help a friend or ally, there is a 50% chance the attempt fails and causes the ally to fail at the task.

Target is struck blind and deaf.

Each round in combat, there is a 25% chance that the target will attack the nearest creature rather than choosing an opponent normally.

Every time the victim makes a d20 roll, a roll of 20 counts as a 1.

The victim effectively ages, moving him or her to the beginning of the next age category. See Chapter 6 of the Player’s Handbook for the effects of aging.

At some point within the next week (or whenever it is feasible), thieves are able to steal all monetary wealth the victim has.

Animals refuse to be within 5 feet of the target and do not respond to the target’s commands or requests.

Each time the target meets someone for the first time, there is a 50% chance that the new person will confuse the target with a hated enemy, a well-known criminal, or a raving lunatic.

All creatures of a specific kind (such as orcs, owlbears, or black dragons) are permanently invisible to the sight of the victim (invisibility purge does not help, but see invisibility and true seeing do). The spellcaster chooses the kind of creature.


Dragon Magazine #348

Target takes -8 penalty on all checks made using one skill, such as Climb or Spellcraft.

The target's Str score counts as 10 less (minimum 1) for the purposes of carrrying capacity. This might cause some individuals to suddenly take encumbrance penalties while others collapse under the weight of their own gear.

The target's armor falls into disrepair, halving its hit points and hardness while decreasing the armor bonus it grants by -4 (minimum of 1) and doubling the armor check penalty. This effect shifts to any new armor donned, while the armor removed returns to normal (although any damage it might have taken remains)

The target must carry something designated by the caster or suffer a -5 penalty on all saves. The item can be vague (such as a holy symbol of Vecna) or specific (such as the Helm of King Aramil), but it cannot be something dangerous or deadly for the target to carry (a massive boulder or burning coals). The caster must give the object when casting the spell.

One of the target's limbs ceases to function. A nonfunctional arm cannot hold or wield any item and cannot be used to perform somatic spell components, while a nonfunctional leg prevents the target from walking properly without a crutch (and even then the target can only move at half speed). A nonfunctional wing prevents the target from flying if it uses wings to fly.

The target loses all weapon and armor proficiencies, other than simple weapons, natural weapons, and unarmored strikes. If the target has feats for which the lost proficiencies are prerequisites (such as Weapon Focus), he loses the use of these as well.

The target becomes completely socially inept. He takes -6 penalties on Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive Checks, on Cha checks to influence someone, and on Disguise checks when attempting to act as someone else.

The target's armor, shield, or one of his weapons (caster's choice) becomes cursed. Its enhancement bonus is reversed and it loses any other special abilities, so a +4 flaming longsword becomes a -4 longsword. If nonmagical, the weapon, shield, or armor instead becomes a -1 weapon, shield or armor.

The target is stricken with cowardice. Each time the character rolls for initiative, he must immediately make a will save (with the same DC as the curse) or become shaken for the duration of the combat. The first time the character takes damage in the combat, he must save again or become shaken for 1d4 rounds (if already shaken, instead treat as panicked for 1d4 rounds)

The target appears to be a different alignment (caster's choice) for the purpose of divination spells and spell-like abilities such as detect evil.

The target's damage reduction, spell resistance, or elemental resistance of one type is reduced by 5, to a minimum of 0.

The target immediately becomes fatigued until he has consumed 1 pint of blood. THereafter, he gains a thirst for blood and normal food and drink no longer nourish him. He awakens fatigued each morning and must drink 1 pint of blood to stave off this fatigue for the day.

Everyone who knows the target no longer recognizes him, except for the caster. Even the target's allies do not recognize him and those who come to know him again forget knowing him each morning.

The target gains a susceptibility to damage from a certain source (caster's choice). All damage taken from this source is increased by 5 points. The source must be either a specific element, such as fire, or weapons made of a specified uncommon material such as mithral, silver, or bone.

The target loses the ability to heal naturally (although he does not lose innate healing abilities such as fast healing or regeneration). In addition, spells of the conjuration (healing) subschool only heal the target for half as much as normal. Such spells that cause damage are unaffected by this curse. For example, a cure light wounds spell cast upon a undead creature is unaffected, while an inflict light wounds spell cast on the same creature would be halved.

The target's sight is reduced to 20ft, even with natural abilities and spells such as darkvision.

The target must roll a Fort save (DC as curse) each time he commits an evil or illegal act to avoid becoming nauseated for 2d4 rounds. Alternatively, the caster may use this curse to affect those commiting acts of kindness and generosity.

The target loses the use of one of his feats. If this feat is a prerequisite for other feats, the target loses the use of those feats as well.

One of the target's minor racial abilities is disabled. Minor abilities include darkvision, low-light vision, racial save bonuses, racial skill bonuses, racial weapon proficiency or familiarity, or stability. The Dm has the final word as to what other racial abilities qualify as minor.

The target immediately becomes fatigued, and henceforth requires 12 hours of sleep each time he rests or else is fatigued for the remainder of the day.

The target becomes a disease carrier. Anyone the target touches or who touches the target must roll a DC 16 Fort save or else contract blinding sickness or cackle fever. The target is immune to the selected disease.

The target has uncontrollable shakes, imposing a -4 penalty on ranged attacks and 20% spell failure chance for spells with somatic components.

The target becomes unable to tell a lie. He may, however, choose to avoid answering a question in order to avoid telling the truth.

The target fear killing and must attempt to deal nonlethal damage whenever possible, taking a penalty of -4 on attack rolls with most weapons to do so.


Alternate Uses of Bestow Greater Curse

Spell Compendium

One ability score is reduced to 1, or two ability scores take –6 penalties (to a minimum score of 1).

–8 penalty on attack rolls, saving throws, ability checks, and skill checks.

Each turn, the subject has a 25% chance to act normally; otherwise, it takes no action.


Book of Vile Darkness

A random friend or family member of the target contracts a disease. If the disease is magically cured or runs its course (regardless of the outcome), another loved one contracts a new disease.

The target’s most powerful and/or cherished item falls apart, becoming forever useless.

Valuable metals (such as platinum, gold, silver, and copper) turn to lead in the target’s possession, even if they are in a bag of holding or stored away from the target. The target’s touch transmutes valuable metals (including coins) into lead as well.

1d4+1 of the target’s loved ones or allies are affected by a curse chosen from the bestow curse list above.

All of the target’s loved ones and allies suddenly despise him and are considered to have unfriendly attitudes. See NPC Attitudes in Chapter 5 of the DUNGEON MASTER’s Guide for actions former allies might take.

The target cannot cast spells, use spell-like abilities, or activate spell completion or spell trigger items.


Dragon Magazine #348

The target loses a class ability, such as spellcasting, sneak attack damage, or barbarian rage. If this class ability is a prerequiste for other abilites or feats, the target loses the use of those feats as well.

The target gains a susceptibility to one energy type (such as fire or electricity) or to weapons made of a specified rare or unusual material (such as adamantine or silver) of the caster's choice. The target takes an additional +50% extra damage from this source. This effect does not stack with any other weaknesses the target might already possess.

The target's alignment gradually moves toward another of the caster's choice. For example, a lawful good paladin might be cursed to become Chaotic Evil, losing access to all of his paladin spells and abilities. There is no immediate effect, but the target must make a Will save each day thereafter or his alignment shifts one step toward the chosen alignment.

The target takes damage equal to the damage he deals to others. Only damage dealt with weapon is affected, not ability damage or spell effects.

One of the target's attack options is lost (such as a dragon's breath weapon or a medusa's petrifying gaze attack.)

The target can no longer sleep soundly, perhaps wracked by nightmares or guilt over past evil deeds (caster's choice). He wakes fatigued each morning and cannot perform tasks that require him to be well-rested, such as a wizard preparing spells.

The target's most powerful or cherished possession (DM's discretion) is drawn by fate to fall into the hands of a hated enemy or rival.

The target is completely unable to use any three skills of the caster's choosing. Knowledge skills must be chosen separately.

Everyone the target sees appears to be undead, their flesh rotting from their bones and their voices reduced to hollow rasps.

All critical threats made against the target automatically confirm without requiring the attacker to reroll.

A noisy spirit haunts the target. Aside from unnerving those around the target, the spirit prevents him from using the Hide or Move Silently abilities, becoming invisible, disguising himself, or otherwise altering his appearance. A manifestation of the curse, the spirit is not actually undead and cannot be turned, rebuked, or destroyed.

All new creatures and NPC's the target encounters treat him with an initial attitude of hostile. Allies and current acquaintances do not change their attitudes toward the target.



Cheers, and happy cursing!

Acanous
2012-03-05, 02:12 AM
That is a very comprehensive and dangerous list 0.o

Calanon
2012-03-05, 02:33 AM
Curse of Lost memories: Every hour you roll a memory check (1d20+Int) against the DC for Bestow Curse, if you fail the check you forget everything you recently remembered over that 1 hour period.

Definitely a hindrance to prepared casters :smallwink:

Curse of Spited Ancestry: Somewhere along your family line your ancestor was given this curse. Every day you must roll a 1d% to see if your bloodline still allows you to use your Arcane, Divine, Fiendish, etc powers.

a Curse that targets Prepared casters.

Curse of the Sylibet: A Sylibet is a dark creature originally created by an Unknown Wizard that he used against a country that he hated so much... Eventually the Wizard was defeated and his curse effected an entire nation.
Any creature with this curse is physically and magically incapable of reproducing.

More curses to come.

Igneel
2012-03-05, 02:36 AM
That is a very comprehensive and dangerous list 0.o

Now to get them okay-ed by a DM. :smalltongue:

One I recently asked a Dm permission for was 'The target sparkles like under the effects of Glitterdust (http://www.d20srd.org/srd/spells/glitterdust.htm), except they aren't blinded.'
Only thing more obvious is if the person suddenly turned Neon Pink or some other outrageous color. :smallbiggrin:

Coidzor
2012-03-05, 02:44 AM
What do you think of a targeted Zone of Truth? Ie, that one person is under the effects of Zone of Truth (Not generating an aura, of course, just them), and so can never lie?

Liar Liar, eh? That'd be OK by me.


Or a permanent Disguise Self in effect? Perhaps an Enlarge/Reduce Person, although that might be too strong.

Depends on what you made them look like, but size-changing magic, permanently... That's a pretty powerful thing and can even inadvertently be beneficial. For instance, a melee power attacker actually gets more damage out of being 1 size smaller so long as his strength isn't reduced to the point he can't qualify for the feat.

One thing you might consider would be repelling wood so that they had to grapple an object and actively hang on in order to stay on a wooden chair or sit on a wooden wagon and they either took penalties with wooden tools/weapons or couldn't grasp them outright.

Lonely Tylenol
2012-03-05, 05:26 AM
I once made a character with a flaw (not capital F Flaw) that he was afflicted with a curse that caused him to plane shift to his exact location in the Ethereal Plane (and back) whenever he sneezed.

Perhaps that could work its way into bestow greater curse or something.

Ravens_cry
2012-03-05, 05:54 AM
Personally, the ones in the book are so powerful, I've never cared for my own ideas.
The 50% lose action against Big Single Creatures is awesome.
I love Bestow Curse.

Mystify
2012-03-05, 11:44 AM
I once made a character with a flaw (not capital F Flaw) that he was afflicted with a curse that caused him to plane shift to his exact location in the Ethereal Plane (and back) whenever he sneezed.

Perhaps that could work its way into bestow greater curse or something.
That is too easy to turn into an advantage.

Lonely Tylenol
2012-03-05, 02:14 PM
That is too easy to turn into an advantage.

I guess. I chose it in place of a special power in a "rules-light" campaign, mostly because I wanted something that was quirky and interesting. Unfortunately, since I am allergic to cats, the GM's new kitten absolutely set me off, leading to sneezing fits all throughout the session--and I roleplayed through every sneeze, meaning that I literally never completed a sentence or an action without blinking out of existence, my battle plans came out in confusing chunks, and my heroic charge ended in the puzzlement of my foes. But I guess it was more of a curse for me than it would be for many. :smalltongue:

It would be hilarious to use with Dust of Sneezing and Choking, too.

Ardantis
2012-03-05, 02:37 PM
Lycanthropy

Tenno Seremel
2012-03-05, 02:53 PM
Book of Vile Darkness
Target is rendered sterile.
I think I can make a bussiness out of that. And another one from the cure :smallbiggrin:

Kuulvheysoon
2012-03-05, 02:55 PM
Lycanthropy

With something completely ridiculous, of course. Maybe a wererabbit?

Mystify
2012-03-05, 02:59 PM
With something completely ridiculous, of course. Maybe a wererabbit?

it has to be a carnivore or omnivore.

Andion Isurand
2012-03-05, 03:10 PM
Dragon Magazine 348 pg 35

There lies an article with some variant curses.

Kuulvheysoon
2012-03-05, 03:35 PM
it has to be a carnivore or omnivore.

...sigh, no Wallace and Gromit fans out there?:smallfrown:

Mystify
2012-03-05, 03:40 PM
...sigh, no Wallace and Gromit fans out there?:smallfrown:
I caught the reference. Its just not legal. Sadly. There are a lot of herbivores I would love to make were. Rhino, for one.

Igneel
2012-03-05, 03:44 PM
Dragon Magazine 348 pg 35

There lies an article with some variant curses.

Already beat ya to it mate. Even posted them for viewing pleasure.

Istari
2012-03-05, 03:47 PM
With something completely ridiculous, of course. Maybe a wererabbit?

Werepidgeon?

Scarey Nerd
2012-03-09, 05:36 AM
As delightful as cursing someone with hilarious lycanthropy would be, I' not sure that's weak enough to be classed as a Bestow Curse :smalltongue:

Metahuman1
2012-03-09, 11:26 AM
After a long fight were the party was getting uber trolled by a drow with an at will teleport Item, my wizard got him with a bestow curse that if he took any actions, his arms, leg's, lower jaw, and tongue would fall off.



DM liked it so much he let me do it and it stopped the drow cold.

shadow_archmagi
2012-03-09, 12:32 PM
Oh jeez- Curse of losing a feat. That's haaarsh.

MoonSilver
2016-03-21, 03:36 PM
Vomit every time the target rolls any dice! A la Belkar, yes.

YESSSSSS that is an AMAZING curse, but... what about, The... pop your pants at the most convenient moment curse..?

jburner1234
2018-07-13, 03:49 PM
Baleful polymorph or other similar effects are always fun. Not sure but I suppose bestow curse could, technically, be used to create a similar effect. Been looking at the rules and nothing obvious is popping out to me. I’m sure the effects of using bestow curse to create baleful Polymorph would have to be nerfed a bit. (Like: subject is cursed to slowly turn into non-helpless animal over the course of a week, and retains all previous stats besides the ability to speak. Or only changes into said animal at night etc. I suppose I’m thinking of a less traditional curse of lycanthropy.) what do you guys think? Workable?

StreamOfTheSky
2018-07-13, 04:35 PM
That is a very comprehensive and dangerous list 0.o

And reminds me once again how much WotC has it out for martials. Tons of stuff in there about messing with equipment, or taking away proficiencies, or disabling entire feat chains.
Not much in there to specificially mess up ability to use spells, lose spells prepared /spell slots, etc...

I have had the same issue with the Conditions list (http://www.d20srd.org/srd/conditionSummary.htm) when trying to design new monsters or spice up existing ones with some status effect infliction.
Ended up making modified versions of some conditions to specifically screw over casting along w/ physical combat.

ericgrau
2018-07-14, 12:47 PM
Tireless chicken follows the victim anywhere in the world, even if out of sight or hidden, and attempts to roost on his head. Respawns if killed, from an egg that appears on the victim's head. Grows to adulthood in a matter of minutes. Can be detained, or you can go to another plane or sealed off location. But in such a case the instant no one is watching he likewise respawns. Speed 10', but never stops walking. Can fly short distances. Has the same ability as a find the path spell. Tying him to a tree and hiring someone to watch him works, but at that point it's easier to get a remove curse.

Pleh
2018-07-15, 05:32 AM
"You have an Evil* Twin at some unknown place in the world whose only motivation is to imposter you and ruin your reputation, goals, and aspirations."

*in this case, Evil merely means "exactly opposed to you in every way."

rel
2018-07-16, 01:56 AM
curse ideas

Chicken Infested
Whenever the victim picks up or draws an object there is a 50% chance that the victim finds themselves holding a chicken instead. The object they meant to interact with remains where it was. The chickens are summoned and disapear after one round or if put down.

Unholy Wind
The victim breaks wind loudly and frequently. In addition to any social problems this might cause the victim also suffers a -4 circumstance penalty to move silently, diplomacy, handle animal, and intimidate

Mute / Bray
The victim is unable to speak producing either no sound at all or the vocalisations of a common domestic animal like a donkey, chicken or pig.

Feet of Clay
Thick, sticky mud constantly coats the soles of the victims feet or shoes halving the targets move speed. The victim also leaves an obvious trail of muddy foot prints wherever they go.

Evil Hand
One of the victims hands becomes independently animate and filled with malice. Roll on the table below to see what the hand does each turn. If struck off the hand attacks its owner relentlessly using the stats for a tiny animated object. Once the hand is removed and destroyed the curse has no effect unless the victim gets a new hand somehow, in which case the new hand is possesed like the previous one.
D6
1 - Grapple; the hand wrestles with and imobilises the victims other hand
2 - Fondle; the hand gropes and strokes an adjacent creature provoking an attack of opportunity from them. If no creature is nearby the hand lies in wait, apparantly dormant until something comes within range.
3 - rest; the hand does nothing, for now.
4 - attack; the hand attacks the victim dealing 1D3+3 non lethal damage. The hand will never deal enough damage to actually knock the victim unconscious with this attack.
5 - trip; the hand throws the victim off balance knocking them prone
6 - snag; the hand grabs at a nearby object and holds it tightly. If no suitable object exists the hand lies in wait, apparantly dormant until something comes within range.

flappeercraft
2018-07-16, 02:42 AM
I am an honest believer that the best curses are not penalties but just random and obnoxious. For example make someone pretend they are an epileptic cat while meowing every time they hear the word "table" or make their butthole get functional tastebuds. It might not be the best mechanically but they're hilarious.

Efrate
2018-07-16, 07:50 AM
Hmmm losing power attack and losing spellcasting, I might use both of those in an upcoming game.