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jqavins
2018-05-25, 01:58 PM
Here we go again. Let's just be creatively mean.

1) The Neversneeze

The person so cursed is perpetually on the edge of a sneeze that never comes. If some other circumstance that would normally cause a sneeze to occur arises, the normal sneeze does occur, but brings no relief.

As a final insult, when the curse is removed that long delayed sneeze finally comes and it's a doozy; make a Fort save, DC 15 or pull a muscle.

2) The Earworm

You have a tune stuck in his head. Always. The last song heard that you know, or even merely mentioned if you know it well, will not stop playing. Make a will save, DC 15 every round that your mind is idle (resting, walking, or any other time that you are not concentrating on something else) to avoid humming, whistling, or singing the tune out loud.

(As I type this, I can't get rid of What's New, Pussycat.)

Goaty14
2018-05-25, 02:41 PM
3) Movement-Mania

Whenever the subject would move or attack in a direction, they instead refer to the missing a grenade-like weapon chart and move/attack that way instead.

rferries
2018-05-25, 06:32 PM
(As I type this, I can't get rid of What's New, Pussycat.)

Now you've inflicted it on me! (Perhaps the only way to break that curse is to transmit it?)

4) Degeneration

The victim is cursed with rapid aging, progressive memory loss, physical and social ineptitude, or some other ill effect. With each passing day they suffer a cumulative -1 penalty to certain ability scores (see below), to a maximum of -6. No ability score can be reduced below 1 in this way.



Curse

Affected Ability Scores



Arrogance
Cha, Wis


Bestiality
Cha, Int


Clumsiness

Cha, Dex


Fatiguability
Con, Dex


Idiocy
Int, Wis


Idleness
Dex, Int


Impermanence
Con, Int


Inadaptability
Dex, Wis


Incompetence
Str, Wis


Meekness
Cha, Str


Sloth
Dex, Str


Uselessness
Int, Str


Vulnerability
Con, Wis


Warping
Cha, Con


Withering
Con, Str



5) Exhaustion

The victim is permanently fatigued (which can worsen to exhaustion as normal) and takes 1d6 points of nonlethal damage for every hour they do not spend resting.

6) Ineptitude

The victim is virtually incapable of lying or focusing, becomes incredibly gullible, or is in some way unable to perform a certain activity. They take a -30 penalty on a particular skill check (typically Bluff, Concentration, Craft, Perform, Profession, or Sense Motive).

7) Madness

The victim is incurably (and sometimes violently) insane. They gain a +6 bonus to their Charisma score, a -6 penalty to their Wisdom score, and are immune to all mind-affecting effects. At the start of each encounter they must make a DC 20 Will save or become confused for 1d4 rounds. They may also develop paranoia, megalomania, or other subtle mental illnesses.

8) Misfortune

The victim has truly horrendous luck. They take a -2 luck penalty on attack rolls, saves, skill checks, and their Armour Class. They treat a roll of a natural 20 on a d20 as a natural 1.

Devcon1
2018-05-25, 07:23 PM
9). Curse of Many Tongues
Whenever the victim of this curse should speak aloud, they speak in a randomly determined language. They need not understand the language they speak; in fact, they often speak a language that they nor their companions understand.

When the curse is broken, the victim promptly disgorges a variety of severed tongues of various races. Each tongue corresponds to a language that exists (for example, a goblin tongue corresponds to the goblin language).

10). Curse of the Moth's Eyes
During the night, whenever the victim of this curse views a source of bright light, they are compelled to use their movement to approach the source, requiring a successful save to resist.

When the curse is broken, the eyes of the person appear to turn into mouths with an eye-like pattern on their wings, which promptly fly off, revealing the person's normal eyes underneath. Whether they spontaneously appear or were there the entire time is yet unknown.

brian 333
2018-05-25, 10:23 PM
11: The Bad Joke

The victim of this curse can speak only in jokes. If the person is crude, insult humor is allowed; otherwise, the victim's every utterance must be in a form intended to elicit a laugh.

Edit: I will learn to count one day. I promise.

jqavins
2018-05-26, 11:42 AM
Seems like devcon1 suffered from rferrie's ninitsu, or something. Curse of the Many Tongues is number 9, Curse of the Moth's eyes is 10, and The Bad Joke is 11.

Aaaaaand... resume.

Archpaladin Zousha
2018-05-26, 11:58 AM
12) The Burden of Greed

This curse is usually laid on a room or a vault containing valuables as a way to punish would-be thieves. If a person takes an object or objects stored in the room outside of it, the person will begin growing fatter with each step they take while the stolen object or objects remains in their possession. Weight gained in this manner cannot be lost through conventional means like diet and exercise unless the item/items are returned to the cursed room, or the victim has a remove curse spell cast on them.

If the item/items are given or sold to another person, the recipient begins experiencing the effects of the curse until the item/items are returned or the curse is broken. Passing the curse on to another individual does not remove the curse, so any weight the item's previous holder has already gained from the curse will remain. If multiple items have been stolen from the room, and the cursed individual distributes the items to multiple individuals, all of the recipients begin suffering the effects of the curse at the same rate.

Particularly malicious users of this curse will plan the architecture of their abode with narrow hallways and windows so the cursed victim becomes stuck in passages they'd previously entered without difficulty, or place the cursed room at the end of a long, circuitous route to extend the victim's travel time to the point that the curse's effects render them immobile. Should the cursed individual have access to teleportation magic, they can circumvent the curse's effects somewhat as teleporting does not count as a "step," but few people have the spellcasting capability to use teleporting as a regular mode of transportation.

jqavins
2018-05-26, 07:20 PM
12) The Burden of Greed...

If the item/items are given or sold to another person, the recipient begins experiencing the effects of the curse until the item/items are returned or the curse is broken. Passing the curse on to another individual does not remove the curse, so any weight the item's previous holder has already gained from the curse will remain...
May I suggest an escape clause for recipients who had no way of knowing that the item was stolen?

Slimey Sam the Theiving Man steals some coins so cursed. He soon notices the weight gain and teleports to town in order to find someone who can remove the curse. His teleport lands him in a bar, so he orders a beer before going for help, pays for it, and now the bartender is cursed. Now, I'm not saying that tne curse has to make an exception for him, but he really doesn't deserve it.

brian 333
2018-05-26, 08:09 PM
13: The Curse Of Gold Fever, or It's Never Enough

This curse is often placed on dragon's hoards, lich's troves, and the treasuries of miser kings. When a character first sees the treasure placed under this curse the character feels compelled to stuff pockets, packs, and sacks with it. When it is discovered that more has been assembled than can be carried, the character begins discarding less valuable items for the more valuable ones. This too will be too much to carry so the character begins to sort again, seeking to get the maximum value but always ending up with more than can be carried. No matter how it's sorted, when the character has assembled a suitable treasure, it is too heavy to carry, forcing the character to sort it all out again.

Characters who fall victim to this curse begin to suspect one another of stealing bits they have claimed. Eventually they will begin to see one another as monsters invading 'their' hoard, and fights will begin, only to be interrupted by catching sight of yet another bauble they want to claim as theirs.

This curse is usually fatal because the victim will discard food and water as well as other survival gear to store one more trinket. The nature of the curse is so insidious that characters will very often starve to death while attempting to figure out their maximum load.

Archpaladin Zousha
2018-05-26, 09:16 PM
May I suggest an escape clause for recipients who had no way of knowing that the item was stolen?

Slimey Sam the Theiving Man steals some coins so cursed. He soon notices the weight gain and teleports to town in order to find someone who can remove the curse. His teleport lands him in a bar, so he orders a beer before going for help, pays for it, and now the bartender is cursed. Now, I'm not saying that tne curse has to make an exception for him, but he really doesn't deserve it.
That's a fair point. I'd say in the instance of using a coin to pay for something the curse is "on hold" until it's truly in the possession of an individual. When the coin was exchanged for the beer, it didn't pass into the possession of the bar as a business rather than the bartender himself. If the coin then is spent by the bar as a business, used to pay the brewery that supplies their beer, the curse still doesn't "activate" as the brewery is still not a person, but if the brewer then used that coin to pay one of their employee's salary, then the curse activates for that individual, and then the trouble really begins. That'd actually make a pretty scary plot, suddenly falling victim to a curse that wasn't meant for you and racing against time to trace the coin's history back to where Slimey Sam took it from...

jqavins
2018-05-27, 05:07 PM
A kinder alternative (not always better) is that the curse is lifted from the object - only the single object, like one stolen coin - when it is accepted in good faith as payment or a gift. If good faith is questionable, like your impoverished boyfriend goves you a golden challace, make a (Wis+Int) check with DC depending on the circumstance. For example, a low DC for the example above, a higher one if said boyfriend just comes into some money; DM's discretion. The twist is that the curse affects you if the check succeeds, meaning that even if you didn't know the thing was stolen you should have. Failing the check is the safe outcome. Then the bartender doesn't need to roll or has an impossibly high DC, while the DC for the girlfriend above is very low, maybe even 1.

Archpaladin Zousha
2018-05-27, 05:17 PM
A kinder alternative (not always better) is that the curse is lifted from the object - only the single object, like one stolen coin - when it is accepted in good faith as payment or a gift. If good faith is questionable, like your impoverished boyfriend goves you a golden challace, make a (Wis+Int) check with DC depending on the circumstance. For example, a low DC for the example above, a higher one if said boyfriend just comes into some money; DM's discretion. The twist is that the curse affects you if the check succeeds, meaning that even if you didn't know the thing was stolen you should have. Failing the check is the safe outcome. Then the bartender doesn't need to roll or has an impossibly high DC, while the DC for the girlfriend above is very low, maybe even 1.
Good idea, especially considering the purpose of the curse is to punish thieves. If YOU haven't stolen the thing yourself, why should YOU be punished for it?

brian 333
2018-05-27, 07:47 PM
Good idea, especially considering the purpose of the curse is to punish thieves. If YOU haven't stolen the thing yourself, why should YOU be punished for it?

Knowledge of the artifact's origin would be the key, in my opinion.

A General Store clerk might have no reason to suspect the coin was stolen.
A pawn broker may or may not have knowledge of the theft.
A fence is certainly aware it is stolen.

Thus, paying an unsuspecting granny for a bowl of soup neither lifts the curse from the thief, nor inflicts it upon the granny.
A pawn broker who suspects the crime must make a save if the cursed item is transferred to his possession.
A thieves' guild fence is cursed exactly the same as the original thief.

Possession of stolen goods is almost always considered a crime unless the possessor immediately surrenders the stolen item and actively attempts to aid the law in capturing the criminal. In the case of a cursed item, I might give credit for the character attempting to return the stolen item or otherwise disposing of it at a loss. (Selling or trading it for something of value is not enough.)

I'd also introduce the idea of the curse in the form of an NPC attempting to hire the PCs to return a stolen item to its proper place. That way when the curse hits, they know why, and how to create the conditions under which the curse can be removed.

Edit: In the case of the granny, it has occurred to me that while she is in no danger from the coin, if someone steals it from her they would be cursed.


14: Return To The Scene Of The Crime

This curse compels a character who committed a crime in a designated area to return to that spot. The character will have uneasy feelings, then nightmares, then begin sleepwalking, then become mad with the desire to return if the compulsion is not followed. The curse activates a number of days equal to the character's Wis score, and will grow worse over a like amount of time. The character will temporarily lose one point of Wisdom per day after Wis x2 days unless the scene of the crime has been revisited. Visiting the scene allows the progress of the curse to be reset but it will begin again.

jqavins
2018-05-28, 09:43 AM
14: Return To The Scene Of The Crime

This curse compels a character who committed a crime in a designated area to return to that spot. The character will have uneasy feelings, then nightmares, then begin sleepwalking, then become mad with the desire to return if the compulsion is not followed. The curse activates a number of days equal to the character's Wis score, and will grow worse over a like amount of time. The character will temporarily lose one point of Wisdom per day after Wis x2 days unless the scene of the crime has been revisited. Visiting the scene allows the progress of the curse to be reset but it will begin again.
If that curse is in effect when the perpetrator is caught and imprissoned... :smalleek: Crime really doesn't pay.:smallcool:

brian 333
2018-05-30, 10:00 PM
15: The Jinx

The recipient of this curse is not directly affected. However, all who associate themselves with the victim suffer a -2 Luck penaalty to all die rolls.

Xyzzt
2018-05-30, 10:53 PM
16: Tyrant Mariah's Misery

Named for an ancient queen, long forgotten to the tales of bards, Queen Mariah was the sole survivor to the throne in a faraway desert land. One day, the tyrant queen refused to repay an old witch who helped her in her youth, and left her to die instead. Upon her deathbed, the witch uttered a terrible curse. Untouched by the fell magic itself, Mariah would instead find all close to her falling to different hexes - her daughter withering away into nought, her only friend hungering for her vault. Eventually, in paranoia, she took her own life - but the curse spread anew.


When rolling this curse, you are not affected directly. Instead, roll again on the curse table. All that come into contact with you that are considered Friendly or better towards you become affected by the curse within 3d10 days.

Remove Curse does not remove the curse, but instead causes the caster to immediately become affected by the curse. If the being inflicted by Tyrant Mariah's Misery would cast Remove Curse on themselves, it fails, and they immediately roll to gain a second curse they spread as well. Miracle, Wish, and similar spells will remove the curse.

If the being affected by Tyrant Mariah's Misery does not spread the curse within 24 hours, they suffer 1 point of Constitution Drain, which can only be restored by infecting someone else with the curse. If this would take their Constitution to 0, they die, and the curse spreads to the nearest host affected by one of its secondary curses.

brian 333
2018-05-31, 09:11 AM
17: Klutz

The victim of this curse is prone to Fumbles. On all d20 rolls, a result of a natural 3 or less produces a Fumble result. If your game or game system does not have a Fumble mechanism, the result is a pratfall for 1d6 damage, (Evasion 1/2 or 1/4 damage.)

Additionally, the character may not Take 20 or Take 10 for any check or save, and even ordinary actions such as crossing the street or traversing stairs requires a DC10 check to accomplish. (Failing the DC10 check without rolling a Fumble causes the character to trip, stub a toe, bang a shin on something, or some other annoying but non-injuring result of clumsiness.)

witchslave
2018-06-01, 06:46 PM
18 The hot feet curse
Often used by malicious fey or spirits of wind. The cursed must constantly be walking, if they ever stop walking they take one point of fire damage and feel extreme pain every second as their feet blister as if put into a white hot fire until they start walking again. Even if a creature is immune to the fire damage they will still feel the extreme pain until they start moving again.

Crisis21
2018-06-01, 07:42 PM
Here's a classic.

19 - Curse of Babel - This curse rarely, if ever, affects a single person at once. At its least powerful, it can afflict every person in a small town and at its most potent it could potentially afflict every individual on an entire continent, maybe the world. Each person who is afflicted by this curse understands a language known only to themselves. They are incapable of speaking or reading any other language and none can speak or read theirs. No two individuals affected by this curse ever speak the same language unless they learn it the hard way.

Doorhandle
2018-06-02, 03:10 AM
20- Malediction of gelding
A common curse by jilted hags and witches, The victim of this curse finds their *ahem* family jewels vanishing into the ether, being replaced with smooth skin. This is despite the fact that their libido rises immensely for the duration of the curse, with no method of release. Fortunately remove curse is enough to cure the unfortunate celibate.

21-Baleful preservation
A particularly hateful curse, this curse traps the recipient's soul within their body. When/if they die while under its effect, their soul does not pass on to the afterlife, instead being forced to accursed wakefulness as their body decomposes around them and is gnawed by worms. Even when the body completely decays, they do not find peace, as the infinitesimal fragments bind them to the earth around their "deathbed." Remove curse, cast on the living victim, their corpse, or in the area they died can save the victim, but they've often gone quite mad in this time. Raise dead delay the curse, but it will resume as soon as the victim dies again.

22- Feast of famine
A simple curse, everything the target eats tastes like and has the consistency of ash. They still get (and require) nutrition from food but take no joy from it. I's not uncommon for victims to starve themselves, giving the gaunt appearance common to the curse, but this is not a supernatural effect in of itself.

23- Slow Death: The victim cannot heal, naturally or unnaturally. All regeneration or fast healing effect cease. Every day they live while the curse is active, they take 1 damage automaitcly as their body's natural repair process can't keep up with the slow decay. They cannot be raised from the dead while the curse is active, as they are resurrected only to immendly die from their wounds again. Remove curse cast on the victim or the corpse allows healing from the normal version. However, there are stronger variants, with the very strongest being incurable even by gods.

24- The Recursive Curse (http://dungeonsofdredmor.wikia.com/wiki/The_Recursive_Curse_(Ability)): This curse seems relatively minor, leaving the victim with a feeling of mild annoyance, a strong desire to get it removed and a -1 penatly to all d20 rolls. However, anytime the curse would be dispelled, the victim must make another save against it or they become cursed again. Every time they fail this save, the curse becomes slightly stronger, gaian an addition -1 penalty, and the desire to have it removed grows stronger. When the curse reaches a -20 penalty, they can no-longer benefit from a natural 20, and will likely never be freed from it, going mad with sorrow and frustration.

brian 333
2018-06-02, 07:55 AM
25: The Curse Of Beauty

The victim of this curse discovers just how much they enjoy looking in a mirror. Their actual appearance doesn't change, aside from the results of six hours each day spent primping and preening in front of a mirror, but they perceive themselves as the most attractive person they've ever seen. The character assumes a hostile attitude to any who do not agree with their evaluation of their appearance wholeheartedly.

The victim must glimpse himself in amirror for no less than fifteen minutes per hour. Being denied access to a mirror causes -1 Wisdom per day until a mirror is provided. Lost Wis can be Restored either before or after the curse has been Removed.

Crisis21
2018-06-02, 07:36 PM
26: The Curse of Irresistible Attraction - Those afflicted by this curse are irresistible to anyone that is attracted to their species, regardless of gender or sexual preference. All such individuals must make a DC 13 Charisma Saving throw upon seeing the cursed individual or become determined to gain their affections by whatever means necessary. Those that make their save are immune to the attraction for twenty four hours, while those that fail may not attempt a new save until one hour has passed and remain affected even if the cursed individual is not in sight. The personality of any individual that fails their save is not affected beyond the overpowering desire for the cursed person, and each individual will pursue the cursed person in their own way as befits their typical personality including their interactions with others who are pursuing the cursed individual. Some may decide to work together while others may prefer to try and eliminate the 'competition'.
The effects of this curse can be avoided by wearing clothing or armor that fully conceals the body, the face especially. However, if the cursed individual's face or enough of their body is exposed then the curse takes effect immediately.
Optional: If someone gets a natural 20 on their roll and has never failed their save against it, they are permanently immune to the attractive effects of the curse. Otherwise they are immune for one month. Conversely if they get a natural 1 on their save and have never succeeded, they become permanently obsessed with the cursed individual (possibly remaining so even after the curse is removed). Otherwise they remain under the obsessive effects for one month.

Archpaladin Zousha
2018-06-02, 09:19 PM
27) Parody Locusts

Victims of this curse are instantly recognizable by the small swarm of harmless locusts following them. Each locust's head is a miniature caricature of the victim's own face, and rather than consuming vegetation, they mock and annoy the person they follow by crudely imitating their speech and mannerisms, and mugging at whomever the victim is speaking to, distracting them and making it hard to take the victim seriously. Attempts to kill the swarm will only result in more appearing, now with fresh mockery for the victim's ineptitude. Casting remove curse, however, causes the entire swarm to immediately die.

Crim the Cold
2018-06-02, 10:54 PM
28. The Curse of an Interesting Life - This is a form of a curse of contradiction. The recipient of this curse constantly finds himself swept up into situations dangerous or funny and always when he or she wants it to least happen. An example: character tries to propose to his girlfriend and has 3 other women mistake him for the man that got them pregnant. Hilarity ensues. He goes to a bar to have a quiet drink and the biggest meanest drunk in the room picks a fight with him. The local longarm pins the blame for all the havoc on him. He takes a seat on a quiet bench in an out of the way alley and a mime starts chasing a clown around the bench. Also known as the curse of never ending plot hooks. Usually required divine intervention to be rid of it.

Now for a few serious curses. I'll put them in spoilers for those with aluminum instead of iron guts.

29. The Curse of Crawling Skin
Those who are unlucky enough to be struck with this curse have dozens of burrowing worms constantly crawling just under the surface of their skin. This is incredibly painful but doesnt threaten their life because the curse also regenerates the damage caused by the worms. The inflicted suffers a -5 penalty on concentration checks and a -5 penalty on all charisma based checks. In addition due to their appearance any person the character meets automatically starts off as unfriendly. Occasionally one of the worms will burrow into the mouth of the character during conversation. It is up to the character whether to have a snack or spit it out. The worms can be temporarily removed by cutting them out. The character suffers 1 point of damage for each worm removed this way. Once they have all been cut out a remove curse spell can rid the character of the curse permanently. Otherwise remove curse only stops the curse for 1 day. The character starts out each day with 6d12 worms infesting them.

30. The Wailing
The recipient of this curse suffers from an illusory effect that creates a wailing infant nearby after random periodic intervals. If the character fails to comfort the infant within a minute of its occurrence then the curse proceeds to its next stage. All characters near the cursed character see baskets with what looks like infants in them except that they move in horrible disjointed ways under their blankets and their cries sound almost predatory. The characters can try to run but the baskets just reappear next them the round after they stop running. At any point if the initial occurrence of the infant is comforted then it and all other infants spawned by the curse will disappear until the next occurrence. If the infant is still not comforted after another minute then the other infants will escape the confines of their baskets revealing that besides the claws, inverted joints, pustulent skin, and sharp teeth they look just like infants of the same species as the cursed character. These infant abominations will then attack the nearest character. Use the same stats as small cat from the MM for these abominations except that on death they explode showering all adjacent squares in acid for 1d8 damage (Reflex save DC 12 for half). These infants will continue to spawn every minute until the inital infant is comforted. If the character allows the infant to come to harm then the curse immediately progresses to stage 3 with addition that when the infant abominations are destroyed 2 more are spawned from their corpses fully forming in 1 round. The initial infant regenerates from any and all damage done to it and can be comforted even after harm has befallen it. The cursed characters has a choice: seem out of his gourd crazy comforting an infant only he can see or risk everyone around him being slaughtered by abominations. No skill checks are required to comfort the infant. All the character has to do is hold them and pat their back or something similar for 1 minute/6 rounds. Up to the DM if Remove Curse works on it.

rferries
2018-06-03, 03:59 AM
27) Parody Locusts

Victims of this curse are instantly recognizable by the small swarm of harmless locusts following them. Each locust's head is a miniature caricature of the victim's own face, and rather than consuming vegetation, they mock and annoy the person they follow by crudely imitating their speech and mannerisms, and mugging at whomever the victim is speaking to, distracting them and making it hard to take the victim seriously. Attempts to kill the swarm will only result in more appearing, now with fresh mockery for the victim's ineptitude. Casting remove curse, however, causes the entire swarm to immediately die.

+1 for Oglaf!

DuctTapeKatar
2018-06-04, 01:56 PM
31. Thale's Mutation

This curse causes the victim to undergo a sudden and irreversible change in their biology. The victim must roll a wisdom save of 25 or be driven mad from the sudden mutation, lashing out at those around them. Additionally, they must also roll a Fortitude save of 27 or else their mutation will begin to cause their body to rapidly lose cohesion and dissolve into a mass of throbbing tumors (2d8 damage for every failed save, and lose 1d4 points of constitution).



01
Your arm becomes a tentacle, gain reach with mellee attacks, -2 to stregnth-based skill checks


02
Your body becomed larger and covered in bone potrusions. +1 AC -2 dex.


03
Your blood becomes acidic when in contact with the air. Whenever you take damage, you deal 1d4 acid damage to everyone within 5 ft of you, including yourself.


04
Your legs become digitgrade and you grow a repilian tail. Any shoes you were wearing are destroyed in the process, and you gain +2 to your dex modifier.


05
Your neck elongates up to 3 feet long. Take -4 to AC.


06
Your skin bursts as the muscle underneath expands rapidly. Gain +4 stregnth and lose 4 points of intelligence.


07
Your chest opens up into a gaping maw, destroying any armor you may have been wearing and screaming loudly. Gain a bite attack that deals 1d10 damage.


08
The mutation goes out of control, and your body begins to devour itself. Make a constitution roll, dc 28 save. If fail, the victim dies, nothing left but a mass of writhing flesh. A ressurection spell will not work with the mass of flesh, nothing left recognisable by the magic.



A remove curse spell will not cure the mutation, but will allow the victim to regain control of their senses and stop the magic from harming them. It takes 1d4 months of physical therapy and near-constant healing magic to remove the applied mutation.

jqavins
2018-06-04, 02:08 PM
This curse causes the victim to undergo a sudden and irreversible change in their biology. The victim must roll a wisdom save of 25 or be driven mad from the sudden mutation, lashing out at those around them. Additionally, they must also roll a Fortitude save of 27 or else their mutation will begin to cause their body to rapidly lose cohesion and dissolve into a mass of throbbing tumors (2d8 damage for every failed save, and lose 1d4 points of constitution).You just saw Deadpool, didn't you?

brian 333
2018-06-04, 03:59 PM
32: The Invisible Friend

The victim of this curse believes there is an invisible person following him around commenting on everything the victim sees, thinks, or does. The voice uses a friendly tone, but is snarky, belittling, and incessant. If the victim fails to respond to the voice it gets louder, singing and shouting until the victim acknowledges the voice.

There is no actual invisible person, the effect is entirely inside his head, but the victim of the curse hears the voice as if from just over his shoulder, and must reply to it audibly to prevent the voice from escalating. If the victim ignores the voice it will get louder and louder, denying the victim sleep and eventually driving him mad.

(Fatigue rules vary widely between game systems, so it is difficult to define actual results for the inability to sleep.)

DuctTapeKatar
2018-06-04, 04:29 PM
You just saw Deadpool, didn't you?

Nope. Just needed to make it more serious than just a random change. XD

sengmeng
2018-06-06, 10:23 AM
32. Suggestible ADD

If anyone tells you to not listen to them, not pay attention to them, or forget about them, you literally do, becoming unable to hear, see, or remember them.

brian 333
2018-06-08, 03:14 PM
33: Tip Of The Tongue

When the victim of this curse speaks, roll a d20. That is the number of words the character may say before the next word slips his mind. He sill be unable to say the word, or words with a similar meaning, and his conversation will abruptly end as he, "Ummms," and, "Uuhs," while searching for the word.

Spells with no verbal components or which can be cast silently are not affected by this curse.
Casting spells with a verbal component requires one word per spell level unless otherwise noted in the spell description.
Casting spells from scrolls requires five words per spell level.

jqavins
2018-06-08, 04:40 PM
33: Tip Of The Tongue

When the victim of this curse speaks, roll a d20. That is the number of words the character may say before the next word slips his mind. He sill be unable to say the word, or words with a similar meaning, and his conversation will abruptly end as he, "Ummms," and, "Uuhs," while searching for the word.This was my real life until I stopped taking Lipitor.
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34) Tip of the Worm's Tongue

This is a combination of (33) Tip of the Tongue and (2) The Earworm that is greater than the sum of its parts. In addition to the two curses acting as previously described, twice each day the victim will forget the next word of the song that is stuck in his head. He must make a will save (DC 10) or suffer 1 point of Wisdom damage. If his wisdom is reduced to zero in this way (i.e. if his last Wisdom point is lost to The Tip of the Worm's Tongue, no matter how many other points were previously lost to this or other causes) he becomes insane. (Use the rules of your choice for insanity, or perhaps I'll come back and flesh this out later.)

Doorhandle
2018-06-14, 07:14 PM
35. Curse of the Clutch: A curse rarely cast, but often blamed for a sport team's failures, the curse only come into effect at the worst possible moment. When the victim must make a diceroll, and the penalty for failure is death or similarly massive(lose your life savings, alienate all your support, the fate of a continent is on the line, ect), they automatically roll a natural 1. Notably, the only way to escape this curse is to trigger it: remove curse has no effect, presumably because the penalty for failing to be cured is so large.

36. Curse of the eclipsed moon: Considered preferable to baleful polymorph or lycanthropy in some circles, every time the full moon rises the recipient must make a will save. if they fail, they think they've been transformed into an animal. In truth they retain their normal form, but their mental facilities are reduced to that of an animal (int 2, wis normal, cha 3), and they are utterly unable to be convinced they are not an animal. They'll behaves as a normal animal of the type they think they were transformed into...with mixed success. This lasts until the sun rises again.

brian 333
2018-06-21, 02:18 PM
The Yips

This curse is at its worst when it is cast upon a character who is reliant upon a skill involving hand-eye coordination, (Dex based). If the caster is not aware of a specific skill to which this curse is applied, roll randomly from skills which have the highest number of skill points assigned. For the duration of this curse the character has a -10 penalty to all uses of that skill. If the character has no skill points assigned to Dex based skills, the curse applies to all Dex-based skills the character attempts to use untrained.

While this curse is in effect, the character cannot Take 10 or Take 20 when resolving any Dex based action.

Crim the Cold
2018-06-22, 11:10 AM
This one is for games that are have the optional critical failure rule.

38. Too much Luck - Usually cast by angry leprechauns, the character afflicted with curse experiences an abundance of luck both good and bad. The range for critical failure and critical success on a d20 roll is increased by 6 such that a 1-7 is a critical failure and a 14 - 20 is a critical success. These increase override any other increases to critical. The ranges listed above are the new ranges until the curse is lifted. The curse can also, at the DMs discretion, require a roll for mundane tasks that normally wouldn't need a roll.

Origin of this curse: I once had a player who made it his character's mission in life to track down the pot of gold that was supposed to be at the end of rainbows. He convinced the party to go on side quests to find items, spells, and knowledge that would help him in his quest.

After 3 months of weekly sessions where this guy would side track the campaign at any possible clue related to his mythical pot of gold, including chasing rainbows every time they appeared, I finally set up a 2 session quest where he would finally be able to go after it. They used a ritual to freeze the rainbow in place so that they could finally approach it. They bypassed illusions and guardians. They finally got to the pot of gold unguarded by the leprechaun because who could ever get past all the defenses he had in place. I had spent a lot of time making the treasure in that pot of gold including some really nifty wondrous items and a few unique magic weapons as well as of course the gold. I had planned to have the leprechaun treat the theft as just a bout of unluck for him and tell the characters that they had earned their reward due to their cleverness and persistence just that this would all be over with and we could go back to the main campaign.

The guy starts laughing maniacally and has his character run up to the pot of gold. His character drops his trousers and proceeds to take a piss in the pot of gold. The rest of the table is either laughing or facepalming. I am so mad at what I feel has been a waste of my time. The leprechaun was changed on the fly to be super OCD about keeping his gold shiny and clean. He pops in because his alarm spell that monitors the gold's cleanliness goes off and sees the guy peeing in his pot of gold. Horrified and pissed off about his stuff being pissed on he curses the character with the curse listed above.

sengmeng
2018-06-22, 12:20 PM
39. Curse of Enlightenment

The world is an illusion. Nothing is real, this is all a stage, the afterlife is the real life. You are not a person with a soul, you are a soul, and the physical world is meaningless. That charging goblin? Illusion. The arrows in my gut? Illusion. The illusionist over there casting illusions? Also an illusion himself. I disbelieve!

woweedd
2018-06-24, 04:35 PM
40. Anthropic Curse

The subject of this curse will begin to perceive inanimate objects as sapient and possessing of personalities. They will attribute any mechanical or failure to deliberate actions of the object and will thank every object they use, up to the point of thanking each individual paving stone they step on. They will soon begin ignoring other humanoids in favor of talking to objects and will gain a cultimative -2 penalty to Charisma checks relating to humanoids per day.

41. Forgetfulness Curse

Character gains a -10 to any check to recall information, including Intelligence-based skill rolls.

42. Nondescript

Use this curse when you want an enemy to die alone and un-remembered. Anyone who knew the subject will forget any memories involving them, and any records relating to them are erased. No new records of them may be created, and anyone who senses them will forget about them the instant they're out of range. They may still physically affect their environment, but anyone in the vicinity will explain it away by another means. Many criminals willingly use this curse in order to make them impossible to track down.

brian 333
2018-07-09, 05:40 PM
43: The Pox

The victim of this curse discovers boils and pimples erupting on the skin. While not harmful, these blemishes weep and bleed when popped, and itch and burn until popped. The effect is to give the victim both an unsettling appearance and a disgusting habit, resulting in a -10% reaction from all NPCs for the duration of the curse.

sengmeng
2018-07-09, 06:33 PM
44. Curse of the Scoundrel

Anyone you try to conduct some sort of business with becomes intensely suspicious of you. They get a nagging feeling that you've stolen from them before or they've heard of you and you have a shady reputation. 25% will price gouge you, increasing their prices from 1 to 50%, and 25% will outright refuse to deal with you. Guess you just have one of those faces.

rferries
2018-07-09, 07:01 PM
45. Curse of the Vampire

The subject develops the traditional weaknesses of a vampire - they loathe garlic, are repelled by holy symbols, cast no reflection in mirrors, and cannot cross running water of their own volition. They take 1d6 points of nonlethal damage for every ten minutes of exposure to sunlight. If presented with a mass of seeds, grains, or similar small objects, they cannot leave the area until they have counted the total number of objects.

46. Curse of the Accursed One

The subject exhibits one of the curses from this forum post, switching to a different curse at random every day. They feel an irresistible compulsion to dub themselves "the Accursed One", and are addressed as such by every NPC with a level in a spellcasting class (e.g. the wise old gypsy woman, the town priest, the village soothsayer, etc.).

jqavins
2018-07-10, 07:17 AM
Suggested extension:
44. Curse of the Scoundrel

Anyone you try to conduct some sort of business with becomes intensely suspicious of you. They get a nagging feeling that you've stolen from them before or they've heard of you and you have a shady reputation. 25% will price gouge you, increasing their prices from 1 to 50% if you are buying, and refuse to pay more than 25% - 50% below market value if you are selling*, and 25% will outright refuse to deal with you. Guess you just have one of those faces.

* You may attempt to compensate by inflating a claimed the market value; any such attempt suffers a -10 penalty on applicable negotiating skills.

ChaoticHarmony
2018-07-11, 05:01 AM
45. Curse of the Vampire

The subject develops the traditional weaknesses of a vampire - they loathe garlic, are repelled by holy symbols, cast no reflection in mirrors, and cannot cross running water of their own volition. They take 1d6 points of nonlethal damage for every ten minutes of exposure to sunlight. If presented with a mass of seeds, grains, or similar small objects, they cannot leave the area until they have counted the total number of objects.


Isn't that last part a classic weakness of Fey? I haven't heard of vampires doing that

brian 333
2018-07-11, 10:44 AM
Isn't that last part a classic weakness of Fey? I haven't heard of vampires doing that

Oriental vampires do that. They also consume the spirit of their victim rather than its blood, but that's another story.

ChaoticHarmony
2018-07-11, 12:04 PM
Oriental vampires do that. They also consume the spirit of their victim rather than its blood, but that's another story.

Oh cool, I didn't know that. That is really interesting. ☺

Alright, I'll add in one of my favorite curses

47: Despair of Tantalus

The bearer of this curse becomes unable to touch food or drink of any sort, it simply moves away, just out of reach, whenever he attempts to interact with it. After the first day under the curse, the bearer begins to starve. The bearer is affected as per the Starvation rules with the following changes; the bearer only needs to make the Constitution save once per day(DC 10 +1 per check). The bearer cannot be knocked unconscious or killed by the effects of Starvation. As this curse was originally designed by the gods, nothing short of a wish or miracle can remove this curse. (Note: even those who do not normally need to eat or drink can be affected by this curse, as it repels whatever the bearer could consider food. E.g. Sunlight, Fuel, Spiritual Energy, etc.)

rferries
2018-07-11, 12:16 PM
47: Despair of Tantalus

The bearer of this curse becomes unable to touch food or drink of any sort, it simply moves away, just out of reach, whenever he attempts to interact with it. After the first day under the curse, the bearer begins to starve. The bearer is affected as per the Starvation rules with the following changes; the bearer only needs to make the Constitution save once per day(DC 10 +1 per check). The bearer cannot be knocked unconscious or killed by the effects of Starvation. As this curse was originally designed by the gods, nothing short of a wish or miracle can remove this curse. (Note: even those who do not normally need to eat or drink can be affected by this curse, as it repels whatever the bearer could consider food. E.g. Sunlight, Fuel, Spiritual Energy, etc.)

That's gold Jerry, (Midas) gold! You should do all the other classical damnations/curses too! - Sisyphean boulder, Midas touch, etc

brian 333
2018-07-11, 01:22 PM
That's gold Jerry, (Midas) gold! You should do all the other classical damnations/curses too! - Sisyphean boulder, Midas touch, etc

I agree.

Midas touch might be a bit too easy to exploit. I can see PCs dragging every rock or piece of trash to the victim, trashing local economies as gold gluts the markets. Nations will wage war to determine who gets to keep the poor guy in a golden cage, forever given trash to turn into gold. They would actively oppose any attempt to cure this curse.

Crap, now I've created an adventure hook.

ChaoticHarmony
2018-07-11, 01:31 PM
That's gold Jerry, (Midas) gold! You should do all the other classical damnations/curses too! - Sisyphean boulder, Midas touch, etc

Gladly, I'll start off with another favorite of mine. (Also, who is Jerry? Is it a reference I'm not getting?)

48: Cassandrian Paradox

The victim of this curse is compelled to speak nothing but the truth. Whenever they try to communicate, all creatures within 30ft that can see and hear her must make a Sense Motive check(DC 5). Upon success, they instantly dismiss whatever she said, believing it to be a boldfaced lie. Failure means they believe what is said, and they are unaffected by the curse for 24 hours. Physical Evidence showing they are telling the truth increases the DC of the Sense Motive check by 5 per piece. As this is a curse from the Gods, nothing short of a wish or miracle can remove(Note: this is a language dependant curse, anyone who cannot understand what the victim is saying is unaffected and does not need to make a Sense Motive check)

ChaoticHarmony
2018-07-11, 05:13 PM
49: Burden of Atlas

Upon receiving this curse, the victim feel as if a tremendous weight was placed on their shoulders. The victim is always considered to be carrying a heavy load, even when unencumbered by armor or items. Furthermore, Speed and Dex penalties for wearing armor and carrying medium+ loads now stack. If a character normally is unaffected by encumberance(such as from a dwarf's Slow and Steady racial trait) they are instead treated as though they were, ignoring the additional effects of this curse. As this curse was originally created by the Gods, nothing short of a wish or miracle can remove it.

rferries
2018-07-11, 05:52 PM
Gladly, I'll start off with another favorite of mine. (Also, who is Jerry? Is it a reference I'm not getting?)

Ha I'm just showing my age, it's a reference to Seinfeld.

ChaoticHarmony
2018-07-12, 06:20 AM
50:Curse of 12 Trials

The bearers of this curse are always known, as they all have a mark around their neck, the insignia of the curse caster seemingly branded onto the skin. The caster of the curse may command the bearer to complete a task as though placing a geas on them, except the curse is not removed upon completion of the task. After the completion of any task, the bearer may make a Will saving throw(DC 120 -10 per completed task). On success, the curse is broken, and the curse's caster is subject to a lesser geas given by the bearer. Failure, and a new task may be given. This curse is considered divine retribution, and so cannot be removed except with divine intervention or succeeding the saving throw. (Note: the caster cannot order open ended tasks, such as never speaking again. Each task must have a clearly defined end.)

ChaoticHarmony
2018-07-12, 09:33 AM
51: Ass's Ears(aka Midas' Shame)

The victim's ears grow in length when this curse is placed on them. These floppy fur covered ears resemble that of a mule's. The victim gains a +2 to Perception checks made by hearing. If the unsightly ears weren't bad enough, any music the victim hears sounds horrific, causing severe headaches. Whenever someone makes a Perform(Sing) or Perform(instrument) check within 100ft of the victim, the victim must make a Fortitude save(DC 10 +5 per round) or suffer 1d8 sonic damage. This roll must be made every round the music persists.

rferries
2018-07-12, 09:46 AM
All very nice!

ChaoticHarmony
2018-07-12, 11:17 AM
Time for a big one
52:Golden Touch

Both a blessing and a curse, the bearer of this curse gains the Midas Touch. Anything the bearer touches, or that touches the bearer, instantly turns to solid gold. When a creature is touched or touches the bearer, they must make a Fort save(DC 30). On failure, they are turned completely to gold. On success, they take 3d6 force damage, and only they area touched turns to gold. Items and people retain the same weight when turned to gold. Items that would normally have moving or movable parts(like a length of chain, a clock, etc.) no longer move after being touched. The bearer is immune to the effects of his own curse. Items and people turned to gold turn back to normal if splashed with either running water(like from a river or rain) or holy water. This is a powerful curse that can only be removed by no less than a greater dispel curse and then, only if the bearer desires it. A wish or miracle may dispel the curse regardless of the reader's desire.

jqavins
2018-07-13, 07:19 AM
Ha I'm just showing my age, it's a reference to Seinfeld.And your taste in sitcoms; I'm 54 and didn't get it either.

53. Obscure

Your speech is rife with obscure literary and cultural references and quotations that most people don't understand. All people listening to you must make a DC 10 check in a relevant skill, DMs option, to understand you. (E.g. Knowledge (religion) if you yourself have a religious background, Knowledge (nobility) if you yourself are rich or of high birth, etc. Bardic Knowledge is of great help. The DM is free to apply penalties for skills that are tangentially appropriate, and to apply synergy bonuses for multiple applicable skills. Have fun with it.) The DC is increased by one for every full five years difference in age between you and the listener due to reference that are either out of date (you are older) or "too hip" (you are younger).

(Seinfeld really isn't all that obscure; I'm the exception in my age bracket for never having appreciated the show. But the exchange was suggestive.)

rferries
2018-07-13, 12:52 PM
Haha very meta! :D