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.