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  1. - Top - End - #1
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    Default 1001 Homebrew Curses

    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.)
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

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    DruidGuy

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    Default Re: 1001 Homebrew Curses

    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.
    Spoiler: List of Things You Don't Need To Know
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    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

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    OldWizardGuy

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    Default Re: 1001 Homebrew Curses

    Quote Originally Posted by jqavins View Post
    (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.
    Last edited by rferries; 2018-05-25 at 06:35 PM.

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    Halfling in the Playground
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    Default Re: 1001 Homebrew Curses

    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.
    Last edited by Devcon1; 2018-05-27 at 07:54 PM.

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    Default Re: 1001 Homebrew Curses

    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.
    Last edited by brian 333; 2018-05-26 at 03:30 PM.

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    Default Re: 1001 Homebrew Curses

    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.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

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    Default Re: 1001 Homebrew Curses

    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.
    Last edited by Archpaladin Zousha; 2018-05-26 at 12:11 PM.

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    Default Re: 1001 Homebrew Curses

    Quote Originally Posted by Archpaladin Zousha View Post
    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.
    Last edited by jqavins; 2018-05-26 at 07:22 PM. Reason: Forgot to proof read
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

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    Default Re: 1001 Homebrew Curses

    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.

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    Default Re: 1001 Homebrew Curses

    Quote Originally Posted by jqavins View Post
    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...
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

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    Default Re: 1001 Homebrew Curses

    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.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

  12. - Top - End - #12
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    Default Re: 1001 Homebrew Curses

    Quote Originally Posted by jqavins View Post
    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?
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

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    Default Re: 1001 Homebrew Curses

    Quote Originally Posted by Archpaladin Zousha View Post
    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.
    Last edited by brian 333; 2018-05-27 at 07:59 PM.

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    Default Re: 1001 Homebrew Curses

    Quote Originally Posted by brian 333 View Post
    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... Crime really doesn't pay.
    Last edited by jqavins; 2018-05-28 at 09:44 AM.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

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    Default Re: 1001 Homebrew Curses

    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.

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    Default Re: 1001 Homebrew Curses

    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.

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    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.)

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    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.

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    Default Re: 1001 Homebrew Curses

    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.
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    Default Re: 1001 Homebrew Curses

    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: 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.
    Last edited by Doorhandle; 2018-06-14 at 06:53 PM.
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    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.

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    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.
    Last edited by Crisis21; 2018-06-02 at 07:44 PM.
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    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.
    Last edited by Archpaladin Zousha; 2018-06-02 at 09:22 PM.
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    Default Re: 1001 Homebrew Curses

    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
    Spoiler: Squick warning
    Show
    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
    Spoiler: You have been warned
    Show
    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.

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    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: 1001 Homebrew Curses

    Quote Originally Posted by Archpaladin Zousha View Post
    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!

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    Dwarf in the Playground
     
    AssassinGuy

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    Default Re: 1001 Homebrew Curses

    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.
    "My new favorite spell is Ice Knife, because it is a throwing knife made from ice, and a grenade."

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    Bugbear in the Playground
     
    jqavins's Avatar

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    Default Re: 1001 Homebrew Curses

    Quote Originally Posted by DuctTapeKatar View Post
    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?
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

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    You are completely welcome to use anything I post here, or I wouldn't post it.

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    HalflingPirate

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    Default Re: 1001 Homebrew Curses

    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.)

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    AssassinGuy

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    Default Re: 1001 Homebrew Curses

    Quote Originally Posted by jqavins View Post
    You just saw Deadpool, didn't you?
    Nope. Just needed to make it more serious than just a random change. XD
    "My new favorite spell is Ice Knife, because it is a throwing knife made from ice, and a grenade."

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    Bugbear in the Playground
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    Default Re: 1001 Homebrew Curses

    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.
    Last edited by sengmeng; 2018-06-06 at 10:24 AM.
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

    Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).

    Nod, get treat.

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