1,001 Bestowed Curses [Archive] - Wizards Community

Post/Author/DateTimePost
Raven Dark

12-15-05, 05:38 PM
I was just perusing my Spell Compendium when I stumbled upon a spell called GREATER BESTOW CURSE, essentially an 8th level version of Bestow Curse with permanent effects that are hard to get rid of.

Like its lesser counterpart, it allows you to invent your own curses. This thread is dedicated to the creation of unique curses by those who wish to participate.

I'll start.

1. Cause somebody to go blind, deaf, and mute. Being mute keeps the target from communicating his dillemma and getting help from his allies.

2. Cause the target to end every sentance by yelling "SO SAYETH THE PROPHECY!" It's just funny is all.

3. Cause a spellcaster to sneeze every time he tries to cast a spell. Spells with verbal components will automatically fail and those without verbal components will still need a concentration check.

4. Cause a bard to stutter when he sings and to stumble when he dances.

5. Make the local playboy impudent.

6. Cause the target to regurgitate after every meal. Slow starvation is a bad way to go.

7. Cause a thief (or similar sneak) to cry out "I'M HERE! I'M OVER HERE!" every time he tries to sneak.

8. Cause a conman to always tell the truth.

9. Cause a viscious fighter or tough barbarian chieftan to cry uncontrollably like a little girl.

10. Cause a hated enemy to smell like raw meat (so that dogs and carnivores take a liking to him).

Who's next? :D :D :D
Pz.Az.04Maus

12-15-05, 05:54 PM
11. Target starts to have an epilectic seizure whenever he tries to defend himself. Falls to floor.

12. Target has his (or her) voice crack uncontrollably. (+10% chance of spell failure, perhaps?

13. Target vomits up blood whenever they have a liquid of any kind (slow dehydration, slow wasting of health).

14. Target has uncontrollable urge to destroy his/her own blade, most likely on their armor when in a situation that requires to use it. Target must sunder their blade (and 25% chance of wanting to also sunder the object theyre using to sunder their blade).

15. Target automatically stops fighting in combat and sings "Lollipop" until they are hit at least 3 times by something. They have to stand still while doing so.

16. Target has to say, "My Mother was a little innocent white bunny rabbit, and my father was a larch." (MNTY PYTHN REF). They have to do this once an hour, most likely when they're in something very importantly Diplomatic. They then have to kick the nearest Male in the nuts, and then run away like a little girl, giddy with laughter and chortling. This, they do every 30 minutes. That very instant that they try to kick a males nuts, their foot's mass magically changed to that of lead.
Jaid

12-15-05, 10:30 PM
5. Make the local playboy impudent.impotent. impudent means they are defiant, which i'm fairly sure is not what you meant :P
R.M.G.C.L.F.

12-15-05, 10:44 PM
Give them the

Curse of Mezzleglap
Transmutation
Level: Wiz/Sorc2
Components:V,S,F
Casting Time: 2 rounds
Range: Close (25ft+5ft/level)
Duration: Permanent(D)
Saving Throw: Will Negates
Spell Resistance: yes

Upon casting this spell, the target takes 1d4 electric damage and is stunned for one round while a transformation occurs. Their ears become long and pointy, their head grows three small horns, their eyes each turn a different color, a pair of small tentacles appear just under their nose, small red blotches appear along their arms, and their skin turns blue. While under the effects of this spell, they suffer a -1 penalty to all diplomacy, gather information, perform, and bluff checks. They suffer a compulsion to eat live beetles (will save dc:11) when encountered, and they sneeze out yellow paper streamers 1d4 times at random intervals during the day.
This spell can be removed by remove curse or break enchantment.
Zeful

12-15-05, 11:00 PM
I was just perusing my Spell Compendium when I stumbled upon a spell called GREATER BESTOW CURSE, essentially an 8th level version of Bestow Curse with permanent effects that are hard to get rid of.

Like its lesser counterpart, it allows you to invent your own curses. This thread is dedicated to the creation of unique curses by those who wish to participate.

I'll start.

1. Cause somebody to go blind, deaf, and mute. Being mute keeps the target from communicating his dillemma and getting help from his allies.

2. Cause the target to end every sentance by yelling "SO SAYETH THE PROPHECY!" It's just funny is all.

3. Cause a spellcaster to sneeze every time he tries to cast a spell. Spells with verbal components will automatically fail and those without verbal components will still need a concentration check.

4. Cause a bard to stutter when he sings and to stumble when he dances.

5. Make the local playboy impudent.

6. Cause the target to regurgitate after every meal. Slow starvation is a bad way to go.

7. Cause a thief (or similar sneak) to cry out "I'M HERE! I'M OVER HERE!" every time he tries to sneak.

8. Cause a conman to always tell the truth.

9. Cause a viscious fighter or tough barbarian chieftan to cry uncontrollably like a little girl.

10. Cause a hated enemy to smell like raw meat (so that dogs and carnivores take a liking to him).

Who's next? :D :D :D A couple of these fall under the line of mark of justice. Namely 7. & 8.

the Curse of Mezzleglap hilariously is # 17
so...
18.) They have the desire to drink way to excess after which they find them self in jail for public drukenness and exposing self to children.
all ive got
Raven Dark

12-17-05, 12:56 AM
BUMP.

I know you guys can come up with some more cool stuff.
ChaoticGod

12-17-05, 01:12 AM
19) BAD LUCK. The target number for success for any d20 roll made by the character is secretly increased by 12. While the player may not realize that his character has been cursed, he/she will certainly feel that way.
Zilred

12-17-05, 03:07 AM
20. Whenever the afflicted caster prepares spells for the day, a random party member (or some other random nearby individual) suddenly gains the ability to cast those spells for the day instead. Limitations on spellcasting from low ability scores apply for the spell recipient.

21. Whenever the individual shakes hands with anyone, his soul and the other individual's soul switch bodies. (this could be a boon as well as a weakness for some evil PC's).

22. The afflicted individual can no longer sense or detect any being that follows a specific deity, and the individual also subconsciously avoids physical contact with such beings, even though the individual cannot detect them.

23. The PC must always roll a saving throw and apply spell resistance (if applicable) to any and all spells that affect him.
Jaid

12-17-05, 01:18 PM
some of these are definitely way beyond the ability of a curse to inflict. let's try and keep it reasonable here.
feartheinvinceblehamster

12-17-05, 01:28 PM
19. Cramp. Once per hour, the subject must yell "OW!! OW!!! CRAMP!!!" and shake a random appendage vigorously.
vardock

12-17-05, 01:51 PM
25: Target is sterile, could be a curse or a boon depending on how you look at it. got this one from the BOVD
Kiklio

12-17-05, 05:11 PM
26. Incorrigible vision. Everything looks like it's a little bit to the left of its actual position. Apply miss chances appropriately.

27. Subject immediately becomes left-handed. If already left-handed, he loses aptitude in either of his hands. Apply miss chances appropriately.

28. Curse of Tourette's. Every time any type of communication is attempted (speech, sign language, telepathy, smoke signals, etc.) Will save DC 25. Failure indicates the message is full of the most offensive messages ever to be uttered/signed/thought/smoked.

29. Incompetence. Every roll the afflicted makes takes a penalty of -2d6, minimum 12.

30. Death Wish. At a set time each day, the subject is subjected to a death urge affect lasting for 10 rounds, no saving throw.
Raven Dark

12-17-05, 10:49 PM
some of these are definitely way beyond the ability of a curse to inflict. let's try and keep it reasonable here.

Mind you, Greater Bestow Curse is an 8th level spell with far fewer limitations. Just the same, a lot of posters are adding curses that affect things other than the target of the spell (such as the environment or party members). That just will not do.
NightBreeze

12-18-05, 07:40 AM
31. Whenever the sobject speaks to a male older than him, he tries to touch that male's genital crying "OOH YESSSS"
l0stk0z

12-18-05, 09:08 AM
31. Whenever the sobject speaks to a male older than him, he tries to touch that male's genital crying "OOH YESSSS"


ROFL, RaWk!
atanhel

12-18-05, 09:17 AM
32) Whenever the target comes within 15 ft. of someone, that person can hear every single thought the target thinks.
ReverendCow

12-18-05, 09:30 AM
33) 1d6 times per day, the afflicted is compelled to stand as close as possible to any NPC they may currently be dealing with for ten minutes. During the period of close proximity, the afflicted exudes the aroma of ludefisk.
deafbymetal

12-18-05, 04:34 PM
34) The Loser: Every time the player must roll either a skill check, saving throw, or attack/damage, he rolls two of the appropriate dice- and must take the lower result. For example, when making an attack, rolls two d20's, taking the lower result. If both of them hit, he must roll two dice for each damage die, also taking the lower number. All these effects are obvious OoC, but no in-game manifestation is seen- just bad luck.
Darkuwa

12-18-05, 04:42 PM
x+1 -- You develop a phobia of the DM's choice. Treated the same as if rebuked when in the presence what they become afraid of.
2 -- You become a hamster. Size reduced to diminutive (unarmed strike becomes 1d1, +4 AC, +4 melee bonus, melee weapons shrink with you and become d1 weapons, better weapons can be made but must be masterwork and cost 10 times normal, move speed reduced to 10 but can be carried in someone's pocket or on someone's shoulder with no weight penalty, automatically critically fail all intimidate checks, retain speech abilities but voice shifts several octaves higher, +20% arcane spell failure, -8 to strength, +2 dexterity, +2 to charisma, weapon finesse is denied to this species).
3 -- You are hit with the ugly stick. Charisma becomes 4 until Heal is cast. And yes, the ugly stick does have the ability to make some half-orcs look better.
4 -- You must now carry all of your money in copper pieces.
5 -- Roll the d4. 1, you turn blue. 2, you turn green. 3, you turn purple. 4, you turn tie-die.
6 -- You are given a bag of holding, but you must sleep in it (unlimited air supply). You must also buy a ladder if you intend to get out on your own. If you cannot afford one, you will have to rely on your friends to help you out. This does allow you to be easily "stolen."
7 -- You become the familiar of a player of the DM's choice. Does not replace player's existing familiar.
8 -- Your appearance becomes that of a troll until lesser restoration is cast. Speaking eloquently makes anyone who does not know you to roll for a will save of disbelief (DC 6) or faint from the shock.
9 -- Complete class change of DM's choice.
10 -- Strength and Wisdom switch.
11 -- Wisdom and Charisma switch.
12 -- Sudden alignment change of DM's choice.
13 -- You are given an item with an enchantment and an amusing curse, example, a +2 bow that always fires arrows backwards or a +1 longsword that will only do damage if you hit the enemy with the flat side of the blade.
14 -- Species change of DM's choice.
15 -- All your clothing becomes ethereal.
16 -- Continual flame (heatless flame) is cast on your hair. (DM chooses between facial hair or hair on your head. This persists until dispel magic is cast. This does act as a torch, giving you 30 feet of light in all directions.)
17 -- Random stranger slaps you with a large trout dealing 1d4 subdual damage and disappears without a trace. -- Thanks Dave
18 -- No matter how much cover you have for your feet, any form of floor tickles you so much that you are unable to participate in combat. Persists for 2 days.
19 -- You become monosyllabic. -- Thanks Demisane
20 -- A golf ball strikes you in the head from out of nowhere. A loud, booming voice then echoes from the heavens above: "Fore!" -- Thanks Jaimas
21 -- You believe that you are 5 feet taller than you are and behave accordingly.
22 -- A small thundercloud forms over the your head and follows them wherever they go, raining constantly. On rare occasions, it strikes people nearby, including the host, with a 1HP lightning bolt. -- Thanks Jaimas
23 -- Gender switch. This is permanent and can only be undone by limited wish, wish, miracle, or another DM Wrath.
24 -- You fall in love with a party member of the DM's choice. Can be cured by limited wish, wish, or miracle, but not by the person affected. -- Thanks Gerdef
25 -- 2 sizes smaller (height divided by 4).
26 -- Can only walk backwards (can still fight forwards, just can't advance forwards).
27 -- Oil of Slipperyness is stuck to your feet. Shoes will not stay on and walking is a reflex save of DC 20 for every 5 feet. -- Thanks Jaimas
28 -- Every step you take makes a fart noise. -- Thanks Jaimas
29 -- Cannot stop sweating. Must drink 8 glasses of water a day or suffer dehydration. -- Thanks Gerdef
30 -- Cannot stop giggling until the DM relents. -- Thanks Gerdef
31 -- Every time you look in the mirror, you become convinced that you're naked. -- Thanks Gerdef
32 -- You are teleported 20 feet in the air. Rogues, bards and monks get tumble checks DC 18. If you are inside, you are thrown into the ceiling by an unseen force, incurring the same damage. -- Thanks Jaimas
33 -- You flinch at the sound of a word of the DM's choice. -- Thanks Demisane
34 -- You sing in your sleep. -- Thanks Demisane
35 -- Your weapon becomes intelligent. However, all it does on its own will is talk back to you.
36 -- You have a wooden cat that you carry with you wherever you go and talk to it as if it were your best friend. You must narrate everything that happens to it. -- Thanks Zach
37 -- You are convinced that you are a god and must spread the word. -- Thanks Gerdef
38 -- Every time you meet someone who has blonde hair, you act like a squirrel. -- Thanks Gerdef
39 -- All spells you cast make everything in a 10 foot radius beige.
40 -- You become invisible except for your brain. -- Thanks Gerdef
41 -- At the beginning of each day roll the d20 and divide by 10. That is the multiplier for gravity that you experience for that day. Permanent effect. -- Thanks Gerdef
42 -- Ford Prefect joins your party. 10th level Rogue, 10th level Gate Crasher (like a rogue, but has a good save of Fort and Will and can open portals like a rogue can pick locks). Chaotic Neutral, but heavy emphasis on the chaotic.
43 -- Can only talk in shrieks. -- Thanks Gerdef
44 -- All equipment becomes bright pink. -- Thanks Gerdef
45 -- Pants or other leg coverings fall down. No belt will hold them up for 3 days. -- Thanks Gerdef
46 -- Every stick you find you must point north.
47 -- You must always wear your clothes inside out (armor does not apply). -- Thanks Gerdef
48 -- You get an chipmunk familiar that you call Zim. Does not replace existing familiar.
49 -- You talk in 3rd person. -- Thanks Gerdef
50 -- Simple objects become animated while you touch them. Example, a chair may push you off itself. -- Thanks Gerdef
51 -- Must perform a silly ritual (example: acrobatics) before an attack. -- Thanks Gerdef
52 -- You cannot remember your name. -- Thanks Demisane
53 -- Race changes daily to DM's choice. -- Thanks Gerdef
54 -- You become anime style (big eyes, small nose and mouth).
55 -- You go chibi (size -1, height divided by 2, and you develope a taste for candy). -- Thanks Gerdef
56 -- You hear constant laughter for 1 week. -- Thanks Gerdef
57 -- You can never enter a building through a door. -- Thanks Gerdef
58 -- Chronic incandescence for one week.
59 -- A flower grows on your head. When removed, it grows back. The flower cannot be concealed by clothing or armor. Can only be permanently removed by miracle, limited wish or wish.
60 -- You get mouth on your hand that is opposite to you in personality. -- Thanks Chris
61 -- You smell like a tasty sandwich. -- Thanks Chris
62 -- You are given and must wear goggles that make you look like a bug.
63 -- You become convinced that you smell horribly, irrelevant of whether or not you do. You must bathe twice a day to avoid embarrassement.
64 -- You are given a wild rod of wonder that you cannot get rid of. -- Thanks Gerdef
65 -- You grow a tail. -- Thanks Chris
66 -- You become terrified that your mother will find out what you've been up to, irrelevant of whether or not you've done anything. -- Thanks Gerdef
67 -- When you walk through a door, there is a 50% chance that you will walk right back out. -- Thanks Gerdef
68 -- Squirrel shower you with nuts. -- Thanks Brooke
69 -- Armor always gives you a wedgey. Cannot be cured by getting new armor.
70 -- Must wear clothing of opposite sex. -- Thanks Gerdef
71 -- You believe that you are always right.
72 -- Everything that anyone says to you counts as the spell Suggestion (DC 10). -- Thanks Gerdef
73 -- You feel the opposite of the weather you dress for. Example, you dress in an artic coat and feel cold. You wear a swimsuit and you feel like you're burning up.
74 -- Sugarplums dance in your mind. -- Thanks Mirutamoor
75 -- You a given a once per day spell-like ability that you believe to what the DM tells you what it does, even when you cast it and you see that it does something different. Wisdom check (DC 23) to figure out that it isn't what you thought it did. Spell-like ability is removed once you succeed.
76 -- Six chickens follow you at all times in phalanx formation. Chickens are invincible but cannot be used as shields. -- Thanks Dartarus
77 -- A giant bowl of tapioca falls on your head dealing 2d12 subdual damage. -- Thanks Dartarus
78 -- Joints are reversed for 1 week. -- Thanks Gerdef
79 -- Your hair and eye color changes with the color of the sky.
80 -- You become convinced that the clouds are giving you directions. -- Thanks Logic
81 -- Your party believes that you are the best fighter in the world no matter what you say. -- Thanks Logic
82 -- All NPCs refer to you and "the incident." -- Thanks Logic
83 -- You are given a cursed ring of wish.
84 -- Every time you drink anything, you have a 20% shoot it out your nose.
85 -- Your hands have oil of slipperiness. You cannot carry anything in your hand. You can have one of your friends tie a weapon to your hand.
86 -- You develope a taste for bugs. -- Thanks Logic
87 -- You faint at the sight of DM's choice. -- Thanks Gerdef
88 -- You find a mundane object of the DM's choice hilarious.
89 -- You become convinced that you're a different race. -- Thanks Gerdef
90 -- You must yell "BOING!!" after every successful hit.
91 -- You must do everything except sleep in a dance. +4 to perform checks, -4 from diplomacy checks, -8 from intimidate checks.
92 -- You and 1 or more friends switch bodies. -- Thanks Gerdef
93 -- If you take a critical hit with an arrow, it goes through your head and stays there but deals no damage and has no effect other than appearance. Removing the arrow deals 1d8 damage to you. This only works for one arrow.
94 -- The party "discovers" a landmine. Upon stepping on it, the landmine releases a gas that makes all party members itch for 5d6 rounds, no save. -- Thanks Brooke and Adam
95 -- You grow a beard. If you already have a beard, your beard grows 5 feet longer.
96 -- You must finish every sentance with the phrase "In accordance with the prophecy."
97 -- You must go on a quest to find a block of cheese.
98 -- Water makes you drunk and alcohol makes you sober.
99 -- Nothing happens, but the DM just smiles evily at you. Note to DM: You should make it a point to smile evily and not tell them the effects of things until they encounter the effects often.

note: ripped shamelesly from the big list of dm's wrath by ceres
Raven Dark

12-18-05, 05:37 PM
1-99 New Curses

Thanks for your large contribution to the thread (even if they are ripped), but please number them properly.

The next curse will be #134.
Deviston

12-20-05, 10:22 AM
134. When you see someone you haven't seen in over a month you automatically get their attention and remind them of who you are and attempt to start up a friendly conversation (( regardless of surroundings )).
Andorxor

12-20-05, 11:05 AM
135. Greed You like money so much that you can't leave a single cooper piece behind,and must make a willsave if you want to spend your money

136. Tower of Babel You loose common and gain another random language to replace it

137. Ryoga You will always walk in the wrong direction if you are alone
Raven Dark

12-20-05, 11:38 AM
135. Greed You like money so much that you can't leave a single cooper piece behind,and must make a willsave if you want to spend your money

136. Tower of Babel You loose common and gain another random language to replace it

137. Ryoga You will always walk in the wrong direction if you are alone

lol. I really like those!

Here's another I came up with.

138. Endless Thirst. No matter how much the character drinks, he is always severely parched with thirst--as if they had been in a hot desert for an entire day with no water.

...or worse...

139. No Satiation. For too long the target will be parched of thirst and unable to quench it. Too long he will be starving to death and not die. He will feel nothing. Not the wind on his face nor the spray of the sea. Nor the warmth of a woman's flesh.

lol.
Deviston

12-20-05, 01:35 PM
140. Liquid Intangibility: Liquid is intangible to this one. They pick up a bottle and over turn it into their mouths, nothing comes out but they see the bottle emptying on the inside. In truth, they are pouring liquid into their mouths and down their gullet. This causes them to go into a crazed frenzy (( Will save DC 20 )) for 1d6+3 round as they start trying to drink every liquid they see. This causes them to begin to drown after 6 rounds and must make saves according. Making the save and therefore realizing they are drowing alerts them to their plight (( reducing the Will save DC to 15 )) and they instantly stop drinking (( but it can happen again if they fail another save )).
evilagram

12-20-05, 03:42 PM
ooh this has potential!!!

141. they change sex.

142. they change sexuality*wink wink*

143. they they give the first person they see chocolates(or another variety of sweets)

144. they become addicted to doing the next thing they do with the exeception of being passive, walking, or any action offered in battle(other items ought to be added to this list by the use of common sense on the DM's part). they are compelled to do the such action whenever able to unless they make a will save equal to the dc of doing that action. if it doesn't have a dc then they must do it. the upside is that they gain a +2 on that skill.

145. they turn into a cheeseball. YUMMY!
R.M.G.C.L.F.

12-20-05, 04:07 PM
Please specify whether or not something offers a saving throw, and if so what kind. Also keep in mind this should be within the power range of a level 3 cleric spell, not ridiculously higher or uselessly lower.

Response to 143. What if they don't have any sweets?
Response to 144 That doesn't even make sense. Try to at least word it coherently.
Response to 145: that's redundant with polymorph any object, and quite stupid.

Please, please, PLEASE don't spam the thread up with whatever random thing you can think of. This is uses for bestow greater curse, not the graveyard of failed flash animation ideas.
deafbymetal

12-20-05, 05:04 PM
Also keep in mind this should be within the power range of a level 3 cleric spell, not ridiculously higher or uselessly lower.

The OP is refering to an 8th level spell, not 3rd level:
I was just perusing my Spell Compendium when I stumbled upon a spell called GREATER BESTOW CURSE, essentially an 8th level version of Bestow Curse with permanent effects that are hard to get rid of.

He also never asked for whether the curse offered a save or not, so I assume it is listed as part of the spell (I do not have the book). And while some of the curses offered are pretty out there (Cheeseball?), it's all in good fun :evillaugh
Vikjunk

12-21-05, 05:01 AM
146. Make a Paladin the unable to tell the truth.

147. Curse a Paladin so that no one is believes him no matter what he says.

148. Make the target fall madly in love with the next Troll that person sees.

149. Make a Blue Dragon so that he has to make a will save or sing and dance “I’m a little tea pot” with a little girls voice whenever he encounters a party of adventurers.

And a nice method of thinking is to using targets culture against them like:

150. Turn an Elf’s skin black and hair white.

151. Or make a male Dwarf’s beard fall out and unable to grow another one until he breaks the curse.

152. Or make a Gnome or Dwarf were he has to make a fortitude save every round or be Nauseated if he is in contact with gold.
deafbymetal

12-21-05, 10:36 AM
151. Or make a male Dwarf’s beard fall out and unable to grow another one until he breaks the curse.

I played in a game about 10 years ago (2e) where my friend Lenny had a Dwarf afflicted with this. It made for a lot of interesting encounters- do you know how easy it is to start a fight in a bar by commenting on the beardless dwarf?
Andorxor

12-21-05, 04:07 PM
162. Charisma You a fascinated by yourself. You must make a willsave when you see a reflecting surface or spend the next 30 Minutes looking at it.

163. Inteligence You can't use simple words.If you can choose between a short and easy to understand word and a long and obscure one you will always choose the second

164. Strenght You must make a strenght check to break any object you hold longer than 5 minutes

I have no ideas for curses based on the other 3
Secrets Untold

12-21-05, 05:13 PM
165: "As I leave you, all will": Caster is teleported away to a spot of choosing. Anyone the afflicted character talks to is radomly teleported to an inconvinent location. Great for use against bards.

166: Flesh rot: Every 10 minutes that the afflictid creature is not at least half submerged in water, they take 1d4 nonlethal damge and they, and people who look at them are sickened for 1d10 rounds. Once again, great on social characters.
Zeful

12-21-05, 08:31 PM
162. Charisma You a fascinated by yourself. You must make a willsave when you see a reflecting surface or spend the next 30 Minutes looking at it.

163. Inteligence You can't use simple words.If you can choose between a short and easy to understand word and a long and obscure one you will always choose the second

164. Strenght You must make a strenght check to break any object you hold longer than 5 minutes

I have no ideas for curses based on the other 3
166.) Wisdom You belive yourself to be increadbly resonable you don't understand why other don't listen to you. You scof the idea's others even though they may be resonable. (Okay wisdom was hard)

167.) Dexterity You are a butterfingers and you must make a dexterity check to hold anything in your had for longer than 5 minuets.

Can't think of one for Constitution.
Secrets Untold

12-21-05, 09:54 PM
Constitution: The afflicted creature has to make Fortitude saves to stop doing anything constitution related and target has a -6 penalty on such saves and a +6 bonus to other constitution activities. Target cannot blink for risk of losing concentration.
Anshin Mandango

12-21-05, 11:41 PM
alternate for the abilty curses
Charisma-unchanged
Strength-unchanged
Inteligence- your speach changes into an incredibly complex torrent of multiple sylables and obscure verbage, anyone listening to you speak (or reading your handwriting) must suceed on a DC 15 Int check to understand what you are saying. one check covers one page of text or one minute of spoken speach, after which, they must make another save.
Wisdom- anytime you hear someone say something to the effect of "you shouldn't do that" or "this is a bad idea" you must succed on a DC 20 Will save or be forced to do the mentioned activity.
Dexterity- you have all the grace of a drunken gazelle, you treat all ground as being uneven terrain.
Constitution- you have the annoying habit of dropping dead whenever your needed, only to get up minutes later as if nothing happend. whenever you attempt any sort of strenuous activity you must succeed on a DC 20 fort save or drop dead for the rest of the encounter, when you get up with no ill effects.
Incognito2me

03-14-06, 05:30 PM
172 (I think): Paranoid Each day you must make a will save or immediately start firing off all your spells indiscriminately in all directions. This mania lasts for 5 minutes or until you are forceably restrained from casting. If you have no spells left, or are unable to cast spells, immediately start throwing anything you can lay hands on.
173: Emotionless You become devoid of any emotion. Your alignment immediately changes to true neutral and you act accordingly. You are unable to comprehend any motive that has emotion behind it, and are unable to make any emotional decisions.
174: Distracted Each round in combat, you must make a concentration check equal to DC10+caster level of the curse. Failure to do so means you stare blankly at a random spot for the rest of your turn. There isn't anything actually there.
DiamondShade0

03-14-06, 07:52 PM
175-Hug: Whennever you ancounter someone (or something) for the first time, you must make a will save or go hug it saying ''I'm happy too'',

176-Doomsday: When you hear the words ''dangerous'' or ''we are all going to die'' or anything similar, you start running in all directions yelling ''NNNOOOOOOOOO!!!!!''

177-Little friend killer: When you learn that the creature you are looking is a familiar, homonculus, animal compagnion, palidin's mount or any other class animal, you make a will save DC30, if failed you strike it at the best of your abilities (make save for each attack, when succesful you stop any other attemp on that creature).

178-Exhibitionist: i'll let you gess this one :D

All of these regardless of circunstances.
Deviston

09-19-06, 12:08 AM
179. Standard curses, but only if you travel a certain distance from a specified point. (EX. -6 to Str if you travel greater than 30 feet from your home)

180. Blink vision. Your eyes work in such a way that anyhting you see has 20% concealment from you.

190. Feather Plummet. Feather Fall the spell cannot effect you.

191. Bad Climber. After climbing 30 feat (even with a climb speed) you automatically fall.

192. Bad Flier. After flying upwards of 50 feet, whatever gives you your flight ceases to work.
SageBahamut

09-19-06, 12:33 AM
193 Wisdom You think you're always right, and can't resist enlightening people, whether they want to hear it or not. Whenever anyone in your line-of-sight attempts a skill check, make a Will save or back-seat-drive them to distraction.

194 Dexterity You can't just walk into a room, you must literally waltz, dance, tumble, or in some other way make a dramatic entrance that shows off how supple you are. Or you can't sit still without flipping a coin, juggling, or being somehow in motion.

195 Constitution You believe yourself to be invulnerable and act accordingly.

edit = Wow did I get righteously scooped...
edit edit = Corrected my numbers.
DeadEye19

09-19-06, 01:08 AM
4 -- You must now carry all of your money in copper pieces.

A very good one.

Please, keep your curses clean...( I knok this sentence is:looloo: but you know what I mean)
Deviston

09-19-06, 07:37 AM
196. Can't turn left/right.

197. Sleeps with eyes open, 25% chance that their sleep is not restful enough to heal or regain spells.
Kinghappo

09-19-06, 07:54 AM
198: Addiction Addiction: for the next 48 hours each individual thing that they do (i.e. eat, sleep, fight, drink, talk to men, talk to women, ect) must be treated as an strong addicting sustenance(see the rules for addiction somewhere lol I forgot where [maybe vile dark?]). each case requires it's own will save vs. becoming a permanent addiction... the target can have multiple addictions
Seeker95

09-19-06, 09:17 AM
199. Courage "You are cursed with courage. Once you choose to enter a battle, you may never flee or surrender. This spell effect lasts until dispelled."

200. Cowardice "You are cursed with cowardice. You will not fight or enter danger unless you know you cannot be hurt. If another blow would wound you, you will leave combat and flee. If you cannot flee, you will surrender; if surrender is refused, you will fight only until your first chance to flee. This spell effect lasts until dispelled."

201. Dishonesty "You are cursed with dishonesty. You will lie pathologically and frequently to everyone you know, including your friends. You will revel in telling lies that confuse and hurt others. This spell effect lasts until dispelled."

202. Gullibility "You are cursed with gullibility. You will believe anything you are told unless you have evidence otherwise. This spell effect lasts until dispelled."

203. Honesty "You are cursed with honesty. You cannot tell a direct lie, although you may omit parts of the truth or refuse to answer questions. This spell effect lasts until dispelled."

204. Illiteracy "You are cursed with illiteracy. You cannot read anything you encounter (except out-of-game text). This spell effect lasts until dispelled."

205. Lame "You are cursed with lameness. You must drag one leg along the ground, and the leg must remain in contact with the ground and may not be lifted for any reason. This spell effect lasts until dispelled."

206. Overconfidence "You are cursed with overconfidence. You will not back down from a chance to fight an enemy, no matter how you are outnumbered - although you may flee once you are definitely losing the fight. This spell effect lasts until dispelled."

207. Weakness "You are cursed with Weakness. You do no damage in brawls, and anytime you are hit with a weapon, you fall backwards (per the Slip spell). This spell effect lasts until dispelled."

208. Peacefulness "You are cursed with Peacefulness. You will never initiate an attack with either spell or weapon. You will only use force in self-defense and can never sap someone. This spell effect lasts until dispelled."

209. Mute "You are cursed with muteness. You cannot speak or whisper, although you can still mouth words and cast spells. This spell effect lasts until dispelled."
Deviston

09-19-06, 12:10 PM
210. Hatred "You hate anything that is not your race."

211. Blind Hatred "You hate anything and everything and state it at least once every other minute."
Magetastic

09-19-06, 02:35 PM
212. Trophy hunter: the cursed always takes a tropy from EVERTHING he kills and wears it on his person all trophys are imeadiatly noticed by whomever it may concern.

213. this one is impossible to pull off in a game but it would be cool Hunted By The Slain: every hour the cursed is attacked by somthing he has killed starting from weakest and each one after that is the next weakest.:D

214. Silly: the cursed acts silliy and gets -6 to any save that would cuase him to act silly (hidous laughter, irresisitable dance).
Seeker95

09-19-06, 06:45 PM
213. this one is impossible to pull off in a game but it would be cool Hunted By The Slain: every hour the cursed is attacked by somthing he has killed starting from weakest and each one after that is the next weakest.:D Not at all impossible. It sounds wonderful. And would make one helluva phantasmal killer type spell!
Enlong

09-19-06, 06:50 PM
215. (used on a high elf) The target's skin becomes coal-black, and his eyes become red (drow)

126. Everything the target touches is set on fire. That includes enemies, trees, food, clothing. Also called the Vulcan Touch.
Magetastic

09-21-06, 02:53 PM
im glad you like my curse.:)
Secrets Untold

09-25-06, 08:50 PM
217: You become infatuated with fire. Every round you can see fire, you must make a DC 15+1 per each round you have made or failed the save or be fforced to kiss, hug, or otherwise pysically express your love to the fire. Ow...
Yamu

09-29-06, 09:42 AM
218. Magic items will not function for the recipient of the curse. All magic items worn, used, or actively possessed by the recipient have their powers temporarily suppressed.

219. Upon encountering any loved one, the recipient is compelled to attempt lethal harm upon them unless they succeed at a will save.

220. Magic Allergy. Any and all spells cast upon the recipient of the curse are accompanied by an unbearable burning that persists for the spell's duration or for ten rounds, whichever is greater. All rolls made by the recipient while in this state suffer a -4 penalty, and concentration checks must be rolled for all actions which can be disrupted. These penalties do not stack for multiple spellcastings.

221. A magical rune shines indelibly on the character's forehead. The rune appears to anyone viewing it to be a vile and offensive curse (word or phrase) in their native tongue, and it radiates legibly through anything short of a 1-foot thick sheet (or ridiculously thick helm, come to that) of lead.

222. 50% chance that any arcane spell cast by the recipient of the curse will not take effect, and will instead manifest itself as a Magic Mouth which loudly announces the name of the attempted spell. (Alternately, at DM's discretion, the mouth could taunt the caster, betray his secrets, or give tactical insight to the enemy.)

223. Impose light sensitivity on the recipient of the curse.

224. If the recipient is a Dwarf, cause them to develop acute claustraphobia.

225. Wherever the character steps or touches, non-creature plantlife sickens and dies. Docile or domesticated animals recoil from their touch as if in pain.

226. The recipient of the curse ages at ten times the normal rate for a creature of their type.
User5127

09-29-06, 10:07 AM
I doubt this was said but here goes for my one and only.

227. When ever a situation comes up where acting with our first planning things out would grant almost certain death, you feel an unresitable urge to just run into said situation while shouting LEROY JENKINNNNNS! at the top of your lungs (situations could also include running off a cliff or doing something else that is blatantly stupid).
Raven Dark

09-29-06, 11:20 AM
224. If the recipient is a Dwarf, cause them to develop acute claustraphobia.

:heehee :heehee :heehee

That's the best one yet!

The others you posted Yamu are excellant as well. Thanks for the contribution. :D
Necropolitan

09-29-06, 11:26 AM
228 - Hunger of the Dead.

The Bearer of said item automatically attracts all mindless undead within a 10 mile radius. The first individuals begin to arrive within 1d4 hours. This is a constant effect.

I applied this to an Evil Dead-themed set of items; it was Ash's Boomstick and Chainsaw, sure they were uber powerful, but the guy who got them was swimming in zombies for the rest of the game.
Faust IX

09-29-06, 05:42 PM
229- (actually happened in an RP I took part in. I had too much on my plate, so a friend of mine played the role of the Shinigami who did the curse on a fellow Shinigami for crying out loud. XDD )

The target cannot die, instead he/she regenerates his/her health if killed or injured but only to the 3 or 4 hp the target had before the curse was bestowed, additionally if he is healed, the curse injures him until he returns to the 3-4 HP.