| Post/Author/DateTime | Post |
|---|---|
| The_EvilDungeon_Master08-19-05, 03:32 PM | Hey there. This thread is actually more for practical uses than a silly "101" thread :P But I need a lot of random curses, enough for an entire "Random Curse Table" to be exact. Why? Because I'm a :censored: and like to mess with my players. 1) Target character's gender suddenly reverses. Any armor/equipment that they are wearing changes to fit their form. If the character is of a single-gender race, no change. |
| tarkin08-19-05, 03:41 PM | 2) Requires good roleplayers, but I like this one: Target becomes convinced that they are under a Curse and used to be X and want to return. The real curse is immune to anything short of a Limited Wish. The PC insists on people Dispelling him/what ever. Good X's are: Evil races (I am DROW I tell you, DROW!!!) Animals/trees 3) Target thinks that magic doesn't work (nasty for a mage) 4) Target thinks that they are dead and need to be ressurected 5) Target loses the ability to speak any language. 6) Target becomes deaf in one ear, yells all the time and can't hear unless you yell. |
| Illion the Red08-19-05, 03:44 PM | 7) All magical items in the subject's possession are suppressed for 7d12+2 hours. 8) Subject's ears grow by 100%. 9) Subject loses color vision. 10) Subject's fingernails and toenails grow at a rate of 1 inch a minute for 1d6 hours |
| dragonseth08-19-05, 03:46 PM | 11) Target thinks he's a barbarian. 12) Target thinks he's a wizard. 13) Target thinks he's the Tarrasque. |
| Murrdox08-19-05, 04:06 PM | 14) Target can hear the thoughts of any and all creatures within 100 feet. The target cannot deactivate this ability. 15) Normal food and Drink do not affect the target. No matter how much the target drinks or eats they will starve or dyhydrate until the curse is lifted. 16) Everyday, the target's personal appearance changes to look like the first person that the target sees upon waking up. Treat this effect as the "Disguise" spell. 17) The target becomes very lucky and very unlucky. The target gains +10 to the first skillcheck he or she makes that day, and the next skillcheck gains -10. This pattern continues constantly. 18) Everyday the target's CHA drops by 1 point, until it reaches "1" at which point it does not decrease further. 19) The target immediately gains 300 pounds. |
| Illion the Red08-19-05, 04:06 PM | 17) Subject shrinks to Tiny size. None of his or her items change size. 18) Subject turns to liquid and drains away. 19) Subject randomly changes color for 7d12 days 20) Subject's feet grow 5d4x100% |
| Lazzmaniandevil08-19-05, 04:08 PM | If you really, really want to test your player's roleplaying ability... 21. target can only speaks using palindromic words (eye, radar...) or group of words (Cora sees a roc, evil olive...) |
| WCH08-19-05, 04:08 PM | 22) Target's languages change randomly. Target still knows the same number of languages, but languages known are now random. Further, target believes his new languages to be what they were before. For example, a human fighter who speaks Common and Dwarven might now speak Aquan and Celestial -- and will try to speak to humans in Aquan, and to Dwarves in Celestial. |
| TheChilliGod08-19-05, 04:15 PM | 26) The cursed believes he's a god, and will attempt to smite non-believers and grant spells to his own. He believes divine sustenance will keep him alive, and so will not eat, drink or sleep. 27) The cursed gets a bleeding nose every 2d10 hours. 28) The cursed makes a habit out of randomly rolling dice-shaped rocks that he will craft without focus on anything else until he's made at least a d20 to roll. When the cursed gets a 20 on his d20, he's really happy and jumps around. When the cursed gets a 1, he's counted as scared for about 5 rounds. Rolling dice is a move action. 29) The cursed continuously hears screaming in his ears. Every day, he suffers 1d3 points of temporary wisdom damage, and is counted as being deaf until the curse is removed. 30) The cursed grows a tumor on his face. The tumor doesn't harm him in any way, but it reduces his charisma by 1d6 points until it's removed. |
| Bruunwald08-19-05, 07:58 PM | 31. Target begins sneezing constantly and can't stop for 1d4 hours. -2 to skill checks, attack and damage, -2 to AC, can't possibly move silently. 32. Target grows a tail that he can't control which is contantly interfering with his actions. -2 to attack and damage, skill checks involving the hands or feet. |
| Serielle08-19-05, 08:28 PM | Do cursed items count? I have a stereotypical insane archmage in my world that frequently made a lot of odd items. My favotire is a bracelet that she used to slap on her apprentices as a test. Essentially, it caused any first level or second level spell cast to have a chance of wild surging, and if it wild surge then a spellcraft check was required to pull off the spell succesfully. If you failed, then a random, harmless effect would happen, like mocking laughter would sound in the room, or your hair would grow a foot longer. If you rolled a 5+ higher than the DC needed to pull off the spell succesfully, then this meant you had learned to master wild magic to an acceptable degree, and the bracelet would unlock itself and fall to the ground. If you got it removed with a remove curse, then all the hair on your head would fall out. If you were bald to begin with, then all the hair on your body would become multicolored. This was put in to alert the archmage if any of her apprentices had cheated and went to a friendly cleric to get the bracelet removed. I forget what the DCs were, but I had calculated them so that it would unlock for a level one wizard with an average int on a roll of 20. Maybe you can fit a version of that into a standard curse Alternatly, you could slap a stronger version of it on a character who wants to take the wild mage prestige class. |
| Discordia08-19-05, 11:01 PM | 33. The victim's highest and lowest stats are switched. 34. (Applicable to spellcasters only) Any time the victim is subjected to a stressful situation, such as combat or a sprung trap, there is a 25% chance that the victim casts a random spell with a random target. 35. Any time the victim receives damage, he receives an equal amount of non-lethal damage in addition to the regular damage. 36. Victim's mind wanders whenever engaged in precise activities. Any time the victim makes a skill check, the DC is increased by 5. If he fails, he loses all actions for 1d4+1 rounds as his attention is drawn elsewhere. 37. Victim can no longer determine the relative value of money and goods. In addition to any other effects, he suffers a -10 penalty to Sense Motive checks in trade situations. 38. Victim's voice changes to that of a fiend. He suffers a -3 penalty to reaction rolls, Charisma checks, and Charisma-based skills, except Intimidate which gains a +3 bonus. 39. One of the victim's feet doubles in size. He loses any Dexterity bonus to AC, moves at half speed and cannot run. |
| Discordia08-20-05, 09:31 AM | 40. Victim's thoughts are broadcast to anyone with whom he is speaking. 41. All non-magical objects on the victim's person decay at ten times the normal rate. 42. Victim gains an aversion to magical items, refusing to willingly use or equip any. (He may still use magic weapons and armor, so long as he is unaware of the item's properties) 43. Victim emits a ring (1 mile radius) of psionic "noise" across the Ethereal Plane that can be detected by anyone there. In addition to any other effects, there is a 1 in 4 chance per day that a creature on the Ethereal Plane manifests within a mile of the victim and attempts to attack him. 44. The next time the victim receives a magical item, he is deluded into believing that it is a greater artifact. He refuses to part with it and will use it first in any combat situation, including powers it doesn't actually have. 45. Victim's eyes become extremely sensitive to light. He gains darkvision, but is effectively blinded by any light source brighter than a torch. 46. Victim grows a pair of totally non-functional wings. The growth is incredibly painful, causing a -2 penalty to AC, to-hit and all skill checks for 6d6 hours. 47. Victim gives himself a long, official-sounding title, which he insists upon using. He flatly refuses to respond to anyone who doesn't address him by this title. 48. An invisible spectral force becomes bonded to the victim. The force has intelligence equal to the victim, alignment opposite of the victim's (two places removed if true neutral), can speak any language the victim can, and does nothing but berate the victim and his allies. In addition to general malaise, the victim suffers a -4 penalty to any reaction rolls when dealing with NPCs of the same alignment. |
| jukar08-20-05, 04:49 PM | 49. Target is immune to magic of any kind, and can no longer cast any spells. Any magic items held by the target are suppressed and cannot be unsuppressed until the curse is lifted. Furthermore, any magic items touched by the target become similiarly suppressed. Consumeable magic items such as potions transform into mundane fluids if touched by the cursed player. This curse is difficult to remove because the target cannot be affected by magic of any kind, including spells such as remove curse. Only a miracle or wish spell can reverse the effects of this curse. 50. Target does not believe the world they percieve is real, claiming that everything they know is just a dream. They may act dangerously or without concern, believing that they will wake up if anything bad should happen to them. A remove curse spell can bring them to their senses, but only if the cursed individual is willing to reason that their world could be real and may not, in fact, be an elaborate dream. A wish or miracle spell can break the curse regardless of whether or not the cursed individual is willing to listen to reason. 51. Target cannot gain any further experience until the curse is removed. 52. Target individual cannot pick up or carry anything of value. Furthermore, they will not allow themselves to be targeted by helpful spells such as healing and buffs if an ally could instead recieve the benefit. The character will act charitably in all they do, but not willingly. If ever they try and take a selfish act, they lose control of their body, and instead do something in the favor of another. However, a character can be targeted by spells such as remove curse for purposes of removing this curse. |
| Fargren08-20-05, 07:46 PM | -Target does not believe the world they percieve is real, claiming that everything they know is just a dream. They may act dangerously or without concern, believing that they will wake up if anything bad should happen to them. A remove curse spell can bring them to their senses, but only if the cursed individual is willing to reason that their world could be real and may not, in fact, be an elaborate dream. A wish or miracle spell can break the curse regardless of whether or not the cursed individual is willing to listen to reason. _Target believes he/she is just part of a game, and that he is being imaginated be people playing the game. He will loose any bealivance on the gods, since he thinks they are just a part of some human's imagination. This may cause lost of divine spellcasting, and class abilities, as well as lost of interesting in people, as they "don't exist". The player whose character is affected by this curse may be allowed to metagame. |
| Norhg08-20-05, 08:19 PM | (on an 'off-topic' basis, when would people use these curses?) |
| jukar08-20-05, 09:05 PM | 54. Target suddenly becomes 2 age categories older. 55. Target suddenly becomes a child, taking a -5 penalty to WIS, a -4 penalty to STR, and a -2 penalty to INT. 56. Target takes on the appearance of a lemure, but retains their original creature type and all characteristics. 57. Target cannot cast spells or use class features, as if they had lost their powers by going against their class code. Even if the target is not a member of a class with alignment/behavior restrictions, they still lose their powers. 58. Target's maximum HP total is cut in half until the curse is lifted. 59. Target becomes particularly set in his ways and stubborn. If a character affected by this curse would learn a new spell, instead he learns none. If a character affected by this curse prepares his spells daily, he will refuse to prepare any other spells than the ones he had prepared the day he became cursed, claiming all other spells "aren't as good", and that "a real wizard/cleric/etc" can make good with only a handful of spells. (I like to call this one the "purist's curse.") |
| Richmud08-20-05, 09:41 PM | The cursed individual is plagued by a magical rabbit who constantly attempts to get the cursed person to kill it. This includes leaping in front of attacks meant for other individuals, getting underfoot to be stepped on, trying to annoy the cursed victim so much heor she will slay the rabbit. Everytime the rabbit is slain it splits into two live rabbits with exaclty the same properties as the original. The rabbit has a constant freedom of movement effect and can enter or leave the etheral plain at will. Any spell used to remove the curse must be cast on one of the rabbits, not the cursed person. |
| jukar08-20-05, 09:50 PM | The cursed individual is plagued by a magical rabbit who constantly attempts to get the cursed person to kill it. This includes leaping in front of attacks meant for other individuals, getting underfoot to be stepped on, trying to annoy the cursed victim so much heor she will slay the rabbit. Everytime the rabbit is slain it splits into two live rabbits with exaclty the same properties as the original. The rabbit has a constant freedom of movement effect and can enter or leave the etheral plain at will. Any spell used to remove the curse must be cast on one of the rabbits, not the cursed person. LOL Oh my God! That is the best curse ever! |
| jukar08-20-05, 09:52 PM | (on an 'off-topic' basis, when would people use these curses?) NPC baddies and such would make the most use of them. Curses can be put upon tombs, treasure troves, or what not as a means of guarding a place, or can be bestowed upon a PC for some kind of action. Sometimes you just want to do a little something that goes beyond the standard gamut of magic traps and poisons, something that is a little more interesting and has a few more roleplaying applications. That's how I use them, anyway. |
| Ekranoplan08-20-05, 11:38 PM | 60- Target beleives that he will be ressurected next time he is killed. (of course when the PC dies he is not ressurected, and the curse is revealed. But suspose the PC just happens to get Remove Curse or some other appropriate spell cast on himself, then he will realize it is just a beleif.) 61- Target's house burns down 62- Target becomes blind for 1D10 minutes every time they lie. |
| The_EvilDungeon_Master08-21-05, 12:38 AM | (on an 'off-topic' basis, when would people use these curses?) Oh hell, I would use them all the time. "Oh whats that you say? Remove curse? BAM ANOTHER ONE! AHAHAH!". Ok not really, but it would be fun. |
| jukar08-21-05, 01:08 AM | 63. If the cursed individual should ever (directly or indirectly) cause the death of another, they are instantly slain and sent to a random hell plane. 64. Cursed individual does not recover HP as normal. Resting does not restore HP, and healing and positive energy spells cause them harm. If the cursed individual is ever reduced to 0 HP, they become undead (type determined by the caster of the curse). 65. Cursed individual slowly turns to stone. Starting with an extremity such as a toe or finger, they slowly transform into stone, as with the spell flesh to stone. The petrified portion of their body weighs them down, and may cause them to become encumbered as it slowly spreads. Each day after the onset of the curse, the stone portion of the body expands by 1d4 inches, until it ultimately consumes the body, and the character is petrified as with flesh to stone. 66. Anyone the cursed individual shows kindness or affection towards falls victim to terrible misfortune within 1d4 days. 67. Anyone slain by the cursed individual rises from the dead as a ghost (if possible), and haunts the cursed individual. To break the curse, the cursed one must contribute to the crafting of a memento worth at least 200 GP that contains a fragment of bone or lock of hair from the slain person and present it as a token of memorial to the family or loved ones of the person slain. 68. Cursed individual becomes incredibly attractive, and catches the eye of many people... unfortunately, these people are rather ruthless in their advances, and may commit evil acts or do terrible things to make the cursed individual theirs. 69. Cursed individual exudes a delicious smell. Carnivorous creatures are naturally drawn to the cursed individual and will go to great lengths to devour them. Over time, the curse worsens, and other creatures that come in close contact with the cursed one may find themselves licking their lips- even other humanoids, 70. Cursed individual cannot sleep. They cannot prepare spells because of this, or regain spell slots or power points. As they grow sleepless, they begin to get weary and after 2 nights will become fatigued. Every night after that, they take 1 point of Wisdom damage as the lack of sleep slowly drives them insane. A character reduced to Wisdom 0 in this way can only have the curse removed by means of a miracle or wish spell. |
| Calibron08-21-05, 03:44 AM | 63. If the cursed individual should ever (directly or indirectly) cause the death of another, they are instantly slain and sent to a random hell plane. "You have just slain countless microscopic organisms by unconsciuosly performing your routine bodily functions. To Hell you go!" :eek: Nastiest curse ever. |
| Secrets Untold08-21-05, 10:04 AM | 71: Cursed individual's clothing, equiptment, armor, etc. are disinigrated instantly and he/she becomes the target of many rude people with cameras. Target cannot put clothes on unless curse is dispelled. 72: Target is so gullible that anything that they think is happening hapens to them. 73: Target thinks he is of the other gender and immediatky acts like it. 74: Target grows a tumor in an inapropriate place. 75: Target turns into a miniature train set and promply explodes if taken off of track. EDIT: Do you think this should be a 1001 topic? |
| RavenoftheCrags08-21-05, 10:15 AM | A dreaded curse which stops you thinking of imaginitive curses. A curss that stops yoo spelling things corektlee Albert the Homunculus, playing with his friends, Albert the Homunculus, swiss currency he lends... |
| RavenoftheCrags08-21-05, 10:17 AM | 65. Cursed individual slowly turns to stone. Starting with an extremity such as a toe or finger, they slowly transform into stone, as with the spell flesh to stone. The petrified portion of their body weighs them down, and may cause them to become encumbered as it slowly spreads. Each day after the onset of the curse, the stone portion of the body expands by 1d4 inches, until it ultimately consumes the body, and the character is petrified as with flesh to stone. Couldn't you not amputate to stop it spreading? |
| jukar08-21-05, 11:01 AM | Couldn't you not amputate to stop it spreading? "Oh gee, it looks like I'm slowly turning to rock. Oh well, I suppose I can just lop my right hand off, no big deal. I'm a leftie anyway." If you wanna take that method, sure. However, considering remove curse is only a level 3 spell, and it would plausibly take weeks for the transformation, I'm sure you could find a cleric before it became a problem. Or, alternatively, you could rule that the curse would still spread even after amputation. |
| twad08-21-05, 09:05 PM | http://www.geocities.com/whoisceres2/blodmw.html 76- The PC body transform into a anthropomorphic humanoid of a random animal kind (so he could transform in a mouse-man or turtle-man for example) No other stat is changed, and they can still talk normally. 77- the cursed PC is stalked by all and any cats/squirrels/cute small fuzzy animals he happen to pass by, those small animals will keep on increasing their numbers and will eventually try to attack the PC. 78- The cursed PC will "throw-up"(when you are sick.. i dont know the word) everytime he says or hear a specific word, like: And, he, loot, so, hi, love, eat. 79- the cursed PC will feel a very good feeling (you know, "the" feeling) everytime he hear a specific word. 80- everytime the cursed PC swears, "god" ACTUALLY kill a kitten, with a big boom. Very messily. When there is no more kitten (should not take too long), god kill something else that is cute small and fuzzy. 81- Wherever the cursed PC goes, anything living that is dead (from dead fly, spider, mouse, bird, horse, cow, human wathever) within a certain radius of the pc will be automatically raised, but will only follow the cursed pc and do nothing else except their decomposition. They wont resist any attack and if they are "killed" they will stay down. Undead creatures are not affected in any way, and wont be raised back by the curse if they are killed. |
| Iyestorm08-21-05, 10:54 PM | Shouldn't #80 be "curses" instead of "swears"? :P 82: Every 10 seconds to 5 minutes, completely random each time, the Cursed randomly teleports somewhere in a 200 foot radius, though every 10 teleports they return to their party. Although this version of the curse doesn't teleport them into walls for damage, a nastier version could. |
| tharivol26608-21-05, 11:51 PM | "Oh gee, it looks like I'm slowly turning to rock. Oh well, I suppose I can just lop my right hand off, no big deal. I'm a leftie anyway." If you wanna take that method, sure. However, considering remove curse is only a level 3 spell, and it would plausibly take weeks for the transformation, I'm sure you could find a cleric before it became a problem. Or, alternatively, you could rule that the curse would still spread even after amputation. *at night* "just do it" *chop* "ahhhhhhhhhh u arse rag" *morning* "gods be damed its still coming" |
| unipsi08-23-05, 02:35 PM | 83: Cursed Individual becomes obsessed with knitting. Anytime he/she has time to knit, he/she will do so. 84: Cursed individual becomes extremely closterphobic and refuses to go indoors, in caves/dungeons, basically anywhere that is not outdoors. 85: Cursed individual will always feel under-prepared and will insist on packing EVERYTHING he/she can to prepare for a given situation. This would mean spending money on lots of useless stuff and of course overloading the character (lowering their movement rate). 86: Cursed individual becomes terrified at the sight of blood and tries to avoid coming into contact with it. 87: Cursed individual believes everything weighs 10 times its normal weight. It becomes very difficult to carry anything with them and swinging that longsword, whew, that thing is heavy! 88: Cursed individual gets constant vertigo and must make a balance check during strenuous activity, moving quickly, sitting/standing or else fall down prone. |
| unipsi08-23-05, 03:08 PM | 89: Cursed individual developes an allergy to sunlight and takes 1 pt of subdual dmg per round spent in it in the form of rashes and blisters. 90: Cursed individual's hands become three sizes smaller. Holding a dagger must be done with two hands. Anything smaller than tiny is impossible for them to wield. 91: Cursed individual sees tiny wormlike creatures attached to the back of the neck of random people. After he sees it, it burrows into their neck and the person's eyes glow for a second (think stargate). Of course, this is all in their imagination and no one else sees anything. 92: Cursed individual passes gas uncontrollably. Whats worse is that it stinks, BAD! Almost considered a weapon, the character passes gas at the worst moments and never when he wants it to. |
| Ekranoplan08-23-05, 03:33 PM | 93- Cannot eat while in direct sunlight. |
| unipsi08-23-05, 04:27 PM | 94: You are cursed to look like the race of the last creature you killed. If you kill a goblin, you look like a goblin immediatly, you must kill something else to look like something else. This can be both a curse and a blessing if you like sneaking into places. 95: You are convinced that your legs no longer work. Because this is psychological and not physical damage, this can not be curerd by anything except something that can remove a curse. 96: You are deaf, but only when not in direct sunlight 97: Called Kinder curse, you are obsessed with stealing things, but only from your friends and only when they are not looking. Whats worse, you have no memory that you took it and you believe that you have had it all along. 98: You develop a lust for the opposite sex. Anytime you meet a member of the opposite sex with a charisma of 12 or better, you must make a will save DC 16+ cha mod of that person or else you are compelled to try to seduce them...even if they are evil...or another race (as long as they are sexually compatibable...ever wonder how half orcs are made? Well...) |
| kliate08-23-05, 10:09 PM | 99. The cursed subjects eyeballs slowly recede back into his/her head. This process lasts for 1d4 days. On the first day, all targets benefit from 20% concealment. On the second and further days, the subject is blinded. After the eyes have finished receding, they emerge from the subjects nose, allowing them to see normally but applying a -4 penalty to all charisma checks used to interact with others. The concealment penalties may be temporarily supressed with the manifestation of the synesthete power. 100. Every 1d12 hours, the subject experiences the sudden switching of two major body segments. Whenever a character's limb is out of place, they experience a -6 penalty to all checks that would normally depend on that part (DM's discretion). The moved sections are determined by a roll on 1d6 1: Right Arm 2: Left Arm 3: Right Leg 4: Left Leg 5: Head 6: Spine (mid-section) Examples: 1,2: Left and right arms switch places 5,3: The subject's right leg is now where their head used to be, and their head where their right leg used to be 4,6: The character's mid-section is now their left leg, and the rest of their body stems from their former left leg If both rolls are the same, roll on the special chart: 01-40: Body segment is now backwards 41-59: Body segment turns inside out 60-79: Body segment shrinks to 1/16 size* 80-99: Body segment grows to 16x size* 00: Cured! Everything ends up back where it should be, and the curse stops. * Multiple grow/shrink results are cumulative (who's that with the mountain-sized head and the pea-sized legs?) 101. The subject loses all sense of touch. They never know how much (or how little) damage they were just hit for. The subject initially believes that they've been gifted with invulnerability, but a DC15 wisdom check reveals the truth of their condition. |