| Post/Author/DateTime | Post |
|---|---|
| LiXinjian08-01-05, 08:32 AM | Just wondering what amazing curses people have come up with over the years. While it doesn't necessarily have to be 3.X compliant, it would be nice if most of the curses suggested were no more powerful than the ones presented under the Bestow Curse spell. Here's a couple of mine: 1) Everything the cursed individual puts into his mouth rots/turns sour unless he loudly and verbally praises Bane (or any other evil god of your choosing) for a full hour beforehand. 2) Undead creatures of all kinds develop an intense hatred for the cursed individual. For a drastically more powerful version, undead creatures can also detect the accursed a mile away. |
| digoraccoon08-01-05, 09:12 AM | I had a set of Ioun Stones that did the opposite of what they're supposed to do. Couldn't rid them from yourself unless you first cast Remove Curse. Nasty little magical rocks they were, especially the one that did the opposite of Spell Absorption - It increased the effect as if the spell were under the "Empowered" metamagic feat. Ouch! |
| CzarGarrett08-01-05, 09:36 AM | I had one where the character was cursed to attractive to pure quadraped animals. The guy would walk into town, and have a small army of cows, goats, deer, foxes, etc, etc following behind. |
| VirgilCaine08-01-05, 09:43 AM | 2) The Crick in the Back Same as the 50% chance to lose an action, but it's a spasming back muscle that paralyzes the sufferer. Believe, it's THAT bad. |
| spoogemonkey08-01-05, 10:49 AM | Fumble Fingers: Fumble % jumps to 1, 2, or 3 on the d20 roll Burning metal: metal burns his skin Cataracts: - 3 to hit with ranged weaponry, - 3 to spot and search Cramps: Has to make a Fort save every 3 rounds or be incapacitated poison Ivy: can't wear itchy armor Jim Carrey/George Washington: can't lie Gout: can't run Mono: weakened... only can carry light loads... loses str bunus on melee attacks.... (no one will kiss him!) Ashley Simpson: (for bards) can't sing ... |
| High Octane08-01-05, 11:17 AM | My DM had abnother player get a curse that caused every hair on his body (including arm hair, eyebrows, etc.) to grow by d20 inches. The player picked a bad time to roll a natural 20. Anyway, any attempt to cut the hair just ended with it growing back. |
| DMDaddy08-01-05, 11:18 AM | It's been a while since I've unleashed any curses. My favorites are always those in which the character must do or say something before an action or receive the penalties. One character, (overpowered fighter), found a cursed -5 sword that would not leave his possesion and, in battle, he would have to scream, "I'm a whimp." or else the sword would strike him. I made sure that the fighter made this statement for quite some time. Another time, all the characters were cursed were they had to start all conversations with an isult or lose -5 hps. First, you must understand that that particular session had players who were getting agressive with each other on certain aspects of the game. So I just gave everyone excuses to insult each other. It worked great. We all had a blast with it. One character picked up a stone, the size of a PHB but x5 thicker (20lbs). It said, "pick me up" on it. So he did so and could not put it down. Both hands must hold the stone at all times. Eventually he got smart in two ways. First, he used it as a weapon. Second, he will never pick something up again that says, "pick me up." |
| solandras08-01-05, 11:41 AM | I've only used one yet but I've had plenty of ideas. The one I used was to placed on one of the PC's by a Cleric of The Lawgiver, basically it made him feel the killing blow of any follower of The Lawgiver that the PC personally finished off. Seeing how that particular PC has made it his duty to arradicate all the followers from the face of the planet, and then finally The Lawgiver himself, this kind of made for a great curse. Some other simple ones.... - Curse a thief to gain a rat feature everytime he steals something. - Curse a spellcaster to take an equal number of HP damage to the level of the spell he casts. - Curse someone to merge with their ethral (sp?) self. Allowing them to see/hear/feel ethral being, and vice versa. As such all ethral being will be attracted to them, and can harm them physically without becoming corpral. - Curse someone to make someone impotent. - Curse someone to never be able to leave a certain area (like a country). - Curse someone to permanently have to move at least 1 mile a day, or else come down with a disease. - Curse someone to permanent be unable to get within 5ft of any expensive metal....Gold, Silver, Mithral, etc. Or if they do, take 1hp damage per round. I'm sure I could come up with plenty more |
| Nagol08-01-05, 11:59 AM | I only heard of this one rather than encountering it in play. Curse of the Dwarven Vision Every living creature appears to be a dwarf of the appropriate size from grass blades to colossal dragons. His last words were "The dwarves are changing into dwarves!" (he ran into some lycanthropes). |
| Fanged Fremont08-01-05, 12:16 PM | - Curse someone to permanent be unable to get within 5ft of any expensive metal....Gold, Silver, Mithral, etc. Or if they do, take 1hp damage per round. Do it to a dwarf! :evillaugh: The Masochist: Must cut himself every hour he is awake dealing 1hp of damage or must make a will save every 10 minutes of 12 + 1 for each 10 minutes after the the last hour he was suppose to cut himself. Failure means he must cut himself until he takes hp damge equal to his character level and takes 1 point of costitution damage. Cutting oneself is a full round action which provokes attacks of oppurtunity as if you were flat footed. The Silent Bob: As if you had silence cast upon you but you can cast spells silenced under conditions where you could normally cast using verbal components. You may not speak, if you do it must be something very insightful or extremely quotable or else you take 1d4+3 points of int and wis damage. The Solid Snake: You must repeat critical points of what someone has said or take 1d4 widom damage. "The acients tomes decribe that the hero must have in his possesion an ancient artifact of great power. The sword of destiny, the weapon of Lord Gramildox" "Sword of Destiny?" "Then you must plunge it into the stone of prophecy" "Stone of prophecy" "Which can be located in a cavern to the north guarded by all manner foul creatures and magical traps" "cavern to the north" |
| Loren Pechtel08-02-05, 12:16 AM | The bone of the Pied Piper: A magical item made out of a bone. The item functions normally but it has some extra effects: 1) Continious animate dead, 100' range. Skeletons only and it functions with a 1 hour delay. It affects *ALL* reasonably intact skeletons in range. These skeletons will head towards the item. They can track unerringly but gain no special locomotion. 2) Skeleton command. All skeletons not otherwise controlled will fall under the influence of the item if they come within 100' of it. Controlled skeletons (whether animated by the item or uncontrolled ones who come within range) will follow the item at 200' range. They will not occupy more than 20 degrees of arc, additional skeletons will be farther behind. The skeletons will take no hostile action unless they are attacked. |
| Mysthack08-02-05, 12:29 AM | I only heard of this one rather than encountering it in play. Curse of the Dwarven Vision Every living creature appears to be a dwarf of the appropriate size from grass blades to colossal dragons. His last words were "The dwarves are changing into dwarves!" (he ran into some lycanthropes). :heehee that is really good |
| Prophet Pax08-02-05, 12:38 AM | My favorite was causing 100% of the hair on your body to grow one foot per hour. Everytime he rested the party would have to dig him out of his own hair. |
| Steelpunk08-02-05, 01:44 AM | A few I've used on my players: 1. Character takes on an unidentifiable surreal quailty. Strangers constantly strike up conversations, people double-take as the character passes, and in conflicts opponents are inexplicably drawn to that character. 2. Things the character says have an uncanny knack for coming true, but only if something bad is spoken (i.e. "Wouldn't it be just our luck to get mugged around the next corner?"). 3. The character's eyes become a startling and unusual colour, which can't be masked through disguise and can only be covered up if they wish to hide it (this one was harsh for our social spy/infiltrator). 4. The character becomes obsessively curious, and must make a Will save to avoid investigating any intriguing situation or rumour (DC varies by level of intrigue). 5. Allergy to metals - collapse in fits of sneezing and break out in hives if in contact with any metal. 6. Haunted - the character attracts the attention of a ghost, who although isn't a threat to the character directly, takes every opportunity to pester them verbally and interfere at critical moments. 7. Nightmares - character has a 50% chance each night to suffer horrible nightmares, resulting in fatigue for the entire following day. 8. People constantly mistake the character's identity for that of someone they despise. 9. Character grows useless vestigial wings/tail/horns, which could encumber them, penalize them on social roles, prevent certain items from fitting properly and/or draw unwanted attention, depending on what new appendage they grow. 10. Character stutters, imposing penalities on social roles, vocal performing (and bardic music if they use vocals for it) and verbal-based spellcasting. 11. Any secret the character shares will inevitably come back to haunt them in some way. |
| WCH08-02-05, 03:19 AM | If someone could tell me what Greek tragedy this is from, I'd appreciate it: "you will speak only truth, but never be believed." Character acts as if under effect of Circle of Truth constantly, but everyone who hears him speak always thinks he's lying. |
| High Octane08-02-05, 09:00 AM | I dont know where she first got it, but thats Cassandra from greco-roman mythology. She was a princess of Troy cursed to see the future but never believed. Thus she saw Troy's fall coming but could do nothing about it. |
| MSW08-03-05, 04:51 PM | Curse the mage to compulsively challenge every fighter he meets to one on one melee combat. |
| High Octane08-03-05, 06:15 PM | 11. Any secret the character shares will inevitably come back to haunt them in some way. This isnt a curse., Its a fact of life. |
| scott64408-03-05, 06:20 PM | Saw this once: every time the character took damage, he had to make a successful will save (versus the curse spell DC) or literally beg for more of the same (and mean it!), forsaking his next action to do so. |
| Drausktanchache08-03-05, 08:20 PM | here is a fun curse....on ranged weapons Knock back: it sends the wielder flying backwards at 250 feet per round, and the weapon gets a -4 penalty on both attack and defence, it looks like a weapon imbued with the exit wound ability. |
| DeWayne08-04-05, 12:10 AM | I place a curse on some items lefts in a temple that had been over run by orcs. If anyone steals the items, he takes 1d4 damage every time he tells a lie (even jokingly). The curse lasts until he returns the items to the temple (or another of the same faith) and does atonement. I remember the player of the PC that took the stuff making some smart ass comment and then screaming "That was out of character!" when I reached for the dice. |