Curses are a thing I haven't have a proper table for, for some time. So I came up with some, stole others from across the internet, and here we go.
Each Curse comes with a thematic way to remove it, encouraging adventuring with the curse rather than just heading to the nearest cleric. Italics reference if the curse is associated with a God or a Moon.
Remove Curse typically requires transferring the curse to another being (it may return to the original accursed or the cleric if that being dies and decides to curse you with its dying breath) or to a treasure (that isn't already cursed). Treasure transfer has a 1-in-6 chance of being effective, with +1 per magical enhancement bonus, or XP/Coin value of 1000/5000/10000/15000/25000. You can also exorcise a curse with brute force, manifesting it then defeating it.
Curses can only be struck by magic weapons and have stats equivalent of demons and typically have attacks and power appropriate- roughly 8HD, 20AC, Resist Elements
- Rage- In battle once you attack in melee or take damage, (or if enraged outside battle), enter a berserk state in which you gain HD/Levels to 5, or +1, increasing your HP, to hit, saves, etc as normal. Unlike with most temporary bonus HD, you keep all damage taken after it wears off, possibly dying of wounds and exertion. You must attack each round, be it friend, foe, or yourself- failing to do so causes you to faint from exhaustion for 1 turn. Cured by finding a peaceful solution to a problem all your allies would rather solve with violence, or giving up all magical tools of violence forever (curse returns if oath is broken).
- Rusty- Metal gear gets a -1 cumulative penalty each time you use it (in a fight for arms and armor, for intended or improvised uses for tools, etc). For items that do not operate on the d20 scale, assume an increasing 1-in-6 chance of failure. Cured by dual-exposure to Spring and Autumn moonlight, or being beaten upon a svart's anvil.
- Changeling- Iron and steel burn you horribly, for x2 damage, or for 1HP damage for each item, each round, in combat (or per Turn for exploration, or per Day for travel). Also you speak in Rhyme, with a -1 to reaction rolls if you don't.
Cured by being forgiven by the fey, or by purging their knowledge of you. - Drowning- Cup- You can't swim, can't benefit from anything that would save you from drowning (spells fail, equipment malfunctions, etc) and will sink like a rock. Cured by the kiss of a Ningen.
- Blessing of Yg-A- Whenever taking fire damage, save vs dragon breath or ignite as if you were soaked in gasoline, only extinguishing with complete stifling of flames underwater, under dirt, in a fireproof blanket, etc etc, or once burnt to ashes of course. As a perk, fire damage you deal is rolled with advantage! Cured by throwing a being with more CHA than you into a volcano.
- Scourged- You thirst for blood, and can heal 1HP damage with successful melee attacks against beings with edible blood(damage from silver, dismemberment, and fire will not be healed). If your Scourge exceeds your level, you explode into a horrible werebeast of double HD upon being 'killed.'
Gain Scourge whenever you drink or otherwise mix with the blood of something like a vampire, werebeast, etc- anything with supernaturally unclean blood. You cannot heal normally, nor from creatures with less than half your own level- their blood is no longer potent enough.
This curse can be alleviated by bloodletting and transfusion, though the extracted blood remains accursed (it will heal those drinking it for ScourgeD8 HP tho). - Egg of Doom- Giant's Moon You are given a monster egg of unwieldy size (1 hand). If ever set down, abandoned, or hurt, it hatches into a full strength nightmare monster symbolic of some manner of apocalypse, with stats akin to a Pit Fiend (AC 23, 13HD, +3 weapons to hit, evil powers)
The Egg can be transferred to willing curse-bearers without hatching. - Thorns- Autumn As seen in the Gardens of Ynn, sorta. Warped into the Autumn Moon due to expulsion from the Garden by a greater metacognitive hazard.
All Plant Life is thorned and inedible and functions as caltrops or a Wall of Thorns for you.
The following circumstances will also cause a mass autumn hallucination if anyone is infected, as per the Idea of Thorns encounter, but combat lasts 1 round, it retains damage indefinitely, and defeat purges it from the minds of all infected. It attacks Intelligence instead of HP.
1- Experiencing an altered state of mind from drugs or psionic attack (1/day/type)
2- Being exposed to Spring or Autumn light (1/week)
3- When suffering a random encounter of "Flora" while sleeping
Upon loss of INT thru damage to stats or level or otherwise, the following ideas seem reasonable.
-Worshipping Autumn as per a Moon Cultist (Multiclass to Cleric, access to spells dealing with metal, plants, bugs, birds)
-Triggering additional Idea of Thorns encounters, and trying to infect others, though that is no longer XXXXX
-Killing those that seek to oppose Spring/Autumn creatures, especially Sun worshippers and Winter beings.
-Planting monstrous plants in places where they will flourish and tending to them.
-Abandoning the trappings of civilization and returning to a more feral state.
Doing any of these acts of your own accord in a way the surprises, amuses, etc the GM may allow you to gain 10% Bonus XP for the session.
You may grow wings and fly to the Autumn Moon to "Ascend" if your INT reaches 0. - Infested- Great Scvabhat/Prince of Worms/Zephyr- 1/20 spells, magic items, and monsters you encounter have nasty bugs in them. Casting a spell, using an item, or killing those monsters will release the bugs. Ugh. You can be purified by standing in poison gas such as Cloudkill, green dragon breath, or similar.
- Ultraviolence- Carnage- alldamage dealt by and to you inflicts Death and Dismemberment results (ignoring KO and death results). Rip and tear, until it is done!
Cured by completing a dungeon, megadungeon sublevel, mass battle, or similar large-scale enterprise by starting with no gear save for a sidearm (pistol or knife) and surviving to the end. - Yellow Spot- Rabbitless Moon If
you are Compliant, you get the carrot. If not, the stick. The
Drosselmausen will be dispatched to enact Carrot/Stick Protocols as an
added 1/20 bonus to random encounters. This curse cannot be removed
normally if you are aware what Compliance is, and you probably can't
take more severe measures without sparking curiosity and spreading the
curse further.
- Phantasm- You may interact with illusions and dream realm (ethereal) beings as if they were real and present. Curing requires going 'cold turkey' from any drugs, creativity, and art and fending off any insulted imaginary beings come to convince you this curse is actually very cool.
- Savage Garden- Mana Tachibana/Spring 1/20 chance of encountered vegetation turning out to be a plant monster. Raising and tending to a bonsai tree will cure this so long as the tree is not harmed (also applies to large trees but that's inconvenient to adventuring) as the Dryad within can negotiate for you.
- Midas-9- Winter-Touched liquids freeze, making drinking difficult(the curse does not apply to your internals, allowing you to drink fluids as a popsicle), but potentially protecting you from certain threats and allowing traversal of calm water (rough waters will likely toss the ice about, dunking you and freezing you in an iceberg in short order). Hugs from your True Love or at least beloved family/friends will thaw this curse.
- Temporal Entropy- Winter- Things tend to decay into prior versions- swords become flint blades, lanterns become burning sticks, pet dogs become wolves, and you become a caveman with only Level words known and certainly no literacy. Cured by enjoying decadent modern conveniences like baths, air conditioning, and processed junk food in quantities so egregious the curse can't keep up.
- Mirage-Lumar 1-in-20 enemies benefit from Mirror Image, both in and out of combat, though only you and your team are affected by this vision. Breaking a mirror without letting your reflection see can stop this- failure means there's a 1/20 chance to add Mirror Monsters to random encounters.
- Flooding- Grift Kispiritis/Houthrel There always seems to be about a puddles worth of water around you. Stay in one place for an hour and drips and flows of water increase depth by 1'. Meditating somewhere too hot, too cold, or too empty for water to collect will cure this.
- Angry Dead-The dead rise! Upon finding/making corpses (including ones you make in combat) a random encounter result indicates they will rise as angry undead. Propitiating the restless spirits may require tidying a tomb, addressing ancestral grudges, and other necropolitan/gravekeeper duties.
- Lamb- Pinky/M'shesh Just, -4 to your attack rolls and saving throws. Violence doesn't come easy to you. Can be cured by encountering a problemyour allies would prefer to solve peacefully, and solving it violently.
- Branded- Kel'A'Vak A demonic sigil is upon you. It cannot be concealed, glowing with hellfire through helms or scorching bandanas, and this marks you as prey for serial killers. Intelligent beings know how to pronounce it and what it is, though most won't dare invoking it. If the demon can be invoked and then bound properly, the demon can remove this brand.
- Darkness- Arrkohn Shadows press close around you. The party really can't see anything beyond their personal source of light. You can succumb to Darktaint to remove this curse, or get sunburnt.
- Falling- save vs tripping whenever confronted with a drop. Can't featherfall, fly, etc. Cured by leaping off something, into a pit, etc, before you know how deep it is or what's at the bottom.
- Descent- Shadow- Pits, staircases, trapdoors, etc lead to a lower floor, but not back up, turning to slippery ramps or sealing up. Cured by reaching the lowest floor of a dungeon.
- Slipping- 1/20 rooms, halls, stairs, ropes, etc you interact with become frictionless. Cured by ice skating or carelessly eating and leaving behind banana peels.
- Floating-Feather you bob around as if Levitating/Featherfalling, but suffer from Slow (act only every other round, x2 time required for dungeon activities). Cured by making the GM decide this 'Curse' is more of a blessing via shenanigans, or by befriending the earth/a rock that weighs exactly as much as you.
- Earthate- Gravity is reversed for you. More severe than above, the earth/rock must FORGIVE you for some sin against stone. Not as instantly lethal as you might fear, sky-clouds might catch you.
- Sun Slander- Solar Deity- Sunlight burns you like a vampire. Must explain to the sun that this is all a misunderstanding either personally or via a letter.
- Hronir- 1/20 chance of finding a slightly different duplicate of an item you own (the duplicate is as you remember it, while the original is as it is) when looking for an item. Hronir are unpredictable and may cease to exist at vital moments, morph into monstrous mimics, or similar chaotic shenanigans.
- Typo- Biblion Aleph- Monsters, items, rooms, nouns, etc, may be mispelled and altered in surprising ways. If you can get away with referring to this curse as 'cures' in natural conversation it will unmake itself.
- Ashes- Grave Saint of Ina 50% chance food, potions, scrolls, and other 1-use items crumble to ashes when used. 50% chance of being cured if you make a valuable burnt offering.
- Lightning Rod- Bai-Szue If even remotely feasible, lightning and electricity arcs to and targets you whenever possible. Cured by receiving a kiss from a blue dragon.
- Thievery- Grift Kispiritis- Unattended items you own are targeted by thieves in downtime and camping. Even items in your inventory may be targeted by pickpockets (ie, encountered NPC thieves). Cured by retrieving your stolen goods from the thieves, or becoming broke to the point that they steal the shirt off your back.
- Retribution-Hefon When dealing damage, 50% chance to take damage inflicted back upon yourself. Also applies to healing, nicely enough. This curse can be removed by going a full adventure without dealing damage.
- Ladyhawke/Shrek'd- Turn into an animal or creature at night. Can be stabilized by finding your true love for one of those forms, or destabilized into lycanthropy if you act too much in the other form.
- Bullseye- Houthrel- ranged attacks always hit you. Cured by catching an arrow/bullet.
- Dragon- Yg-A-You gain levels in Dragon instead of your class. Levels in Dragon act as Age Categories for dragons... but do not actually give you any benefits unless you have wings, claws, breath weapons, or scales via other means.
If your Dragon Levels exceed your real levels, you turn into a Dragon.
Cured by forsaking all treasure found until you earn a level. - Curse of the Mystery Boxes- T'liki- When obtaining magical treasure, T'liki will give you the option to give it up and instead choose a random box!
1- Wand of Wonder fires at your face when opened, no treasure
2- 2x Random Unguarded Treasure Rolls
3- A random magical item!
Cured by denying him 3 times. - Friendly Fire- Enyalios Marnamai-Whenever you miss an attack, reroll it with a chance to hit an ally if possible. Cured by strict chivalry, identifying heraldry, uniforms, and regimentation.
- Chaos-T'Liki- Upon entering 'interesting' situations, 1/20 of a Wand of Wonder triggering to spice things up. Cured by being as boring as possible, and managing to maintain this boringness through one Wonder trigger, so T'liki will get bored and leave.
- Not the Bees- Melial/Cyqy'Eoy Wa-Ss Insect swarms pursue you relentlessly. 1/20 dungeon rooms/wilderness hexes will include a beehive. Cured by ransoming a Queen Bee back to the hive.
- Psychopomp Extradition-Mokkhus/Jackal of Yuba- Cannot be raised, immediately dead at 0 HP. May be able to argue/jailbreak out of the afterlife/reincarnation queue.
- Shiny- Glints of sweat, belt buckles, etc betray your position from max possible encounter distance. Cured by becoming stained/filthy, such as wallowing in mud, for a full night and day.
- Noisy-Neuph You cannot sneak around, footfalls clomping, twigs breaking. Cured by a vow of silence, but when broken, must save or the curse returns and the next vow of silence must be at least twice as long as the last one (measured in XP earned). If so obnoxiously loud that Neuph gives up on teaching you a lesson, the noise-sensitive god may give up in disgust.
- Scribe's Doom- Biblion Aleph/Jennie Text you attempt to read or write will wiggle around and accrue mispellings, typos, and other rearrangements. Spells, runes, etc will acquire mutations and miscasts. Cured by engraving something lengthy and true about yourself in stone, which is too serious to allow such shenanigans.
- Lover's Doom- Saint Bridget/Grift Kispiritis You attract types of people you dislike, and repel those that you do. Cured by love strong enough to disregard the curse, breaking it, or becoming so repugnant even the curse itself is compelled to announce that it 'has a boyfriend' and leaves.
- Goblinism- Reroll stats + HP each day. Cured by 'proving' capabilities in each category in a day.
- Frogged- Zaba Any failed saves vs magic and transformations, even minor things like Enlarge or Alter Self, will instead turn you into a frog. Cured by becoming noble in some way, or being recognized as such.
- Musical-Cyqy'Eoy Wa-Ss Must express self via song or dance, usually reducing reaction rolls by 1 (but sometimes increasing them in the right circumstances.). Cured if everyone in a scene spontaneously joins in.
- Cowardice-Cyqy'Eoy Wa-Ss/Kel'A'Vak Must flee from spooky things. If you cannot flee, save or die from heart attack. Cured by facing something that your allies have all fled from or is similarly terrifying (no heart attack save necessary, but whatever you do, you can't give in to fear for this to count).
- Raindrops- You are accompanied by a small thundercloud that rains on you perpetually. It may strike you with lightning (1d6) if you critically miss with a metal weapon (raising it to the cloud). Cured by a day and a night in 'real' foul weather(3d8 lightning)
- Storm-Murulu Foul weather always follows you. Sandstorms, rain, blizzards, twisters. Solved by an entire adventure/level up spent underground, as the air elementals lose track of you.
- Gremlins- You cannot pull out items from your pack/find objects in storage immediately, instead rolling randomly to see what is pulled from your inventory/the room. Cured by ascetic renunciation of equipment, or catching the little bastards who keep hiding your keys.
- Butterfinger- 50% chance each round of combat to drop whatever you are wielding. Out of combat, 50% chance to drop something at inconvenient times, like when lockpicking, climbing over a chasm, etc. Cured by gluing/chaining important items to your hands until the curse gives up.
- Enfeebled- Random stat set to 3. Can stack up to 6 times. Cured by being praised by someone who has what you lack (strength, wit, etc)
- Warriors's Doom-various When wounded, bleed 1 HP per round until bandaged, then 1HP per Turn until stitched up.
- Hunter's Doom- Zephyr/Hefon-Wild animals HATE you. Even herbivores try to slay you. Must hide in civilization, or be forgiven by the animal you wronged.
- Farmer's Doom- Our Lady of Gardens Domestic Animals HATE you. Must humble yourself by serving a farmer (and surviving their farm animals) for a week.
- Oh Worm- Prince of Worms- Nightmares of worms... additional 1-in-20 chance of burrowing worms from the earth (encounters) or the dream realm (memorizing spells) emerging to devour you. You must show respect and provide aid to a worm or other pathetic creature to be forgiven.
- Debt- Cthonic God of Blood And Gold- 10% of all earnings garnished! Must pay entire level +10% worth of treasure to altar to clear debt.
- Slow Stone- Yg- One Limb turned to stone, petrification will be complete in 5 years. Must offer an Egg to a Snake.
- Ugly- Murulu- Ugly. If someone loves you anyway, a kiss either cures it, or doesn't and you gain 1 favor.
- The Weakest Link- All magic items owned have the lowest bonus of all magic items owned. Cured by forsaking all but your most powerful treasure (returns if old items reclaimed)
- John Dungeon- All stats 10, appearance as default Guy. Cured by conquering every room of a dungeon.
- Cage of Penance- Riikhus- Currently equipped gear fuses to flesh with a burning sensation. Cured by finding 'evil' you can smite, and smiting it.
- Ifrit- You get 3 wishes! A good first one might be 'O Ifrit, I wish for you to not burn me to death' and that's probably going to be the highlight of this curse. Cured by running out of wishes of course.
- Hatred-Isfrix All retainers abandon you. Your own Summons/Undead attack you.
- Curse of Lymos- All food in your immediate vicinity spoils in a day. Cured by feeding a village.
- Bandaged- You no longer heal naturally, requiring magical healing. Cured by a healing potion.
- Despair (o nuts)- Thanks to the birth of Glorbus, Demon Lord of Hope and death of Sixdrit, Demon Lord of Despair, this curse only forces the user to make off-color puns about testicles whenever possible. It can only be cured by the Mind Goblin...
- Assassin's Doom- Whenever you kill something, the corpse loudly screams and accuses you. Cured by completing an infiltration mission (dungeon delves count) without taking a life.
- Curse of the Door Guard- You must choose if you can only lie, or only tell the truth. Cured by tricking/confusing someone who knows about the curse into peril.
- Penguin's Doom- the accursed can only pull out sporks from their inventory, investigation of rooms, looting of treasures and so on. If they actually need a spork, getting it becomes impossible for some reason, then the curse is broken.
- Heretic's Alibi- "Lumar"- Receive one free, mandatory Augury/Divination from the Gods per day.
- Curse of the Emerald City (no not that one)- Contagious curse, anyone kissing you turns you into the physical appearance of a past desert queen. Lifted by any shapeshifting.
- The Bad Trip Mana Tachibana- All drugs AND potions provide horrible effects and awful hangovers.
Recruit a dealer of fine intoxicants as a retainer/paid alchemist at base to cure. - The Bad Trip- Houthrel- Horses buck and wander off, wagonwheels break, boats spring leaks, maps blur. Make an offering of a treasure from another land to the god of the New Deep, or never again have a good journey!
- Silken One's Ire- Every 7th stranger is an assassin. Every 7th assassin is a mothflame demon.
7 days without seeing a strange cures. - Mediocrity- All attacks, saves, etc are a 10 instead of a d20. Cured by eating someone else's Nat 20, turning it to a nat 1.
- Dance- Cyqy'Eoy Wa-Ss- MUST dance to all music heard. Cured by winning a dance battle.
- Curse of the Double Edged Sword- Riikhus- Take half of all damage you inflict with an edged weapon. Conversion to Riikhus cures, but if Riikhus is dead you may need the standard Curse Options or a hammer.
- Curse of Narration- Dry snark commentary reveals inner thoughts to the world at large. Cured by doing something to catch the Narrator in a lie or contradiction, proving itself Unreliable.
- Cursed Touch- If you touch a friend, an ally, a pal, they suffer Level Drain. Clothes don't help, enemies immune. If this kills someone they rise as a wight. Cured by a pal touching you intentionally, knowing of the curse, but not that it would cure you.
- Doom of the Gothic Villain- You are accursed to kill your own family, by misunderstanding, accident, coincidence, or straight up evilness, I suppose. Cured by becoming rightful heir to the family treasures (if you're lucky this can be the power of family and friendship, if not you gotta get them jewels).
- Curse of the Scorpion- Stab someone in the back, or be stabbed in the back each day. Various interpretations of 'backstabbing' are acceptable. Cured by getting betrayed but getting over it.
- Very Specific Doom- a specific monster gets advantage on attack, damage, etc, or a specific item does, or save at disadvantage vs an element, etc. No general cure, but might be specific ones.
- Horrible Fox Spirit- Jackal/Tachibana Mana Appears every night to eat bits of liver (2 Con damage). Sacrifices of livers the spirit has never eaten propitiate it for a week. Stats as Night Hag.
- Gnome'd- Gems have a 1-in-10 chance to DECREASE in value when generated/appraised. Hire a gemcutter to polish a gem and return it to its home.
- Curse of Barbecue- The accursed is delicious. Any creatures biting them will try to eat them exclusively. If they take fire damage, it triggers a wandering encounter check. Cured by unflattering scents being worn for a week.
- Curse(?) of Elements- If you would perish to falling, drowning, or suffocation, instead a 16HD earth, water, or air elemental appears and cam be fought. It will go after the rest of the party if they help. It's technically a blessing whose usecase is forgotten, and will only work once.
- Curse of Doors- All dungeon doors Stuck until all doors in a dungeon oiled.
- So Beautiful It's a Curse- It actually isn't, but the degree of humblebragging, admiring oneself in a mirror, and smugness does reduce your Charisma to 3 for those who know you (18 for those who just met you). Cured by even the slightest damage to your face, though you will then wear a mask and swear vengeance against whoever did it.
- Morality Imps- Haunted by opposing ideologues debating on your shoulder. Mostly they are just loud and embarassing. Defeated by finding something they agree on.
- Job- offered a competitive 30000c starting salary as 'Security Consultant' for a nearby castle. Experience is earned from the job, but it's not 'XP.' 2 Weeks Vacation for adventuring time per year.
- Love-Grift Kispiritis/Saint Bridget- Fall in love with the next acceptable (even if barely acceptable) potential partner spotted, or pine away at -1 negative level per week. Also pine away if in love and not allowed to marry and live life together.
- Hero-Our Lady of Gardens- Religious Zealots from a backwater country want you to come slay some Dark Lord, and you gotta collect the pieces of the Hero's Sword, and get 4 Seals from 4 Demon Generals to unlock the Dark Lord's castle and uggggggh
- Blursed- You
manifest new temporary curses for each blessing, buff, or longterm
benefit applied to you, for as long as that benefit applies, AND vice
versa! Can be cured by achieving a contradiction in the pile of curses
and blessing.
- Unhallowed- Count as undead, evil, anathema, etc, regardless of actual deeds/status. Must be forgiven by a priest.
- NG+ Increase the dungeon level by +1, or at least double encounters. Cured by dying.
- Hella Cursed- Gain a new curse every session. Cured by removing all curses.
- Curse Reverse- Reroll, but the curse is somehow helpful and you can be like, a Hexblade or a Warlock or some other class with debuff/curse blasty powers, idk