Die Permille and One-Thousand Curses

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Status: In Progress  |  Genre: Fantasy  |  House: Booksie Classic


How to Roll Die Permille or Die Perthousand

If you GMs out there want to add some horrific fun to your games you can decide that a small percentage of items are automatically cursed. I like to have a 0.3% chance. Rolling tenths-percent might seem awkward at first but it's a really simple roll that I call d‰ (permille).

To roll permille (or perthousands) use 3d10; make sure at least one is a 10s die. One of the other d10s should be designated for hundreds (I use them with a set and one off-color die). When you roll permille, the 10s die is still tens while the single die and hundreds die will give you those respective figures.

Reading the die is the same as for d%, but d‰ has one die in front and one at the end. Consider the following results:
[10][00][10] = 1000‰
 

[10][00][1] = 1‰

[5][00][10] = 500‰

[1][00][10]= 100‰

 

I said I like 0.3% as the cursed number, this would be 3‰ and is represented by a roll of [10][00][3]. Working out the percentage value is as easy as moving the decimal once to the left (effectively making the one's place into tenths) So in the examples above we have 100%, 0.1%, 50% and 10% respectively.

The Thousand Curses of Alma

In order to get the most out of the d‰ here's a list of curses to roll randomly. Please enjoy taxing the resolve of your players (or give it to your GM as a gift).

Some of these are very strong, some of them might seem more like boons. The only rule of thumb here is that they are an affliction that stays with the victim until the curse is lifted. Whenever an effect references "the victim" it refers to the subject of the curse. In all cases you must cast [Remove Curse] on the victim. Some entries refer to "you" for simplicity, this is also considered to apply to the victim of the curse.

A few of these curses are compulsions that make the character behave in a specific way. Unless it's explicitly stated there is no penalty for failing to perform the behavior described, these types of curses are intended as more lighthearted or annoying. For curses that include a penalty a save is sometime listed.

These curses are intended to be used in a variety of games, not just D&D, so while the saves listed are references to D&D 5e, if an effect or save doesn't fit into your game then feel free to use any mechanic or system which makes the most sense.

In general the players might not initially realize the effects of a curse on this list but it's okay to inform your players if you think it's fair that they should know or if their PCs could reasonably determine what the curse is.

One final note on these afflictions: If a player is affected by two curses that oppose each other then they are still considered cursed by both, even if their effects cancel each other out. This can be an effective way to handle a curse when you don't have the resources to lift it.
 

‰ Effects of Curses

1 Strength -6 (Minimum 1)

2 Dexterity -6 (Minimum 1)

3 Constitution -6 (Minimum 1)

4 Intelligence -6 (Minimum 1)

5 Wisdom -6 (Minimum 1)

6 Charisma -6 (Minimum 1)

7 Whenever treasure is rolled there is a 500‰ chance to replace all coins with food

8 Constitution, Intelligence and Wisdom -1d3

Strength, Dexterity and Charisma -1d3

10 One equipped item at random doubles in weight

11 -8 circumstance penalty to stealth checks for hiding

12 -8 circumstance penalty to intimidation checks


13 -8 circumstance penalty to saves against poison

14 -8 circumstance penalty to saves against mind affecting magic

15 Suffer all damage from falls as if from ten feet higher

16 On a critical strike you drop your weapon (critical damage is dealt as normal)

17 Boils develop on your face, arms and legs

18 The next object touched by the victim becomes stuck in their hand. Requires [Remove Curse] from a caster 4 levels higher to lift this curse.

19 You must pass an Intelligence check (DC 15) to remember any joke before you tell it.

20 Any rolled 3 on a die receives a -2 penalty.

21 Potions restore half as much HP and their effects with a duration are half as long.

22 All food tastes bad, but dirt, grass and wood taste sweet.

23 You suddenly remember the perfect response to the last person that made fun of you. This occurs once per day until this curse is lifted.

24 All the local dogs want to sniff you and they can pick up your scent from thrice the distance.

25 You smell like vinegar.

26 You grow gills, 900‰ chance to continue breathing air.

27 The victim's perception of left and right are flipped.

28 You lost your coin pouch! (-20% gold, silver and copper. -30% platinum. All coins are recovered after lifting this curse).

29 A bounty hunter has mistaken you for their quarry.

30 Your burps taste like anise (cannot be restored, expires during the next new moon).

31 You cannot eat cooked meat without becoming nauseated.

32 Whenever you hear your name you must help the person calling for you.

33 Mosquito bite.

34 You are going to shit yourself in 1d3+1 turns if you don't think quickly.

35 Dead bodies speak to you and they only have annoying things to say.

36 A random arrow strikes you from somewhere unseen (attack +15, 19-20/X2).

37 Needles have become imbedded in your heels. Half movement and -8 penalty to Dexterity checks and saves until they are removed.

38 Replace all prepared spells with [Goodberry] at high noon every day.

39 Your mouth and eyes are sewn shut (cannot be restored except by physically removing them).

40 Each week now has three Wednesdays and no Saturdays.

41 You need two additional hours of rest to prepare spells each day unless the moon is full.

42 You are compelled to eat garbage.

43 You develop hydrophobia and thalassophobia (Fear of water and fear of deep water).

44 Your maximum HP is reduced by 20% +1% per constitution bonus.

45 
You can now see and identify mimics, camouflaged creatures and ghosts with absolute clarity but you want to pet or hug them.

46 You fear direct sunlight and your fear increases each minute you are exposed to it.

47 You consume four times as much food as normal.

48 The nearest wand now activates whenever anyone says the next word spoken by the victim.

49 You see all gems as flawed regardless of their actual quality.

50 Statements made by the victim seem like lies while lies told by the victim deal 2d6 sonic damage to anyone that hears them (including the victim).

51 The victim's body becomes wooden, they gain Damage Reduction of 5 that is overcome by magic and their creature type becomes [Construct] with all applicable changes. They can no longer produce offspring or experience sensations of touch, taste or smell.

52 The victim's nose turns into a copper button and they can only smell metals and minerals.

53 Re-roll your total HP. When this curse is lifted the victim can choose to keep their new total or regain the previous total.

54 Your face appears different, you are no longer recognizable by your friends and family and they cannot recognize your new face after 24 hours.

55 Change your name, player's choice.

56 Change your name, GM's choice.

57 Change your name, randomizer. 

58 -8 circumstance penalty on perception checks to see things. Corrective lenses can compensate for this.

59 -8 circumstance penalty on perception checks to hear things. A hearing aid can compensate for this.

60 You fall asleep for fourteen days.

61 You can't sleep for fourteen days.

62 Any time you are in combat you must take a move action on each of your turns.

63 The next melee weapon wielded by the victim deals acid damage instead of it's normal type and cannot be deactivated, dealing it's damage to anything touching the operative end of the weapon every round.

64 The last melee weapon touched by the victim disintegrates (breaking the curse restores the weapon).

65 Every six hours you fall asleep for six hours.

66 The victim encounters a kudan, a creature with the body of a calf and the head of a human. It attempts to make conversation with the victim; once it has uttered any statement about the future the kudan dies and the statement comes true in reality (kudan meat is deadly poisonous).

67 -3 penalty to Strength.

68 -3 penalty to Dexterity.

69 -3 penalty to Constitution.

70 -3 penalty to Intelligence.

71 -3 penalty to Wisdom.

72 -3 penalty to Charisma.

73 For each day that you don't eat your favorite food you accrue a -2 morale penalty to attacks, damage and saving throws until you do (max -6).

74 Double the numeric penalty of any other active curse upon the victim. If no other curse is present then roll twice again.

75 Double the numeric penalty of any other active curse upon the victim. If no other curse is present then roll again.

76 Your height is reduced by 6 inches and your weight is reduced by 20 pounds.

77 If you can literally climb your way to success then you are compelled to climb.

78 You want to make friends with a dangerous predator.

79 You develop an addiction to a locally-sourced drug or abusable substance.

80 -3 morale penalty to skill checks to decern or tell lies, make friends and intimidate as depression plagues your mind.

81 Whenever you experience silence you are compelled to shout until you can hear again (you cannot speak coherently while you do this).

82 All silver picked up by the victim is replaced by an equal-value amount of copper.

83 Redistribute all your skill points evenly across skills you are currently trained in. If you are not playing with skill points then instead you recieve a -4 penalty to all skill checks.

84 Make a saving throw for each of your saves (DC 15), for each failed save the related stat for that save takes a -3 penalty. If you pass all your saves then the curse is immediately lifted.

85 You cannot tell lies while gambling.

86 You cannot tell the truth while fighting.

87 You cannot speak until someone says your full name three times.

88 A song is stuck in your head and if you hear a part of it then you have to finish the song yourself.

89 You lose one prepared spell in one of your highest level spell slots and cannot prepare a spell for that slot until the curse is lifted.

90 You must utilize your lowest stat at least once per combat.

91 You must tip 10% on any purchase you make in any town or castle (if you can't then you don't complete the sale).

92 You are afraid of magic, taking fear effects whenever you notice someone other than you casting a spell.

93 You can see the aura of magical items, but these visions dazzle you causing a -2 penalty to attack and damage whenever you see them.

94 You gain 1d12+(con mod) temporary HP, but when you lose these HP you fall unconscious for 1d12 rounds (the curse is lifted after such time).

95 Your voice sounds like that of your childhood self (approximate human age of 8).

96 You found a platinum sovereign! You just can't bring yourself to spend it. (It's a listening coin with the paired coin held by a random antagonist).

97 For each ally in the victim's party when they become cursed the victim receives a -1 morale penalty to AC whenever that ally cannot see them.


98 You have disadvantage on physical attack rolls.

99 You have disadvantage on opposed checks of any type.

100 You have advantage on all saves but take 1d3+1 psychic damage whenever you save by 2 or greater.


101 Chickenpox. If the character has already had chickenpox roll again, the result replaces this curse.

102 Roll d1000. You gain that much gold. It came from the horde of a tyrannical noble.


103 You radiate light from your body in a 10 foot sphere with 10 feet of shadowy illumination beyond that.

104 You always talk back to authority (you still have your usual opinions).

105 You must say "mother may I" before making an attack and someone must answer "yes you may" or the attack fails.

106 Strength -1.

107 Dexterity -1. 

108 Constitution -1.

109 Intelligence -1.

110 Wisdom -1.


111 Charisma -1.

112 All stats -1.


113 All stats -2.

114 Choose one skill in which you are proficient and one skill in which you are not proficient. You are no longer proficient in the former skill and gain proficiency in the latter skill.


115 A coven of Hags knows of your name and accomplishments, and they are thinking of devious ways to "assist" you.

116 Doggie Friend! This is not considered a curse, but if the doggie perishes then you become cursed by another roll on this list.

117 You can only rest if you have your own room to sleep in (even if you don't sleep).

118 Remove all curses from other members of your party and bestow them upon yourself. If nobody in the party is cursed then roll twice and take both curses.

119 Roll Twice ignoring results that instruct you to roll additional times. The victim chooses which curse to bestow.

120 On a critical strike you deal half as much damage to yourself.

121 Water tastes like watered-down beer.

122 Beer tastes like watered-down beer.

123 Wine tastes like watered-down beer.

124 You automatically fail saving throws for sobriety.

125 You are curious about poisons and venoms, and you are compelled to experience their effects. If you suffer this curse for a full year you become resistant to poisons and venoms granting a +8 circumstance bonus to saves against poison, toxins and venoms (this bonus remains even if the curse is then lifted).

126 You abhor sex and sexual displays, and you refuse to be near them.

127 You are compelled to call out to a god of Greed, Envy and Pride. You call out their name whenever you find new treasure or secret passages.

128 You refuse to fight Beasts, Magical Beasts, Vermin and Gnolls.

129 You refuse to fight Reptilians, Magical Beasts, Canines and Kobolds.

130 You refuse to fight Frogs/Toads of any kind, Magical Beasts, Bats and Goblins.

131 You refuse to fight Boars/Pigs of any kind, Magical Beasts, Trolls and Orcs.

132 You believe you are a gazelle and your ally with the highest charisma is a lion!

133 Whenever you land a killing blow with your melee attack you immediately throw the weapon at the next nearest enemy as a bonus action. If you don't have a bonus action available then you throw it at the start of your next turn. If there are no enemies around then you don't have to throw it.

134 A simian just stole a gem from you! It returns every time you sleep to steal another until this curse is lifted. If the simian dies then another one takes it's place.

135 You are haunted by the ghost of an old woman who criticizes your moral compass. Only you and creatures that can see into the ethereal plane can hear her.

136 Strength +4 and you have to lift something heavy once per hour.

137 Dexterity +4 and you have to show off your throwing accuracy once per hour.

138 Constitution +4 and you have to prove you can eat something inedible once per hour.

139 Intelligence +4 and you have to appraise a rare item once per hour.

140 Wisdom +4 and you have to locate a hidden object or person once per hour.

141 Charisma +4 and you have to impress a stranger once per hour.

142 All stats +2 and you have to be the center of attention for one hour each day.

143 Nasty rumours are circulating about you in the next town you visit. These damaging rumours spread away from that location at a rate of 25 miles per day.

144 When you speak, anyone that hears you must make a will save or wisdom save (DC =10+your charisma modifier) or they become confused for 1d4 rounds as if by the effect of a Gibbering Mouther's ability. Creatures can not be affected by your gibbering again for 24 hours.

145 Moths are attracted to your presence at night.

146 Your critical fail rate increases by 1 (you now critically fail on a 1 or 2. Your Critical fail rate cannot exceed 4 in this way).

147 You have no concept of time. Things that happened in the past and thoughts of the future are treated as present-tense knowledge.

148 One random stat score becomes 1 for ten minutes each day at random.

149 A butterfly lands on your nose and nothing you do can make it leave, you get a -2 circumstance penalty to all checks made for spotting and searching. Killing the butterfly will lift the curse but it causes another curse which is rolled on this list. Attacks against the butterfly have a 444‰ chance to hit you instead, it has 1 HP and an AC of 17.

150 You are pretty sure you've been here before and have been walking around in circles for too long.

151 Your common language is replaced with Gnoll, if you already know Gnoll then common is replaced by Giant, if you know both Gnoll and Giant then you gain a new language of your choice which replaces common (you can still speak other languages normally).

152 Violence is never the answer.

153 Violence is always the answer.

154 You pursue a spiritual or religious practice that is opposed to your alignment (this does not immediately cause alignment to change).

155 You refuse to prepare spells or use enchanted items from the school of Abjuration.

156 You refuse to prepare spells or use enchanted items from the school of Conjuration.

157 You refuse to prepare spells or use enchanted items from the school of Divination.

158 You refuse to use enchanted items or prepare spells from the school of Enchantment.

159 You refuse to prepare spells or use enchanted items from the school of Evocation.

160 You refuse to prepare spells or use enchanted items from the school of Illusion.

161 The victim does not believe presented evidence of illusions at work (they can still make a saving throw to disbelieve).

162 When you encounter any creature large enough to eat you, you become obsessed with getting eaten by it.

163 You have to collect manticore spines and use them in your clothing and jewelry.

164 You find gaze attacks to be very attractive and will not save against them.

165 You age at twice the rate of a typical creature of your species (lifting the curse restores the effects of the extra aging).

166 You stop aging (lifting the curse causes you to age rapidly until you are the appropriate age causing 1d10 non-lethal damage per year you were cursed).

167 You can now speak with animals but lose the ability to speak any of your known languages.

168 Whenever anyone scores a critical hit or coup degrace you shout a hearty "NOICE" as loud as you can.

169 You believe yourself to be the pet of a random monstrous NPC and you expect treats from them (the NPC doesn't know this).

170 Critical hits with nonmagical weapons cause them to break in your hands.

171 A large mole grows on the end of your nose which can be transferred along with this curse to any creature that kicks you in the pants.

172 At the start of each day roll on this list ignoring any entries that make you roll additional times. You suffer the effects of that curse for 24 hours. The effects of previous curses are replaced by the new curse of each day. If you roll 172 or any prime number then this curse is lifted even if the result would normally be ignored.

173 Your Divination spells and Divinations about you appear with visions of gremlins in every result.

174 You grow a gaping mouth from your stomach that needs to be fed an equal amount of food to what you eat each day or your fatigue level increases from hunger.

175 Roll again on this list. You suffer the effects of the resulting curse except you must cast [Blessing] as well as [Remove Curse] to lift it.

176 Roll again on this list. You suffer the effects of the resulting curse except only while you are at half your maximum HP or less.

177 You cannot understand sarcasm.

178 You assume every statement is sarcasm.

179 You only drink milk when you visit a public house or tavern.

180 Roll again on this list. All other PCs suffer the effects of the resulting curse except you are the victim.

181 Attacks against you have a 200‰ chance to have their critical threat doubled (20 becomes 19-20; 19-20 becomes 17-20; 17-20 becomes 13-20 and critical threat cannot be greater than this).

182 Roll again on this list. The resulting curse is bestowed upon a random piece of treasure instead of you and you can't get rid of it without lifting this curse.

183 You have an itch in an inconvenient place that never goes away. You have a -4 circumstance penalty on attack rolls and concentration checks.

184 If your next adventure doesn't take you over the high seas then you will not speak until it does.

185 You believe yourself to be a prize fighter that specializes in bare-knuckle boxing. You refuse to use any other mode of attack.

186 You only rely on ranged attacks and refuse to shoot closer than 30 feet to your target.

187 You become of the victim of all curses currently afflicting your allies (this lifts the curses from those victims). For each curse affecting you gain 10 temporary HP that is regained after resting, +2 to checks, saves, attack and damage rolls. This curse must be lifted before any other curse can be removed (allies are not limited to PCs or even characters in the party, bonuses from this curse also count itself for stacks). You can not have multiple copies of this curse, each time you gain this curse after the first it simply moves all current curses onto you.

188 Everyone has forgotten your name, and you're starting to forget it as well.

189 Any time you would roll for damage or hit points the result is automatically half the maximum possible result.

190 Whenever you would roll a d4 instead roll a d3

191 Armor gets in the way of your aesthetic. You are compelled to wear a nice shirt instead (shields are okay for accessorizing).

192 The victim falls in love with the next stranger they talk to and will devote a portion of their wealth to woo them.

193 If you visit a town without donating to their local religious center you start to feel so guilty that you can't sleep properly, no matter whom or what the locals pray to.

194 A Goddess of Magic, Creation and the Night has become aware of your exploits and intends to attract your favor from the underworld.

195 Missiles and ranged weapons shot in your direction have a 350‰ chance to hit you instead of their intended target (this is in addition to penalties for shooting into melee and shooting point-blank).

196 When rolling to hit, use a d12 instead of d20 (all bonuses and penalties apply as normal, crit on 12; 19-20 and 18-20 = 11-12; 17-20 = 10-12)

197 When you would roll with advantage, instead roll 1d20. When you roll with disadvantage roll 3d20. If you are not playing with advantage rolls instead your crits deal normal damage.

198 When you see a dog or cat you must pet them. If you do not, or if they escape before you can you are sickened for five minutes.

199 The victim gains a curse that allows them to consume any other curse from any item, person or place but they become the victim of those curses. When this curse is lifted it lifts every curse that was consumed with it. This curse can only be lifted by casting [Bless] and [Remove Curse] in sequence.

200 Victim becomes the client of an Archdevil's faustian pact; "The Archdevil's Intermediary appears to grant you one wish to be wealthy in any regard. The wish is drawn on parchment made of angel's leather in your blood detailing your desires. In exchange you must fulfill three requests from the archdevil at a time and place of it's choosing. Failure to fulfill these requests in full results in repayment of the loan with 50% interest within 3 years. For each day beyond that third year you must make a Will or Wisdom save (DC 30) to resist resorting to thievery to repay the loan. If you fail the save and can't steal anything before the end of the day you are compelled to sell your soul to the archdevil to make up the difference. If you sell your soul then you may become even more wealthy until the day of your death if your soul is worth more than the initial loan with interest."


201 You take a -4 circumstance penalty to resist spells and abilities that affect the mind.

202 You take a -4 circumstance penalty on special movement checks while in combat or being rushed or threatened.

203
You take a -4 circumstance penalty to attack and damage rolls while grappling.

204 You take a -4 circumstance penalty on strength saves to avoid being checked, knocked down or blown away by wind and similar forces.

205
You take a -4 circumstance penalty on Dexterity saves to avoid being blinded or deafened.

206 You take a -4 circumstance penalty on saves and checks to overcome being entangled or immobilized

207 Every day at sunset you turn to stone and each morning at dawn you are restored. If light from a [Daylight] spell touches you while you are stone you can move and act freely but remain as stone until morning.

208 At the start of each of your turns during combat make a Will save or Wisdom save (DC 13). If you fail then you drop your weapon and take out any other weapon you own that deals the least physical damage (not counting elemental or magical bonus damage).

209 Whenever you come into physical contact with dead flesh or a corpse of any kind you must wash the exposed area thoroughly. You can think of nothing else until then.

210 You just want to burn things. You can't help it if unbridled flames are so pretty. You can resist with a wisdom save (DC 10 + 1/day that you don't set something on fire), but the longer you resist the larger the fire needs to be before you're satisfied (smoking and cooking are not enough unless in extreme scale).


211 Flip a coin. You gain the ability to understand and speak Abyssal and Infernal, but one random demon (heads) or one random devil (tails) hears everything you say whenever you are on the Material Plane, Astral Plane, The Abyss, or The Nine Hells (these outsiders still only understand their known languages).

212 Flip a coin. You gain the ability to understand and speak Beatific and Celestial, but one random angel (heads) or one random Eladrin (tails) hears everything you say whenever you are on the Material Plane, Astral Plane, The Seven Heavens or The Fey Wild.


213 Whenever someone says the keyphrase (set at the time the curse is bestowed) you act like a loyal puppy and communicate by barking and howling until someone says your name.

214 Lycanthropes are inexplicably drawn to your location during the peak of their lunar cycle. You have a -4 penalty to saves against contracting lycanthropy and resisting it's influence.

215 Whenever you roll a natural 20 on an attack roll you confirm by rolling 2d20 and choosing the lowest result; if that result with all of your bonuses to attack is higher than your target's AC the critical hit is confirmed, otherwise you deal normal damage.

216 The Terrasque is dreaming about you. If it awakens while you are cursed then it knows which continent you are on while on it's homeworld.

217 Whenever you die you are instantly restored to half HP and receive 1 Con damage (restoring this damage requires a separate casting of [Restoration] and cannot be restored until the curse is lifted).

218 Your critical threat range is doubled (20 becomes 19-20; 19-20 becomes 17-20; 17-20 becomes 13-20 and critical threat cannot be greater than this), whenever you score a critical hit you receive 2d6+2 mental damage as you share in the target's pain.

219 A creature type of your choice has a turning effect on you as if by the effect of a cleric's turning ability.

220 Whenever you tell a lie you must make a charisma save (DC15). If you fail then a magic mouth appears (as if by the spell) and it immediately speaks the truth as you know it before vanishing.

221 Short rests count as long rests for you. Additionally you can never sleep more than 4 hours each day (regular effects of sleep deprivation still apply).

222 Children's laughter sounds like horrible cackling (including children of other species), whenever you hear it you have to protect your ears.

223 All corvids remember the victim's face and they talk about them to each other. In the first week the victim doesn't notice much, after that first week they can notice corvids gathering together in distant places. After 3 weeks they can tell that corvids are watching them and hunching closer to each other whenever they do something. After two months the victim starts to catch small parts of their conversations. After six months the corvids are less coy about hiding the fact that they are talking about them. After a year the victim has a dedicated group of corvid followers that visit throughout the day, openly talking about the things ythey do and even heckling them over their choices.

224 You gain a +2 luck bonus to resist stunning and dazzling effects, but those effects last twice as long if you fail.

225 You gain a +2 luck bonus to resist confusion and fascination effects, but those effects last twice as long if you fail.

226 You gain a +2 luck bonus to resist deafening and sickening effects, but those effects last twice as long if you fail.

227 You gain a +2 luck bonus to resist fear and exhaustion effects, but those effects last twice as long if you fail.

228 You gain damage reduction of 15 that is overcome by adamantine weapons. Whenever your HP is damaged you must make a Fortitude or Constitution save (DC10+damage dealt) or become stunned for 1d3+1 rounds.

229 A buzzing bee follows you everywhere you go. You must make concentration checks to cast any spells (DC10 + spell level) or you lose the spell. Killing the bee will lift the curse but it causes another curse which is rolled on this list. Attacks against the bee have a 444‰ chance to hit you instead, it has 1 HP and an AC of 17.

230 You have an obscene tattoo in a private place. After a year the tattoo harasses your friends and especially your lovers whenever it's exposed. After three years the tattoo begins to grow larger and it eats other tattoos on your body if it can get close enough. If you have multiple such cursed tattoos then they combine into one curse when they touch which needs a separate casting of [Blessing] to lift.

231 You are being hunted by a Jabberwock. You always know if you are in it's native territory and you know if it is aware of you.

232 Whenever you score a critical hit your sweat explodes dealing 1d6 fire damage per round of the current combat to each creature within ten feet of you (max 6d6).

233 Free cursed item of the GM's choice!

234 Whenever you miss with a ranged evocation spell it turns back on you (make a separate attack roll at +1 luck bonus to hit when this happens).

235 Your class features function as if you were two levels lower in their respective classes (roll and activate these abilities as normal except where specified by class level. If a class feature is gained within those two levels then you can't use it until you gain enough levels to offset the penalty. Minimum class level is 1).

236 All your arrows and spears are blunted dealing non-lethal damage. New arrows and spears acquired will suffer this effect after ten hours in your possession.

237 -6 circumstance penalty to all skill checks and saves when preparing and consuming food.

238 -6 circumstance penalty to all skill checks and saves when performing for entertainment.

239 -6 circumstance penalty to all skill checks and saves when flirting or romancing.

240 -6 circumstance penalty to all skill checks and saves when setting up camp or cleaning someone's home.

241 -6 circumstance penalty to all skill checks and saves when not on your native plane for more than 12 hours.

242 -6 circumstance penalty to all skill checks and saves when hunting or playing games.

243 -6 circumstance penalty to all skill checks and saves when fighting in a public space in a town or city.

244 If it's your first day in a town you have to pick a fight with someone (it doesn't have to come to blows. Feel free to be belligerent if not physically violent).

245 You begin every combat flat-footed and you may not participate in surprise rounds even if an effect or ability would otherwise allow you to.

246 Your meals are plagued by overcooked meat and dry vegetables.

247 A succubus or incubus (player's choice) wants to devour you.

248 There is always a rainstorm overhead, centered on you and extending out ten miles (this causes flooding and famine if you stay in one place too long).

249 You must sleep 1 hour for every 10 hours you stay awake. You cannot sleep unless you make a concentration check (DC30 -1 per day being awake). You may still prepare spells as normal when resting.

250 Someone's lost child follows you around. This curse can only be broken by finding the child's parents. If the child perishes in your care you suffer a -4 morale penalty to attacks, damage, skill checks and saves (this can be restored with [Break Enchantment] or better).

251 Your body decays into dust, leaving behind your clothing and all worn or carried items. A younger version of yourself arrives through a bend in time. They have all of your current stats and features except they are 10 years younger and they have no current knowledge of events (the party can reintroduce them to plot and climate normally). Lifting this curse requires a separate casting of [Blessing] and restores all the lost memories but your age remains younger.

252 Any time you touch a mineral there is a 230‰ chance that it becomes flesh as if by the spell [Stone to Flesh].

253 Your maximum movement is reduced by 15 feet but you can run for twice as long before taking detrimental effects.

254 Choose any other curse affecting a person, place or object that you are aware of. If it affects a person then you take the curse from them. If it affects a place then you are affected by a copy of that curse (the original space is still cursed). If it affects an object then you now own that object (it's previous possessor is lifted from it's curse). If you are not aware of any curses then this affect takes place the instant you encounter an active curse.

255 You have been registered in the Overworld Tournament. Whenever you meet another registrant you may destroy them. All registrants can recognize each other by sight, smell and touch. Last being standing wins an immortal body. You cannot leave the plane until the tournament is over or you lift the curse.

256 Your off-hand becomes red-hot and can even be faintly seen to glow in daylight. Weapons you wield in that hand deal an extra 1d6 fire damage. Other objects you hold in that hand are subject to burning and heat damage. Water boils and foodstuffs cook at your touch as if heated by an open flame.

257 A tiny simian roosts on your shoulders and head and it steals your food. Killing the simian will lift the curse but it causes another curse which is rolled on this list. Attacks against the simian have a 222‰ chance to hit you instead, it has 3 HP and an AC of 13.

258 -2 penalty to ranged attacks and all of your ammo splits in two and can be fired at two targets up to 30 feet apart each of which receive half the rolled damage (roll once to hit for both targets). Attacks made this way cannot crit and each shot must have a different target. Multiple instances of this curse each add one additional shot for each -2 penalty. If your total penalty overcomes your attack bonuses then your ammo shatters when firing and deals it's damage divided among all creatures within ten feet of you (reflex or dexterity save for half damage in this case).

259 A small cat follows you around and tries to get under your feet, you gain a -2 circumstance penalty to checks for balance and dexterity saves. Killing the cat will lift the curse but it causes another curse which is rolled on this list. Attacks against the cat have a 222‰ chance to hit you instead, it has 2 HP and an AC of 15.

260 When you draw a card from a magic deck you can only draw a copy of the previous card that has been drawn (the size of the deck remains the same). If this is the first card drawn from the deck then you get one at random and all other cards in the deck become that card (lifting this curse does not restore the cards, but they can be restored with [Break Enchantment] or better.

261 -2 morale penalty to attack and damage rolls each time you eat a meal that you didn't prepare yourself. All penalties are reset to zero after 24 hours.

262 Whenever you roll die percent, replace the ten's-die with a d8. Whenever you roll die permille replace the hundreds die with a d8. If a percent or permille roll causes your death while cursed then this curse is lifted and you are restored to 1 HP instead of dying.

263 -4 penalty to saves and checks to resist infestation by parasites. 

264 -4 penalty to saves and checks to resist contracting mundane and magical diseases.

265 -8 penalty to saves and checks to resist infestation by parasites. 

266 -8 penalty to saves and checks to resist contracting mundane and magical diseases.

267 -4 penalty to resist mind controlling effects. Whenever you are affected by [Suggestion], [Gaes/Quest], [Charm Monster], [Charm Person] or any charm effect of a spell or spell-like ability you gain 10 temporary HP and a +3 morale bonus to attack and damage rolls.

268 All non-good aligned spells you cast are treated as evil aligned.

269 All non-evil aligned spells you cast are treated as good aligned.

270 All non-chaotic aligned spells you cast are treated as law aligned.

271 All non-lawful aligned spells you cast are treated as chaos aligned.

272 Roll on this list again. You are bestowed with two copies of that curse. If the curse cannot stack with itself then one of your allies is afflicted by the second copy.

273 You can only prepare spells while resting in your homeland or native province 
(if you are afflicted by both 273 and 274 then you may prepare spells as normal).

274 You can only prepare spells while traveling outside your homeland or native province (if you are afflicted by both 273 and 274 then you may prepare spells as normal).

275 -4 penalty to hit with melee attacks and +2 bonus to hit with ranged attacks.

276 -4 penalty to hit with ranged attacks and +2 bonus to hit with melee attacks.

277 -4 penalty to hit with melee touch attacks and +2 bonus to hit with rays, arrows and bolts.

278 -4 penalty to hit with rays, arrows and bolts and +2 bonus to hit with melee touch attacks.

279 +10 luck bonus on all skill checks and -4 penalty on all saves.

280 +4 luck bonus on all saves and -10 penalty on all skill checks.

281 You can hear the thoughtwaves produced by abominations. Whenever you are near an abomination make a will save or wisdom save (DC10 + the abomination's charisma modifier). If you fail you become confused as if by the Gibbering ability of a Gibbering Mouther for 1d4+1 rounds. Whether you pass or fail the check you cannot be affected by the same abomination again for 24 hours.

282 You know the true names of all outsiders you encounter. You take 1d4 points of wisdom damage whenever you meet a new outsider. This wisdom damage is restored each day at sunrise.

283 You have to eat a sandwich at a public house or tavern in each town you stop by or you cannot eat until the next town.

284 -8 penalty on constitution saves to endure extreme heat and cold.

285 Whenever you are in danger your skin erupts with boils dealing 1d6 necrotic damage to you and producing swarms of spiders that fly up to 15 feet toward the nearest threat attacking in a 10x10 foot area for 6 piercing damage at the start of each of your turns. These swarms last 2 rounds and cannot be produced for an additional 1d4+1 rounds after.

286 When casting a spell, your verbal components have to be shouted. These intonations can be heard from twice as far and other casters have a +2 circumstance bonus to spellcraft checks to identify spells that you cast.

287 Your sex changes.

288 All the hair on your body falls out and doesn't grow back until this curse is lifted.

289 Your teeth start falling out at a rate of 1 tooth per day. They can be restored by casting [Restoration], but teeth continue to fall out until the curse is lifted.

290 Whenever you roll with advantage, instead of 2d20 you roll 1d20 and 1d12. 

291 The victim rolls a curse on this list for each of their Player Character allies (ignore results that instruct you to roll additional times). The victim is affected by each curse one at a time in order, when one of these curses is lifted the next one becomes active.

292 You can't eat a food dish more than once per week. If you attempt it then you vomit it up with no save.

293 All spells cost an additional 15 EXP to cast.

294 All spells cost an additional 20 EXP to cast.

295 All spells cost an additional 30 EXP to cast.

296 Once per day each creature that you have encountered before must make a Wisdom check to remember who you are. The DC is 5 + 1 per day since they last saw you.

297 Each time you rest you awaken with exhaustion for two hours.

298 Each time you rest your throat dries out and you can't speak or cast spells with verbal components for two hours.

299 Each time you rest you awaken feeling sickened which lasts for two hours.

300 You cannot rest properly. Your sleep is interrupted by discontent and cold. You cannot prepare spells. You do not heal by non-magical means. You cannot die from the effects of not sleeping (though other effects still take hold). All effects of this curse can be suppressed for one week if you bathe nude in moonlight and pray to an evil deity for rest.


301 You become insatiably narcissistic and resort to violence if someone doesn't praise your accomplishments (violence is not only physical).

302 You have a need to wear costuming that represents different animals and magical beasts. Any time you are not wearing a piece of monstrous costuming you suffer a -6 morale penalty to skill checks and damage rolls.


303 In the light of the full moon your body deflates into a pile of translucent slime. Once out of the moonlight you can return to your natural form by passing a Charisma save (DC15).

304 You cannot be a victim of any other curse while you suffer this curse. Each time a curse would be bestowed upon you it reduces your maximum HP by 1d4+1 instead and you don't become cursed. Lifting this curse restores the lost HP.

305 You become obsessed with afflictions. Each time you become aware of a potentially infectious feature of the environment you try to contract it's affliction. You must expose yourself to any parasites, diseases and curses, and are fascinated by afflictions that transform the body.

306 Whenever you roll to attack you must make a strength save (DC 10), if you fail then you can't lift your weapon.

307 Whenever you use a special type of movement make a dexterity check (DC 10), if you fail you fall prone. 

308 Whenever you attempt to eat or drink make a constitution save (DC 10), if you fail you spill what you're trying to consume.

309 Whenever you try to recall details about your adventure make an intelligence save (DC 10), if you fail you cannot speak for ten minutes.

310 Whenever you make a skill check first roll a wisdom save (DC 10), if you fail then the skill fails.


311 After each encounter with someone other than a party member make a charisma save (DC10), if you fail then you replay the conversation in your head and are stunned for 2d6 rounds.

312 You believe your personal strength comes from a mundane object and are compelled to wear it at all times.


313 You refuse to use magical arms and armor. 

314 Each hour you have a 150‰ chance to see into the ethereal plane for 1 minute and you cannot see the plane you are on .

315 Any time you roll d100 instead roll d1000 (convert percentage to permille by multipltying the value by 10).


316 Any time you hear music you must dance. You cannot speak or act otherwise until you've danced for at least 10 minutes or until the music stops.

317 You are denied you dexterity bonus to AC until your first non-surprise turn each combat.

318 -4 penalty on attack rolls, saves, ability checks and skill checks.

319 -6 penalty on attack rolls
, saves, ability checks and skill checks.

320 Each time you cast a spell make a spellcraft check (DC10 + spell's level). If you fail then you can't remember the spell (the slot isn't used and the spell may be attempted again on the next turn).

321 Each spell you prepare requires an additional spell slot. You gain one bonus spell slot of each level you can already cast for as long as this curse affects you.

322 A tiny magpie flies around you and follows close by to tell people what you are doing. Killing the magpie will lift the curse but it causes another curse which is rolled on this list. Attacks against the magpie have a 333‰ chance to hit you instead, it has 6 HP and an AC of 15.

323 A pride of manticore has named you as their primary foe. They spend their time planning for your next trip into their swamplands and their clerics divine your location every day.

324 There's a random NPC that inexplicably appears in every town you visit. Your on-going relationship with this person will be difficult. Killing the NPC bestows a random curse from this list on you. If the new curse rolled is 324 or would produce a following animal effect then instead the NPC's ghost materializes and haunts you until it's exorcized with both a [Blessing] spell and [Remove Curse].

325 You can't start fires, either magical or non-magical.

326 Drinking potions causes you to choke and spill them.

327 Using a wand causes it to break and release the remainder of it's charges in front of you.

328 Using a staff causes it to unravel. Removing this curse doesn't restore the staff but the pieces can be reassembled with an intelligence check (DC 15).

329 Any time you use a scroll it casts [Read Magic] instead.

330 Whenever you apply oil to any weapon or armor it applies a -1 luck penalty to hit or to AC respectively.

331 Whenever you use a magic item or spell completion item it casts [Light] instead of doing anything else.

332 Each morning before sunrise you have an urge to walk out into the woods and nail an effigy to a tree. It must be the same tree each time. Each day you do not add a doll to the tree you suffer a -30 penalty to attacks and skill checks, this penalty is reduced by 1 for each doll you've added to the tree, but if you attempt to add more than one doll per day then the penalty increases by 1 for each doll added after the first that day. This curse cannot be broken until the penalty is reduced to 0. When the curse is lifted the tree corrodes into a pile of rot.


333 One of the Lords of the Nine becomes interested in your exploits and routinely sends devils to test and harass you.

334 You read a cursed phrase from a parchment which promises to kill you in seven days. Shadows close in on you as the days go by until finally on the seventh day you do perish. This curse cannot be broken except by copying the phrase from the parchment onto another parchment and making someone else read it. This curse is then transferred to them.

335 Your irises become blood-red.

336 Your hair and nails fall out and won't regrow until this curse is lifted.

337 You are compelled to drop a coin into every body of water you encounter.

338 When someone offers to sell you something, you want very much to purchase it. If you cannot afford it or don't purchase it you gain a -4 morale penalty on attack and damage rolls for 24 hours.

339 Whenever someone snaps their fingers you act like the last animal you encountered for 2 minutes.

340 Whenever you take non-magical damage you also take half as much non-lethal damage.

341 Whenever you see blood make a wisdom save (DC 15). If you fail then you become nauseated for three rounds or until you can no longer see the blood, whichever is longer.

342 You must declare that everything is stupid regardless of your actual opinions.

343 Roll again and double the numerical effects of the result (not including Difficulty Class). This curse is automatically lifted after two weeks and cannot be removed otherwise.

344 Each round you have a 500‰ chance to act normally, otherwise you do nothing.

345 A Doppelganger learns about your exploits and attempts to take over your life.

346 Any time you get your head cut off two more grow in it's place. All of your heads argue with each other giving 10‰ chance per head of doing nothing each round. Lifting this curse restores your natural form.

347 Whenever you fail at an attack roll or skill check you believe that you passed the check or scored the hit.

348 When faced with a lever, button or pressure plate you will always activate it at least once.

349 You refuse to open doors by any means.

350 Whenever you use a set of tools to assist with a skill check the tools break.

351 You will insist that other people are responsible for your misery.

352 You roll with advantage on all strength skill checks. Whenever you roll with advantage, if one of the dice rolls a 10 then your result for the roll is 10.

353 You roll with advantage on all dexterity skill checks. Whenever you roll with advantage, if one of the dice rolls a 10 then your result for the roll is 10.


354 You roll with advantage on all constitution skill checks. Whenever you roll with advantage, if one of the dice rolls a 10 then your result for the roll is 10. 

355 You roll with advantage on all intelligence skill checks. Whenever you roll with advantage, if one of the dice rolls a 10 then your result for the roll is 10.


356 You roll with advantage on all wisdom skill checks. Whenever you roll with advantage, if one of the dice rolls a 10 then your result for the roll is 10.

357 You roll with advantage on all charisma skill checks. Whenever you roll with advantage, if one of the dice rolls a 10 then your result for the roll is 10.

358 You roll with advantage on all saving throws. Whenever you roll with advantage, if one of the dice rolls a 10 then your result for the roll is 10.

359 You roll with advantage on all attack rolls. Whenever you roll with advantage, if one of the dice rolls a 5 then your result for the roll is 5.

360 Critical melee attacks have a 333‰ chance to produce a meteorite which strikes the ground at your target's feet. This meteorite strikes the ground with enough force to throw dirt and rock into the air obscuring vision and dealing 1d6+1 damage and 1d3+1 fire damage to all creatures within ten feet of the impact (including you), dexterity save for half damage (DC 12).

361 Critical ranged attacks have a 333‰ chance to produce a chain of electricity that extends from your target in your direction. This bolt reaches up to 45 feet and connects with each creature between you and your target that is within 30 feet of the line dealing 1d6+1 electricity damage, dexterity save for half damage (DC12)

362 After succeeding at a constitution save against poisoning make an additional save one minute later, if you fail this save then you take the effects of poisoning as normal (including saving again one minute later).

363 After succeeding at a wisdom save against a mind affecting spell make an additional save, if you fail this save then you take the effects of the spell as normal.


364 After succeeding at any save against a status effect make an additional save, if you fail this save then you take the status effect as normal.

365 You roll with disadvantage on attack rolls.

366 You roll with disadvantage on skill checks.


367 You roll with disadvantage on saving throws.

368 You roll with disadvantage any time you activate a feat or class feature that requires a roll.

369 You roll with disadvantage on death saves, rolling a 1 counts as 1 failure and rolling a 20 doesn't grant HP. 

370 Whenever you cast [Limited Wish], [Wish] or [Miracle], or whenever someone casts those spells using your words and desires the result becomes corrupted by the will of a being opposed to your alignment (you still get what you wish for, usually).

371 Any time you attempt to teleport it fails and you make a charisma save (DC 12), if you fail the save you are stunned for four rounds.

372 You will attempt to go off alone, if anyone stops you then you become violent (they can still follow you safely).

373 You only eat the most expensive meal you can afford while in any town.

374 You only eat the cheapest meal you can afford while in any town.

375 You cannot abide authority that comes from anyone but a member of your party.

376 You feel a need to etch a mark for each killing blow you deal with your weapons. After thirty etchings the weapon breaks, if you fail to make an etching then you suffer a -2 penalty to attack for each etching you haven't marked.

377 Regardless of your actual training or expertise you are compelled to assist anyone that becomes sick or injured. Whenever you notice a creature become ill or if an ally is reduced to half HP you must make a heal check or wisdom check to assess their health and attempt to cure them (even if heal won't actually help). If you roll below 10 on your check then you cause further injury based on your unarmed damage. Whenever you fail two of these checks in a row the subject begins to bleed losing 1HP per round and compelling you to make another heal check until you roll over 10 (this stops the bleeding as well).

378 You cast aside your name and will live and act as "The Nameless One" for as long as you have this curse.

379 Whenever you roll a skill check, use 2d8+2 +skill bonus instead of d20 +skill bonus.

380 Whenever you have the opportunity to make a wish you always wish for food instead of anything else.

381 Whenever you have the opportunity to make a wish you always wish for weapons instead of anything else.

382 Whenever you have the opportunity to make a wish you always wish for
 armor instead of anything else.

383 Whenever you have the opportunity to make a wish you always wish for scrolls instead of anything else.

384 Whenever you have the opportunity to make a wish you always wish for fancy clothing instead of anything else.

385 Whenever you have the opportunity to make a wish you always wish for a cursed ring instead of anything else (roll it's curse effect on this list, the ring cannot be unequipped unless [Remove Curse] is cast on it).

386 Whenever you have the opportunity to make a wish or miracle you always wish for maps of places you've visited instead of anything else.

387 Whenever you have the opportunity to make a wish or miracle you always wish to know what a distant NPC that you are aware of is doing right now instead of anything else.

388 Whenever you have the opportunity to make a wish or miracle you always wish for romance instead of anything else.

389 Whenever you have the opportunity to make a wish or miracle you always wish for jewelry instead of anything else.

390 Whenever you have the opportunity to make a wish or miracle you always decline to make a wish.

391 You would dare to kiss a mimic. For each live mimic you kiss you gain a +4 profane bonus to attack and AC. Each time you are successful you must make a Charisma save (DC 12) or your alignment slips closer to Chaotic, whenever you fail three of these checks your alignment changes by one step toward Chaotic. When your alignment is fully chaotic you no longer receive your profane bonus but are still daring to kiss mimics. Lifting this curse removes the profane bonus.

392 You have a desire to keep and train pets. Initially you attempt to befriend normal animals, after two weeks of this curse you start trying to befriend magical beasts and dire animals, after two more weeks you try to befriend outsiders and abominations, and two weeks after that you try to befriend monstrous humanoids and insects/vermin. You are responsible for feeding all of your pets and if one of them dies then this curse is broken causing 2d6 wisdom drain (minimum wisdom 1) which can only be restored by casting [Restoration] or better.

393 You cannot act in combat without direction from your allies. At the start of each of your turns during combat, if an ally hasn't told you what to do then you either protect yourself (by healing, moving to safety or defending) or you do nothing. Each time you perform an action in combat that was commanded of you by an ally you gain a +3 moral bonus to that action and a +2 luck bonus to AC until your next turn.

394 You always offer your opinion no matter how unimportant it is to the discussions at hand, always.

395 You always pay at least one silver coin for helpful information. You pay more if the information is more helpful. This is in addition to any other costs for the information and you can determine what is a fair price as long as you settle up established prices. If you can't pay at least 1 silver then you forget the information you were given until you pay.

396 You always tip your barkeep and innkeepers 15% for their services and lodgings.

397 You always tip your shopkeepers 5% for their wares.

398 You always tip for extortion (if you pay an extortion fee then you also give a tip of at least 1 silver).

399 At least once per combat you deliberately take one attack from a foe of your choice. You can use any means to lower your AC as you see fit to take the attack. If you fail to take a hit during the combat then your charisma drops to 1 for ten minutes or until the next combat starts.

400 You are determined to protect your allies. Each of your turns you move closer to an ally in melee with one of your foes and use your action to aid their defense. You may only attack a foe after you have defended at least one attack from that foe successfully with the help action.


401 Predatory pack animals can track your scent from twice the distance and have developed a taste for your blood.

402 You only drink alcohol, bottled drinks and canned foods.


403 Any time you are not wearing some type of make-up you have a -6 morale penalty to charisma skill checks and saves.

404 You don't feel or see any affects of this curse. You gain a strong aura of enchantment and any creature or object that can detect curses will detect a curse on you. This curse must be lifted before any other curse can be lifted from you.

405 Reroll on this list ignoring any results that instruct you to roll again. The rolled result is now a curse placed on a ring that you are compelled to wear. You can remove the ring with [Remove Curse] or by fulfilling the terms of the curse if it provides a way to lift itself. Once the ring is removed it retains it's curse and will slip itself onto any fingers that get close enough.

406 The victim chooses an animal. They become fearful of that type of animal and if they are able to see an animal of that type they start taking fear effects with no save until they can no longer see the animal.

407 This curse cannot be lifted by the effects of a spell. You gain immunity to acid energy. Each week you must wash your body with acid (either magical or natural) for at least one hour, if you don't then starting at six hours late and every six hours until you find a way to immerse yourself you must make a charisma save (DC 10 +1/day late) to maintain your physical form. If you fail this charisma roll five times before immersing yourself then your body dissipates in a pool of acid. If this happens you can still be returned to life by usual means but this curse remains in effect even if you gain a new body. This curse can be lifted by petitioning a deity of Death or Acid for one month.

408 
This curse cannot be lifted by the effects of a spell. You gain immunity to fire energy. Each week you must immerse your body in fire (either magical or natural) for at least one hour, if you don't then starting at six hours late and every six hours until you find a way to immerse yourself you must make a charisma save (DC 10 +1/day late) to maintain your physical form. If you fail this charisma roll five times before immersing yourself then your body dissipates in a burst of flames and heat. If this happens you can still be returned to life by usual means but this curse remains in effect even if you gain a new body. This curse can be lifted by petitioning a deity of War or Fire for one month.

409 This curse cannot be lifted by
the effects of a spell. You gain immunity to cold energy. Each week you must immerse your body in intense cold (either magical or natural) for at least one hour, if you don't then starting at six hours late and every six hours until you find a way to immerse yourself you must make a charisma save (DC 10 +1/day late) to maintain your physical form. If you fail this charisma roll five times before immersing yourself then your body dissipates in a whirlwind of ice and snow. If this happens you can still be returned to life by usual means but this curse remains in effect even if you gain a new body. This curse can be lifted by petitioning a deity of Famine or Cold for one month.

410 This curse cannot be lifted by
the effects of a spell. You gain immunity to sonic energy. Each week you must expose your body to intense sonic force (either magical or natural) for at least one hour, if you don't then starting at six hours late and every six hours until you find a way to immerse yourself you must make a charisma save (DC 10 +1/day late) to maintain your physical form. If you fail this charisma roll five times before immersing yourself then your body is blown apart by sonic force. If this happens you can still be returned to life by usual means but this curse remains in effect even if you gain a new body. This curse can be lifted by petitioning a deity of Pestilence or Sound/Music for one month.

411 This curse cannot be lifted by
the effects of a spell. You gain immunity to electricity energy. Each week you must induct your body with electricity (either magical or natural) for at least one hour, if you don't then starting at six hours late and every six hours until you find a way to immerse yourself you must make a charisma save (DC 10 +1/day late) to maintain your physical form. If you fail this charisma roll five times before immersing yourself then your body dissipates a flair of electricity. If this happens you can still be returned to life by usual means but this curse remains in effect even if you gain a new body. This curse can be lifted by petitioning a deity of Magic or Electricity for one month.

412 You gain 10 resistance to acidic energy. You take a -6 penalty to resisting poisoning from inhaling or ingesting a substance.

413 You gain 10 resistance to fire energy. You take -6 penalty to resisting catching on fire.

414 You gain 10 resistance to cold energy. You take -6 penalty to resisting the effects of exposure to extreme conditions.

415 You gain 10 resistance to sonic energy. You take -6 penalty to resisting deafening and stunning effects.

416 You gain 10 resistance to electric energy. You take -6 penalty to saves and AC when you are hit with an attack of any other energy type (the penalty to saves only applies to effects included with the energy attack that hit the victim).

417 You become vulnerable to acid (+50% damage).

418 You become vulnerable to fire (+50% damage).

419 You become vulnerable to cold (+50% damage).

420 You become vulnerable to electricity (+50% damage).

421 During the full moon you are compelled to climb up high and howl as loudly as possible, using any means necessary for 40 minutes.

422 Each night during the witching hour you transform into a domestic dog and roam the streets doing dog things until morning. This curse cannot be removed by any means unless you are in dog form. If this curse is lifted you may choose to remain a dog instead of returning to your natural form, if you do your Wisdom, Intelligence and Charisma are each permanently reduced by 2d6 (minimum 5, roll separately for each stat). You retain your class levels, HP, feats and memories but cannot use any class features unless you somehow return to your natural form or one similar to it.

423 Each night during the witching hour you attempt to visit a beach by any ocean, moving in the direction of the nearest ocean by the fastest means you can travel. If you make it to the beach and touch the ocean water before morning you will turn into a seagull until this curse is lifted. You can act as normal in seagull form but you still attempt to return to the nearest ocean each night.

424 At sunrise every day you head out to pasture and eat grass for breakfast. After two weeks of this you start eating grass for lunch too. After two more weeks of this you take grass with you, develop a taste for specific grasses and start trying to eat heavier minerals. A month after this you transform into a goat. This curse can only be lifted by death or by a trial of starvation to avoid reaching the next stage of the transformation. The victim of this curse will attempt to continue the process even if they don't want to, and if the victim becomes a goat then dying lifts this curse.

425 This curse cannot be removed normally with [Remove Curse]. The victim develops a mole on their cheek. The mole grows into a blister over the course of one week. Then over the course of the next week that blister grows into a boil that almost covers their cheek. By the end of the following week the victim has a large scab over much of their face that resembles a life-threateneing burn; at this stage the victim feels a mild itching on the blemish that can be relieved through light scratching over the surface. At the end of the next week the victim's head, neck and shoulders are covered by the blemish, then the victim makes a charisma save (DC 15), if they pass the check then they can have the curse lifted with [Remove Curse]. If they fail the check they transform into a caterpillar one size category larger than the victim's natural form. After a full month of being a giant caterpillar and eating a large amount of anything they can chew, the victim cocoons themselves and prepares to transform into a giant moth. This process takes 1d4+3 weeks, during this time the victim can have the curse lifted by conducting a ritual casting of [Blight] by a druid, [Bless] by a cleric and [Remove Curse] by a paladin at the peak of a new moon. If the ritual is successful then instead of becoming a moth the victim emerges from the chrysalis in their natural form and gains damage reduction of 10 points that can be overcome by magic.

426 You trip and fall in poop. This curse is lifted when you clean yourself up.

427 You fall asleep for two hours with no save and cannot wake up. This curse is lifted after the duration. If you do not sleep or are immune to sleep effects then instead you are nauseous for the duration.

428 -3 to all stats (minimum 1).

429 -4 to all stats (minimum 1).

430 -5 to all stats (minimum 1).

431 At the start of each turn during combat there is a 33‰ chance that you are struck with a [Magic Missile] as cast by a sorcerer of 5th level. This can only occur once per combat.

432 At the start of each turn during combat there is a 111‰ chance that you are struck with a [Magic Missile] as cast by a sorcerer of 5th level. This can only occur once per combat.


433 At the start of each turn during combat there is a 333‰ chance that you are struck with a [Magic Missile] as cast by a sorcerer of 5th level. This can only occur once per combat.

434 At the start of each turn during combat there is a 666‰ chance that you are struck with a [Magic Missile] as cast by a sorcerer of 5th level. This can only occur once per combat.

435 The victim will insist on seeking out and collecting a mundane object of the GM's choice wherever they go. If there's a chance that the object could be in a place then the victim must search it or suffer a -6 morale penalty to attack rolls and skill checks for two minutes.

436 Whenever you attempt to write either simple or magical texts instead you write an equal length's worth of horrific descriptions of surgeries, mutilations and battlefield injuries in acute detail. If you encounter a corpse of any kind you can inscribe their final moments in perfect detail as if you had witnessed it's demise.

437 The victim of this curse is immune to gaze attacks. Whenever they look into a creature's eyes they can see how that creature will die (treat this as a gaze attack). If they try to tell the creature about it's demise the victim of the curse takes 3d6 mental damage and cannot speak for a full day. Creature's who's demise they have seen each make a wisdom save (DC 10 +victim's charisma modifier), if they pass then the victim cannot slay that creature by any means and misses with any attack that would lead to the creature's demise (after rolling damage if it's enough to put the creature in the dying state then the attack misses). If the creature fails it's wisdom roll then the victim gains a +6 circumstance bonus on attack rolls against that creature and they may only attack that creature until the end of combat or until the creature's HP drops to 0. This curse is lifted if the victim dies.

438 You are compelled to sell your gems for coins. Any time you have an opportunity to purchase something from a merchant, if you have a gem that can make up some of your cost you use that gem and the merchant accepts it. Any time a merchant offers to buy gems you sell as many gems as they will purchase.

439 You see a vision of a Nymphs body and are stricken blind by their baleful beauty. Lifting this curse does not cure the blindness which requires a separate casting of [Remove Curse].

440 You gain 1d4 on any check or save of your choice. After you use this you gain a penalty equal to the result of the d4 to that check or save until this curse is lifted.

441 You only eat shellfish and ocean fish.

442 You only eat wild fruits, vegetables and animals.

443 You only eat meals cooked in a house, inn, tavern or pub.

444 You eat twice as often or twice as much each day. 

445 The victim discovers a grave marker with their name and birthday on it. The death date is marked for a week from now. If the victim doesn't get the curse removed by the end of the marked day then they are dragged to the grave and buried in the ground by overwhelming forces. The victim can be dug back out but has to endure suffocation until someone rescues them.

446 -6 to all stats (minimum 1).

447 You attempt to collect a random piece of junk from every location you stop at. If you fail to gather something at a location then you receive a -3 penalty to checks and saves for an hour.

448 -10 to skill checks for spotting and searching.

449 -10 to skill checks for listening and detecting lies.

450 -10 to skill checks for climbing and swimming.

451 -10 to skill checks for performing.

452 -10 to skill checks realated to your profession.

453 -10 to skill checks for crafting and appraisal.

454 -10 to skill checks for hunting and foraging.

455 -10 to skill checks for intimidation and diplomacy.

456 -10 to attacks and saves during combat when one of your allies is dying and at least one other ally has a negative status condition.

457 -10 to attacks and saves during combat after 5 rounds unless a creature speaks a language you understand (this occurs five rounds after the last creature has spoken as well).

458 -10 to attacks and saves during combat until you take damage from any attack, ability or spell or until after your first saving throw.


459 When this curse is bestowed the victim is restricted to only using the next weapon they draw during combat until the curse is lifted. The victim gains a +4 circumstance bonus to attacks with that weapon and it deals an extra 1d6 physical damage; the victim can no longer let go of it.

460 Hiccups.

461 Flatulence.

462 Belching.

463 Laughter.

464 Sixteen ducklings follow you everywhere. Some day they will grow up and fly away if you care for them. 45‰ chance that this curse cannot be broken with [Remove Curse].

465 The victim constantly smells cat urine but can never tell from where.

466 The victim somehow steps in poop every day.

467 You will not appear cursed to anyone but will insist on having [Remove Curse] cast on you.

468 -10 to skill checks while talking to strangers in public.
469 -10 to skill checks when taking care of injuries or actively supporting health recovery.

470 Once each month, for 24 hours following the new moon you have a -15 penalty to attacks and skill checks.

471 Once each month, for 24 hours following the full moon you have a -15 penalty to ability checks and saves.

472 Twice each month for 12 hours following the half moon (both waxing and waning) you have -15 penalty on all attacks, checks and saves.

473 Undead are drawn to your location and can track you from twice as far.

474 Elementals are drawn to your location and can sense you from twice as far.

475 Vampires are inexplicably drawn to your location during the first hours of their wakeful period. You have a -4 penalty to saves against contracting vampirism and resisting it's influence.


476 Constructs can see you through up to 10 feet of soil, rock and wood; and up to 3 feet through lead and electrum.

477 Humanoid creatures can see you through up to 10 feet of soil, rock and wood; and up to 3 feet through lead and electrum.


478 Undead can see you through up to 10 feet of soil, rock and wood; and up to 3 feet through lead and electrum.

479 Abominations can see you through up to 10 feet of soil, rock and wood; and up to 3 feet through lead and electrum.

480 Reptiles can see you through up to 10 feet of soil, rock and wood; and up to 3 feet through lead and electrum.

481 Outsiders can see you through up to 10 feet of soil, rock and wood; and up to 3 feet through lead and electrum.

482 Oozes can see you through up to 10 feet of soil, rock and wood; and up to 3 feet through lead and electrum.

483 Dragons can see you through up to 10 feet of soil, rock and wood; and up to 3 feet through lead and electrum.

484 Fey can see you through up to 10 feet of soil, rock and wood; and up to 3 feet through lead and electrum.

485 Giants can see you through up to 10 feet of soil, rock and wood; and up to 3 feet through lead and electrum.

486 Plants can sense you through up to 10 feet of soil, rock and wood; and up to 3 feet through lead and electrum; and through other plants they are in direct contact with.

487 Beasts can see you through up to 10 feet of soil, rock and wood; and up to 3 feet through lead and electrum.

488 Every creature involved in combat with you, both allies and foes can see you through up to 10 feet of soil, rock and wood; and up to 3 feet through lead and electrum.

489 You receive a jar of vampire mist that you can't seem to get rid of. The jar is cursed to trap the vampire's essence so that they can't regenerate part of their body (this additional curse is on the vampire). Creatures affected by curses tied to the jar are aware of each other when within 120 feet.

490 Whenever you start an encounter 1d3 additional creatures of a single type show up.

491 All magic is half as effective on you. Spells with no save have 500‰ chance to fail when targeting you.

492 Whenever you find treasure all coins are replaced with silver.

493 The victim is fated to become more Lawful. Every day they are compelled to pursue order and preparedness, address their obligations on time, and adopt a routine to follow during rests (they may still prepare spells normally). Every three weeks their alignment changes by one step toward Lawful. This curse lifts itself when the victim is of any lawful alignment, otherwise it can only be broken with [Break Enchantment] or [Wish/Miracle].

494 The victim is fated to become more Chaotic. Every day they are compelled to shake up their routine and adopt new habits, organize their time around things that benefit themselves or their allies regardless of social or political concerns, and comit themselves completely to sleep and relaxation during rests (they may still prepare spells normally). Every three weeks their alignment changes by one step toward Chaotic. This curse lifts itself when the victim is of any chaotic alignment, otherwise it can only be broken with [Break Enchantment] or [Wish/Miracle].


495 The victim is fated to become more Good. Every day they are compelled to do what is right for others, spend more time helping society, and reflect on or pray about ways to improve life for the good of all during rests (they may still prepare spells normally). Every three weeks their alignment changes by one step toward Good. This curse lifts itself when the victim is of any good alignment, otherwise it can only be broken with [Break Enchantment] or [Wish/Miracle].

496 The victim is fated to become more Evil. Every day they are compelled to pursue selfish gains and personal comforts, they only pursue interests for themselves or their close allies, and dedicate themselves to improving their own lives and the lives of their friends and loved ones during rests (they may still prepare spells normally). Every three weeks their alignment changes by one step toward Evil. This curse lifts itself when the victim is of any evil alignment, otherwise it can only be broken with [Break Enchantment] or [Wish/Miracle].

497 The victim is fated to become more Neutral. Every day they are compelled to consider the people involved before acting on impulse, they do only what feels right regardless of what is helpful or harmful, and they mentally cast off their doubts during rests (they may still prepare spells normally). Every two weeks their alignment changes by one step toward Neutral on either alignment scale. This curse lifts itself when the victim is truly Neutral, otherwise it can only be broken with [Break Enchantment] or [Wish/Miracle].

498 Remove one curse from the victim, when this curse is lifted return the removed curse to the victim. If the victim is not already cursed the roll again and the result replaces this curse.

499 Lift all curses from the victim. The victim gains a -2 luck penalty to attacks, saves and checks for each curse lifted by this curse. When this curse is lifted, lift all other curses affecting the victim.

500 If a PC is affected by or is casting this curse then the PC picks any curse on this list. Then the GM picks a curse on the list. The victim of this curse is affected as if both curses' effects were a single curse and those effects end when this curse is lifted.


501 Lift all curses from the victim. This curse can only be lifted with [Break Enchantment] or [Wish/Miracle]. For as long as the victim has this curse they cannot be affected by other curses and they cannot cast [Bestow Curse]. When this curse is lifted both the victim and the source of this curse become cursed by a random roll on this list.

502 Whenever you become cursed the source of the curse receives the same curse. If the source is a place or object then that place or object loses their ability to curse others until it's curse no longer affects you. Lifting this curse doesn't lift any other curses unless a curse affect says otherwise.


503 You cannot bathe and fear soap.

504 You refuse to drink alcohol or consume drugs and drug-like substances.

505 Whenever you fail a skill check you can try again immediately with a -5 penalty. If you fail this extra skill check then the penalty is permanent until this curse is lifted and you no longer have the option to re-roll that skill with this curse's ability. This curse can only be lifted by casting [Bless] and [Remove Curse].

506 You cannot remove your armor or clothing.

507 You are unable to equip armor.

508 You are unable to equip rings.

509 You are unable to equip necklaces.

510 You are unable to wield melee weapons.


511 You are unable to wield ranged weapons.

512 You are unable to wield wands.


513 You are unable to wield staves.

514 This curse cannot be lifted by the effects of a spell. You gain immunity to Negative energy. Each week you must immerse your body in negative energy (either magical or natural) for at least one hour, if you don't then starting at six hours late and every six hours until you find a way to immerse yourself you must make a charisma save (DC 10 +1/day late) to maintain your physical form. If you fail this charisma roll five times before immersing yourself then your body dissipates in a burst of negativity. If this happens you can still be returned to life by usual means but this curse remains in effect even if you gain a new body. This curse can be lifted by petitioning a deity of Evil or Harm for one month.


515 This curse cannot be lifted by the effects of a spell. You gain immunity to positive energy. Each week you must immerse your body in positive energy (either magical or natural) for at least one hour, if you don't then starting at six hours late and every six hours until you find a way to immerse yourself you must make a charisma save (DC 10 +1/day late) to maintain your physical form. If you fail this charisma roll five times before immersing yourself then your body dissipates in a burst of positivity. If this happens you can still be returned to life by usual means but this curse remains in effect even if you gain a new body. This curse can be lifted by petitioning a deity of Good or Healing for one month.

516 If you hear anyone whistling or singing part of a melody that you know then you are compelled to join them.

517 150‰ chance each hour for the victim's undergarments to appear outside the rest of their clothing. If the victim is wearing armor then there's an additional 150‰ chance that the undergarments are torn or stretched.

518 You have an insatiable desire to gamble for 24 hours when exposed to moonlight and will never back down from a challenge during this time.

519 You must petition an additional deity. Every time your HP reaches 0 you must petition another additional deity. When you are a true follower of three or more religions or deities then this curse is lifted, otherwise it can only be lifted by casting [Break Enchantment].

520 You know the location of the nearest unattended magic item at all times and will fight even your friends to obtain it.

521 You know the location of the nearest potion at all times and will fight even your friends to obtain it.


522 You know the location of the nearest armor at all times and will fight even your friends to obtain it.

523 You know the location of the nearest melee weapon at all times and will fight even your friends to obtain it.

524 You know the location of the nearest ranged weapon at all times and will fight even your friends to obtain it.

525 You know the location of the nearest bed at all times.

526 You need to drink your favourite drink to wake up each day. After a rest you suffer a -8 penalty to attacks, saves and checks until you have at least one serving of your drink of choice.

527 Whenever the rule of law goes unchecked you step in to enforce it regardless of your politics or interest in law (this does not give you new knowledge of laws).

528 The victim is compelled to purchase a musical instrument and learn to play it. Once per hour they must use their performance skill.

529 The victim is compelled to practice climbing and hiking.
Once per hour they must use their athletics skill.

530 The victim is compelled to work on their diplomacy and conversation skills.
Once per hour they must use their persuasion skill.

531 The victim is compelled to read up on history and civics.
Once per hour they must use their history skill.

532 The victim is compelled to study locks and magical devices.
Once per hour they must use their sleight of hand skill.

533 The victim is compelled to practice survival techniques. 
Once per hour they must use their survival skill.

534 The victim is compelled to learn about local customs and places. Once per hour they must use their investigation skill.

535 You become obsessed with cleanliness and insist that your allies maintain their personal hygiene. You are compelled to purchase soap and provide lodgings for a hot bath (using Survival skill if necessary). For each of your allies that is unclean or unhealthy you receive a -3 profane penalty to all checks and saves (maximum -12).

536 You become obsessed with food preparation and insist that your allies maintain their diet. You are compelled to purchase cooking gear and provide hot meals (using Survival skill if necessary). For each of your allies that is underfed or unhealthy you receive a -3 profane penalty to all checks and saves (maximum -12).


537 You become obsessed with camp preparation and insist that your allies maintain their restfulness. You are compelled to ensure lodging is provided for you and your allies (using Survival skill if necessary). For each of your allies that is fatigued or unhealthy you receive a -3 profane penalty to all checks and saves (maximum -12).

538 You expect monetary compensation for your help. For as long as you are not compensated properly you receive a -2 morale penalty to attacks and checks.

539 You insist on donating relics to their true owners.

540 You refuse to attend to the wounds of others.

541 You refuse to attend to the hygiene of yourself and others.

542 You refuse to address people by their official titles.

543 You only refer to anyone by their official titles.

544 Whenever you deliver a killing blow on an opponent, until the end of your next turn in combat you receive a -12 divine penalty to skill checks and attacks.

545 You receive a -6 penalty to saving throws and AC until you directly meet with the leader of a nation. This curse is bestowed again at the same time every year until you meet every living nation's leaders. If you meet every nation's leader while you have this curse then it turns into a boon and bestows a +12 circumstance bonus to all skill checks and to saving throws for overcoming spells that allow spell resistance.

546 You are compelled to drop your spell resistance and refuse to save for spells that you didn't identify.

547 You are compelled to allow creatures smaller than you a free hit during combat.

548 You open each combat by flicking a coin at one of your opponents. If you have a ranged attack modifier of +2 or greater then the coin deals 1 point damage if it hits.

549 During combat you only attack the most wealthy opponent based on their donned equipment and weapons.

550 Choose any other cursed person, object or place. You gain a copy of a curse affecting the subject (this does not grant you a cursed item if you choose an object or place).

551 The victim cannot cast spells when in direct line-of-sight of the source of this curse.

552 The victim cannot attack when in direct line-of-sight of the source of this curse.


553 The victim cannot activate spell completion items or use keyphrases for magic items when in direct line-of-sight of the source of this curse.

554 You get an eyelash under your eyelid that you can't get out. You receive a -2 penalty to attack rolls, skill checks based on vision and concentration checks.

555 Your tongue becomes purple. If your tongue was already purple then it turns green. If your tongue is both purple and green then it turns black. If your tongue is purple, green and black then it falls off. If you have no tongue then you grow one.

556 Whenever you save against disease or poison your first save takes a -2 penalty and the second save occurs at half the normal time (so half a minute instead of a minute for poisons, and disease incubation is halved).

557 Unless you're ready to sleep, you always whistle in the dark.

558 You can't sleep unless you whistle in the dark first.

559 Hives all over your elbows and knees.

560 Heavy Dandruff.

561 String Music makes you cry uncontrollably.

562 Creatures with fewer hit dice than you gain a +4 divine bonus to AC and saves when you target them with an attack or spell.

563 Your alignment can only be determined by deities and creatures with a divine rank of at least 0.

564 Your alignment can only be determined by non-magical means.

565 Your alignment appears as the polar opposite of your actual alignment. Any result of neutral appears good or evil at a rate of 500‰ each.

566 The victim refuses to follow maze spells and will never leave one once they're in it. Casting [Blessing] can allow the victim to escape a maze one time (they still have to physically escape on their own).

567 Whenever an ally asks if you can succeed at a skill check you fail that check the next time you attempt it even if you meet the DC.

568 Upon being cursed the victim chooses one of their allies. Whenever a Divination spell or a Wish/Miracle is cast on the victim it's affects apply to the chosen ally instead. If the effects of such spells would apply to the victim and the chosen ally simultaneously then those effects are applied normally.

569 You are compelled to pray to a deity or deities of Light, Music, Creation and Law.

570 You are compelled to pray to a deity or deities of Plants, Nature, Fire and Good.

571 You are compelled to pray to a deity or deities of Greed, Envy, Pride and Evil.


572 You are compelled to pray to a deity or deities of Adventure, Travel, Food and Community.

573 You are compelled to pray to a deity or deities of War, Conquest, Evil and Chaos.

574 You are compelled to pray to a deity or deities of Animals, Luck, and Trickery

575 You are compelled to pray to a deity or deities of Knowledge, Healing and Death.

576 You are compelled to pray to a deity or deities of Air, Fire, Earth, Water and Evil.

577 You are compelled to pray to a deity or deities of Air, Fire, Earth, Water and Good.

578 You are compelled to pray to a deity or deities of Celerity, Knowledge and Travel.

579 You are compelled to pray to a deity or deities of Cold, Darkness and Earth.

580 You are compelled to pray to a deity or deities of Gluttony, Hunger and Slime.

581 You are compelled to pray to a deity or deities of Scalykind.

582 You are compelled to pray to a deity or deities of Gnomes.

583 You are compelled to pray to a deity or deities of Elves.

584 You are compelled to pray to a deity or deities of Dwarves.

585 You are compelled to pray to a deity or deities of Drow.

586 You are compelled to pray to a deity or deities of Chaos and Evil.

587 You are compelled to pray to a deity or deities of Chaos and Good.

588 You are compelled to pray to a deity or deities of Law and Evil.

589 You are compelled to pray to a deity or deities of Law and Good.

590 You are compelled to pray to a deity or deities of Good and Evil.

591 You are compelled to pray to a deity or deities of Law and Chaos.

592 You are compelled not to pray to a deity or deities.

593 You are compelled to pray to a deity or deities of Crafting and Creation.

594 You are compelled to pray to a deity or deities of Dreams and Fate.

595 You are compelled to pray to a deity or deities of Halflings.

596 You are compelled to pray to a deity or deities of Magic and Illusion.

597 You are compelled to pray to a deity or deities of the Moon and the Ocean.

598 You are compelled to pray to a deity or deities of Conquest and Liberation.

599 You are compelled to pray to a deity or deities of Orcs.

600 You are compelled to pray to a deity or deities of Planning and Renewal.

601 You are compelled to pray to a deity or deities of Purity and the Mind.

602 You are compelled to pray to a deity or deities of Inquisition and Hatred.

603 You are compelled to pray to a deity or deities of Envy and Glory.

604 You are compelled to pray to a deity or deities of Dragonkind.

605 You are compelled to pray to a deity or deities of the Caverns.

606 You are compelled to pray to a deity or deities of Charm and Domination.

607 You are compelled to pray to a deity or deities of Mysticism and Oracles.

608 You are compelled to pray to a deity or deities of Nobility and Retribution.

609 You are compelled to pray to a deity or deities of Suffering and Tyranny.

610 You are compelled to pray to a deity or deities of Undeath and Madness.

611 You are compelled to pray to a deity or deities of Humans.

612 You are compelled to pray to a deity or deities of Sloth and Greed.

613 You are compelled to pray to a deity or deities of Runes and Metal.

614 You are compelled to pray to a deity or deities of Wealth and Trade.

615 You are compelled to pray to a deity or deities of Portals and Summoning.

616 You are compelled to pray to a deity or deities of Storms and Windstorms.

617 You are compelled to pray to a deity or deities of Time and Knowledge.

618 You are compelled to pray to a deity or deities of Pestilence and Spiders.

619 You are compelled to pray to a deity or deities of Spells and Pacts.

620 You are compelled to pray to a deity or deities of Family and Courage.

621 You are compelled to pray to a deity or deities of Balance and Force.

622 You are compelled to pray to a deity or deities of Lust and Pride.

623 Your arm muscles grow ten-fold in size. You gain a +6 bonus to strength when using your arms, you are considered to be carrying an extra 50 pounds if you are medium or carrying 25 pounds less or more for each size category you are smaller or larger than medium. Your speed is reduced by 15 feet per round.

624 The victim is plagued by all knowledge of a specific topic and gains a +10 bonus to insight checks about that topic. Whenever relevant information is available, all insight rolls for the chosen topic must be made and discussed. The victim of the curse may only take movement and swift actions and may not use verbal spell components while they are explaining the relevant information.

625 The victim is compelled to dance after the first round of each combat and has a +10 bonus to performing dances. When this curse is triggered the victim must move at least 10 feet each round and receives a -2 penalty to AC. In addition the victim can attempt a feint as a free action instead of attacking, this feint provokes the target to make a dexterity save (DC equal to your performance check), if they fail the save they lose their dex bonus to AC the next time the victim makes an attack against them.


626 You are compelled cook meals for everyone. Food you make while affected by this curse grants 2d4+2 temporary hit points to the creature that eats it (per portion of food).

627 The victim is compelled to lie to others and has a +10 bonus to deception checks. Whenever the victim tries to answer a question there is a 750‰ chance that they lie instead of saying anything else.

628 The victim suffers a -10 penalty on all skill checks and gains a +6 bonus on all saving throws.

629 The victim suffers a -6 penalty to all saving throws and gains a +10 bonus to all skill checks.

630 Whenever the victim is hit with an attack they gain a +1 deflection bonus to AC (this stacks for each time they are hit). Whenever the victim avoids an attack they suffer a -1 attraction penalty to AC (this stacks for each time they avoid an attack). Attraction and Deflection modifiers from this curse cancel each other out.

631 Whenever someone says your name where you can't hear it you sneeze four times.


632 You refuse to spill blood.

633 You are compelled to spill blood.

634 You call out the name of your weapon whenever you swing it.

635 Each time you slay a creature you are compelled to stab it again.

636 You are compelled to eat raw onions and garlic. If either or both are poisonous to you then instead you refuse to eat.

637 You gain true sight and start bleeding profusely from a place on your body. This bleeding causes 1 temporary con damage every 12 hours that can be treated with a medicine check (DC 20). Roll D‰ to see where bleeding occurs: 1-170: Eyes, 171-310 Ears, 311-610 Hands, 611-920 Feet, 921-980 Rashes over body, 981-1000 Roll twice for effect ignoring duplicates. This curse can only be removed by casting [Blessing] and [Remove Curse].

638 You bleed from your eyes taking 1 point of temporary Constitution damage every 12 hours.

639 You bleed from your hands taking 1 point of temporary Constitution damage every 12 hours.


640 You bleed from your ears taking 1 point of temporary Constitution damage every 12 hours.

641 You bleed from your feet taking 1 point of temporary Constitution damage every 12 hours.

642 You bleed from rashes over your entire body taking 1 point of temporary Constitution damage every 12 hours.

643 Theives in every town you visit have learned about one of your magic items and they will attempt to steal it.

644 A member of your family or a close friend becomes kidnapped by someone that wants to get your attention.

645 You always feel uneasy and expect misfortune at every turn.

646 You grow taller by 1 foot. 

647 You grow shorter by 1 foot.

648 You grow larger by 1 size category.

649 You shrink by 1 size category.

650 You grow by 2 size categories.

651 You shrink by 2 size categories.

652 You grow by 3 size categories.

653 You shrink by 3 size categories.

654 Your flesh becomes wood, as if by the spell [Flesh to Stone] but it's wood and cannot be reversed with [Stone to Flesh].

655 You cannot be affected by Abjuration spells.

656 You cannot be affected by Conjuration spells.

657 You cannot be affected by Illusion spells.

658 You cannot be affected by Divination spells.

659 You cannot be affected by Enchantment spells.

660 You cannot be affected by Evocation spells.

661 You cannot resist Abjuration spells.

662 You cannot resist Conjurations spells.


663 You cannot resist Illusion spells. 

664 You cannot resist Divination spells.


665 You cannot resist Enchantment spells.

666 You lose 3 levels as if by the Energy Drain ability of a wight. If the energy drain is recovered then this curse is lifted and vice versae.

667 You cannot resist Evocation spells.


668 You refuse to take steps to prevent or repair accidents by fire.

669 You refuse to take steps to prevent or repair accidents by negligence.


670 You refuse to take steps to prevent or repair accidents by forces of nature.

671 You refuse to take steps to prevent or repair accidents caused by mistakes.

672 Whenever you comment on the weather it changes to reflect your comment as if by [Control Weather].

673 Whenever you comment on the weather it changes to oppose your comment as if by [Control Weather].


674 You are fearful of rain.

675 You are fearful of sunlight.

676 You are fearful of community.

677 You are fearful of singing.

678 You are fearful of drunkenness.


679 You are fearful of religious imagery.

680 You are fearful of a lack of religious imagery.

681 You are fearful of strangers until you can prove they're not vampires.

682 You are fearful of your friends if they've left your sight for longer than an hour.

683 You are fearful of shapeshifters.

684 You are fearful of rumours about your friends.

685 You are fearful of rumours about yourself.

686 You are fearful of nobility.

687 You are fearful of sickness and death. 

688 You are fearful of corpses.


689 You are fearful of pain and will avoid combat at any cost.

690 You are fearful of beasts.

691 You are fearful of magical beasts.

692 You are fearful of abominations.

693 You are fearful of humanoids. 

694 You are fearful of elementals. 

695 You are fearful of fey. 


696 You are fearful of oozes.

697 You are fearful of dragons. 

698 You are fearful of reptilians.


699 You are fearful of goblinoids.

700 You are fearful of outsiders.

701 You are fearful of constructs.

702You are fearful of wizards.

703 You are fearful of fighters.

704 You are fearful of sorcerers.

705 You are fearful of bards.

706 You are fearful of clerics.

707 You are fearful of barbarians.

708 You are fearful of rogues.

709 You are fearful of rangers.

710 You are fearful of druids.

711 You are fearful of paladins.

712 You are fearful of monks.

713 You can no longer be cursed and cannot cast [Bestow Curse], and other curses affecting you cannot be removed until you remove this curse.

714 The victim and the GM each choose a character class. The victim is fearful of both of those classes for as long as they have this curse.

715 You are fearful of making Acrobatics checks.


716 You are fearful of making Animal Handling checks.

717 You are fearful of making Arcana checks.

718 You are fearful of making Athletics checks.

719 You are fearful of making Deception checks.

720 You are fearful of making History checks.

721 You are fearful of making Insight checks.

722 You are fearful of making Intimidation checks.

723 You are fearful of making Investigation checks.

724 You are fearful of making Medicine checks. 

725 You are fearful of making Nature checks.


726 You are fearful of making Perception checks.

727 You are fearful of making Performance checks.

728 You are fearful of making Persuasion checks.

729 You are fearful of making Religion checks.

730 You are fearful of making Sleight of Hand checks.

731 You are fearful of making Stealth checks.

732 You are fearful of making Survival checks.

733 The victim chooses a weapon in their inventory. They cannot use that weapon during combat.

734 You beleive you have abandoned your child. This curse is lifted when you locate any of your children and cannot be lifted with [Remove Curse] unless you don't actually have children.

735 Locals claim you have made a mockery of law and order.

736 Locals claim you have no business in this town.

737 You are compelled to switch weapons each time you deal damage to an opponent.

738 You may only attack a creature that has damaged one of your allies during combat.

739 Your initiative roll is always a 1 (you still get your modifiers).

740 Your initiative modifier is always +0 (you still get to roll).

741 You are compelled to make friends with an Aboleth.

742 You are compelled to make friends with an Achaierai.


743 You are compelled to make friends with an Elemental.

744 You are compelled to make friends with a Mephit.

745 You are compelled to make friends with an Allip.


746 You are compelled to make friends with a Sphinx.

747 You are compelled to make friends with an Arrowhawk.

748 You are compelled to make friends with an Animated Object.

749 You are compelled to make friends with an Ankheg.

750 You are compelled to make friends with a Hag.

751 You are compelled to make friends with a Dire Ape.

752 You are compelled to make friends with an Elf.

753 You are compelled to make friends with an Aranea. 

754 You are compelled to make friends with an Angel. 

755 You are compelled to make friends with an Assassin Vine.


756 You are compelled to make friends with an Athach.

757 You are compelled to make friends with a Guardinal.

758 You are compelled to make friends with an Azer.

759 You are compelled to make friends with a Demon.

760 You are compelled to make friends with a Dire Badger.

761 You are compelled to make friends with a Barghest.

762 You are compelled to make friends with a Basilisk.

763 You are compelled to make friends with a Dire Bat. 

764 You are compelled to make friends with a Dire Bear.


765 You are compelled to make friends with a Devil.

766 You are compelled to make friends with a Behir.

767 You are compelled to make friends with a Beholder.

768 You are compelled to make friends with a Belker.

769 You are compelled to make friends with an Ooze.

770 You are compelled to make friends with a Dragon.

771 You are compelled to make friends with a Blink Dog.

772 You are compelled to make friends with Slaadi.

773 You are compelled to make friends with a Dire Boar.

774 You are compelled to make friends with a Bodak.

775 You are compelled to make friends with Eladrin.

776 You are compelled to make friends with a Bugbear.

777 You are compelled to make friends with a Bulette.

778 You are compelled to make friends with a Carrion Crawler.

779 You are compelled to make friends with a Nightmare.

780 You are compelled to make friends with a Unicorn.

781 You are compelled to make friends with a Centaur.

782 You are compelled to make friends with a Chaos Beast.

783 You are compelled to make friends with a Choker.

784 You are compelled to make friends with a Chimera.

785 You are compelled to make friends with Chuul.

786 You are compelled to make friends with a Golem.

787 You are compelled to make friends with Cloakers.

788 You are compelled to make friends with Giants.

789 You are compelled to make friends with a Cockatrice.

790 You are compelled to make friends with Couatle.

791 You are compelled to make friends with a Hydra.

792 You are compelled to make friends with a Naga.

793 You are compelled to make friends with a Darkmantle.

794 You are compelled to make friends with a Dwarf.

795 You are compelled to make friends with Halflings.

796 You are compelled to make friends with Dinosaurs.

797 You are compelled to make friends with a Delver.

798 You are compelled to make friends with a Devourer.

799 You are compelled to make friends with a Digester.

800 You are compelled to make friends with Djinn.

801 You are compelled to make friends with an Ethereal Fletcher.

802 You are compelled to make friends with an Ethereal Marauder.

803 You are compelled to make friends with a Garillon.

804 You are compelled to make friends with Githyanki.

805 You are compelled to make friends with Githzerai.

806 You are compelled to make friends with a Gnoll.

807 You are compelled to make friends with a Goblin.

808 You are compelled to make friends with a Gorgon.

809 You are compelled to make friends with a Grey Render.

810 You are compelled to make friends with a Griffon.

811 You are compelled to make friends with Pixies.

812 You are compelled to make friends with a Grimlock.

813 You are compelled to make friends with a Harpy. 

814 You are compelled to make friends with a Hell Hound.


815 You are compelled to make friends with a Hippogriff.

816 You are compelled to make friends with a Hobgoblin.

817 You are compelled to make friends with a Howler.

818 You are compelled to make friends with an Inevitable.

819 You are compelled to make friends with an Invisible Stalker.

820 You are compelled to make friends with Kobolds.

821 You are compelled to make friends with a Kraken.

822 You are compelled to make friends with Krenshar.

823 You are compelled to make friends with Kuo-toa.

824 You are compelled to make friends with a Lamia.

825 You are compelled to make friends with a Lammasu.

826 You are compelled to make friends with a Lich.

827 You are compelled to make friends with Lillend.

828 You are compelled to make friends with a Dire Lion.

829 You are compelled to make friends with Lizardfolk.

830 You are compelled to make friends with a Locathah.

831 You are compelled to make friends with a Lycanthrope.

832 You are compelled to make friends with Magmin.

833 You are compelled to make friends with a Manticore.

834 You are compelled to make friends with Medusa.

835 You are compelled to make friends with Merfolk.

836 You are compelled to make friends with a Mimic.

837 You are compelled to make friends with a Minotaur.

838 You are compelled to make friends with a Mind Flayer.

839 You are compelled to make friends with a Mohrg.

840 You are compelled to make friends with a Mummy.

841 You are compelled to make friends with a Nightcrawler.

842 You are compelled to make friends with a Nightshade.

843 You are compelled to make friends with a Nightwalker.

844 You are compelled to make friends with a Nightwing.

845 You are compelled to make friends with a Nymph.

846 You are compelled to make friends with an Orc.

847 You are compelled to make friends with Otyugh.

848 You are compelled to make friends with an Owlbear.

849 You are compelled to make friends with a Pegasus.

850 You are compelled to make friends with a Fungus.

851 You are compelled to make friends with a Phase Spider.

852 You are compelled to make friends with a Phasm.

853 You are compelled to make friends with a Pseudodragon.

854 You are compelled to make friends with a Purple Worm.

855 You are compelled to make friends with Rakshasa.

856 You are compelled to make friends with a Rast.

857 You are compelled to make friends with a Ravid.

858 You are compelled to make friends with Rhemorhaz.

859 You are compelled to make friends with a Roc.

860 You are compelled to make friends with a Roper.

861 You are compelled to make friends with a Rust Monster.

862 You are compelled to make friends with a Sahuagin.

863 You are compelled to make friends with a Salamander.

864 You are compelled to make friends with a Satyr.

865 You are compelled to make friends with a Sea Cat.

866 You are compelled to make friends with a Shamblinh Mound/

867 You are compelled to make friends with a Shadow Mastiff.

868 You are compelled to make friends with a Dire Shark.

869 You are compelled to make friends with Shocker Lizards.

870 You are compelled to make friends with a Spectre.

871 You are compelled to make friends with Spider Eaters.

872 You are compelled to make friends with Gnomes.

873 You are compelled to make friends with a Human.

874 You are compelled to make friends with a Vampire.

875 You are compelled to make friends with Tarrasque.

876 You are compelled to make friends with Tendriculos.

877 You are compelled to make friends with Thoqqua.

878 You are compelled to make friends with a Dire Tiger.

879 You are compelled to make friends with a Titan.

880 You are compelled to make friends with Tojanida.

881 You are compelled to make friends with a Treant.

882 You are compelled to make friends with a Triton.

883 You are compelled to make friends with Troglodytes.

884 You are compelled to make friends with a Troll.

885 You are compelled to make friends with Umber Hulk.

886 You are compelled to make friends with a Dire Weasle.

887 You are compelled to make friends with a Will-o'Wisp.

888 You are compelled to make friends with a Dire Wolf.

889 You are compelled to make friends with a Wight.

890 You are compelled to make friends with a Dire Wolverine.

891 You are compelled to make friends with a Worg.

892 You are compelled to make friends with a Wyvern.

893 You are compelled to make friends with Xill.

894 You are compelled to make friends with Xorn.

895 You are compelled to make friends with a Yeth Hound.

896 You are compelled to make friends with a Yrthak.

897 You are compelled to make friends with an Yuan-Ti.

898 You are compelled to make friends with Zombies.

899 You are compelled to make friends with common animals.

900 You are compelled to make friends with the main villain.

901 The victim suffers from severe tinnitus, they have a -10 penalty to perception checks involving hearing.

902 Old wounds re-open every few hours causing you to bleed and you resist healing unless the bleeding is treated.


903 The victim contracts hemorrhoids that can only be treated after removing this curse.

904 You believe beyond any doubt that you are a qualified Fighter.

905 
You believe beyond any doubt that you are a qualified Bard.

906 You believe beyond any doubt that you are a qualified Cleric.

907 You believe beyond any doubt that you are a qualified Barbarian.

908 You believe beyond any doubt that you are a qualified Ranger.

909 You believe beyond any doubt that you are a qualified Druid.

910 You believe beyond any doubt that you are a qualified Wizard.

911 You believe beyond any doubt that you are a qualified Sorcerer.

912 You believe beyond any doubt that you are a qualified Monk.

913 You believe beyond any doubt that you are a qualified Paladin.

914 You believe beyond any doubt that you are a qualified Rogue.

915 You believe beyond any doubt that you are a qualified Commoner.

916 You believe beyond any doubt that you are a qualified Noble.

917 You believe beyond any doubt that you are a qualified Expert.

918 You believe beyond any doubt that you are a qualified Warrior.

919 The victim's attacks against the source of this curse deal half as much damage.

920 The victim's attacks against the source of this curse deal one-quarter as much damage.


921 The victim's attacks against the source of this curse deal 1 point of damage.

922 Attacks against the victim made by the source of this curse deal maximum damage.

923 Attacks against the victim made by the source of this curse always hit unless they critically fail.


924 Attacks against the victim made by the source of this curse that allow a saving throw for half damage deal 10 extra points of necrotic damage on a successful save.

925 Attacks against the victim made by the source of this curse ignore resistance and damage reduction.

926 Attacks against the victim heal the source of this curse by the amount of damage dealt.

927 The victim cannot perceive the source of this curse by any means unless the victim or the source or both are on the ethereal plane.

928 The victim cannot speak the name of the source of this curse.

929 You cannot speak.

930 You cannot say your name or the names of your allies.

931 The victim is unable to understand written language. Any writing, both magical and mundane, appears vague or obscured by unfamiliar symbols and incomprehensible grammar. The victim can still interpret symbolism that doesn't contain written language such as maps, diagrams and drawings, but writing included on such material is still obscured by this curse.

932 You refuse to step on freshly fallen rain water.

933 You refuse to step on solid rock.


934 You refuse to step on freshly fallen snow.

935 You refuse to step on plants including grass and moss.

936 You refuse to step on roadways and bridges.

937 You refuse to step on cobblestones, bricks, cinder blocks and granite slabs.

938 You are aware of any grave or burial site within 1d1000+100 feet of you even if it's unmarked or hidden. If a grave or burial site is magically protected then you are aware of it's existence but cannot determine it's location. You refuse to step on graveyards and burial sites, and you refuse to enter crypts and mausoleums.

939 Each round of combat in which you do not deal at least 1 point of non-lethal damage you must make a charisma save (DC 13), if you fail then you take 3d6 non-lethal damage.

940 Each round of combat in which you do not recover at least 1 point of health of yourself or your allies you must make a wisdom save (DC 13), if you fail then you take 3d6 non-lethal damage.


941 Each round of combat in which you do not move at least 10 feet you must make a dexterity save (DC 13), if you fail then you take 3d6 non-lethal damage.

942 Each round of combat in which you do not use the Help Action you must make a strength save (DC 13), if you fail then you take 3d6 non-lethal damage.

943 Each round of combat in which you do not cast a spell or utilize a magic item you must make an intelligence save (DC 13), if you fail then you take 3d6 non-lethal damage.

944 Each round of combat in which you do not quaff a potion or take at least 5 points of damage you must make a constitution save (DC 13), if you fail then you take 3d6 non-lethal damage.

945 This curse can't be lifted by the effects of a spell. The victim gains the ability to bestow this curse upon a new victim by pointing at them and declaring their intent to bestow a curse, this transfers the curse to the new victim. Each time this curse is transferred to a new victim the new victim takes 1 point of psychic damage for each victim this curse has affected since it's creation. This curse cannot affect you again until it has affected 5 other creatures.

946 Whenever you roll a d10 instead roll a d8.

947 Whenever you roll a d20 instead roll a d12.

948 Whenever you roll a d6 instead roll a d4.

949 Whenever you flip a coin instead flip two coins. You fail the flip if either coin fails the flip.

950 Whenever you miss with an attack you throw your weapon.

951 Whenever you deal or receive 9 points of damage or fewer (after damage reduction and resistance) instead you deal or receive 10 points of damage.

952 The victim cannot be resurrected or reincarnated unless this curse is removed.

953 During combat at the start of each of your turns roll 1d‰, if you roll 550‰ or less you act normally, if you roll 551‰ or more then you spin in place instead of taking any move action.

954 During combat at the start of each of your turns roll 1d‰, if you roll 550‰ or less you act normally, if you roll 551‰ or more then you do nothing but babble incoherently.


955 During combat at the start of each of your turns roll 1d‰, if you roll 550‰ or less you act normally, if you roll 551‰ or more then you switch weapons instead of taking an attack action.

956 During combat at the start of each of your turns roll 1d‰, if you roll 550‰ or less you act normally, if you roll 551‰ or more then you choose a skill check to roll instead of taking any other action.

957 During combat at the start of each of your turns roll 1d‰, if you roll 550‰ or less you act normally, if you roll 551‰ or more then you quaff a potion. If you don't have a potion to quaff then you drink from something else on your person.

958 During combat at the start of each of your turns roll 1d‰, if you roll 550‰ or less you act normally, if you roll 551‰ or more then you insult an opponent instead of an attack action.

959 During combat at the start of each of your turns roll 1d‰, if you roll 550‰ or less you act normally, if you roll 551‰ or more then you use the Help action instead of an attack action.

960 During combat at the start of each of your turns roll 1d‰, if you roll 550‰ or less you act normally, if you roll 551‰ or more then you take a total defense action instead of doing anything else.

961 During combat at the start of each of your turns roll 1d‰, if you roll 550‰ or less you act normally, if you roll 551‰ or more then you drop your weapon before doing anything else.

962 During combat at the start of each of your turns roll 1d‰, if you roll 550‰ or less you act normally, if you roll 551‰ or more then you attempt to flee combat.

963 During combat at the start of each of your turns roll 1d‰, if you roll 550‰ or less you act normally, if you roll 551‰ or more then you attempt to rescue an ally from combat.

964 During combat at the start of each of your turns roll 1d‰, if you roll 550‰ or less you act normally, if you roll 551‰ or more then you pay an opponent 10 gold.

965 During combat at the start of each of your turns roll 1d‰, if you roll 550‰ or less you act normally, if you roll 551‰ or more then you attempt to steal something from an opponent.

966 During combat at the start of each of your turns roll 1d‰, if you roll 550‰ or less you act normally, if you roll 551‰ or more then you attempt to grapple an opponent instead of any other attack action.

967 During combat at the start of each of your turns roll 1d‰, if you roll 550‰ or less you act normally, if you roll 551‰ or more then you attack an ally instead of an opponent.

968 During combat at the start of each of your turns roll 1d‰, if you roll 550‰ or less you act normally, if you roll 551‰ or more then you roll on this list and replace this curse with the result until the end of combat. Replace any curse affecting you with this curse at the end of each combat in which it activates.

969 You are constantly afraid (this curse does not increase your actual fear level).

970 You are constantly tired (this curse does not increase your actual exhaustion level).

971 You are constantly hungry (this curse does not increase your actual hunger level).

972 You are compelled to wear clown or mime make-up.

973 You are compelled to scent your clothes with fragrant herbs or flowers.

974 Choose a cursed ally or yourself if you are already cursed, that curse cannot be lifted until this curse is lifted. This curse requires [Break Enchantment] or greater to remove. If no one is already cursed then roll again on this list and the result replaces this curse.

975 Whenever the victim meets a stranger there is a 130‰ chance that the stranger knows the victim's name, occupation and origin. 

976 You may make an additional attack action on your turn but if you use it you cannot move for the rest of that combat.

977 You may use one additional bonus action during each of your turns but when you use it you become stunned for 1 round.

978 You may use one additional bonus action during each of your turns but when you use it you drop your held weapon and shield.


979 You may use one additional bonus action during each of your turns but when you use it you take 2d12 Necrotic damage.

980 You may use one additional bonus action during each of your turns but when you use it your exhaustion level increases.

981 You may use one additional bonus action during each of your turns but when you use it the DC of skill checks that you make for the next hour increase by 2 (this effect is cumulative).

982 You may use one additional bonus action during each of your turns but when you use it you cannot use the selected bonus action again for 24 hours.

983 If you are already cursed then you can no longer recall any curses affecting you or what they do. If you are not already cursed then roll again on this list and the result replaces this curse.

984 If you are already cursed then you believe one of your allies is affected by any curses affecting you. If you are not already cursed then roll again on this list and the result replaces this curse.

985 If you are already cursed then you become afflicted with a second copy of that curse.
If you are not already cursed or if you are afflicted by a curse that cannot be doubled then roll again on this list and the result replaces this curse.

986 If you are already cursed then the curse afflicting you is lifted for one week every 33 days. If you are not already cursed then roll again on this list and the result replaces this curse.

987 If you are already cursed then that curse is rendered permanent until this curse is lifted. 
This curse requires [Break Enchantment] or greater to remove. If you are not already cursed then roll again on this list and the result replaces this curse.

988 If you are already cursed and the source of that curse is not an object or place then the curse is transferred to an object that you are wearing. The object can no longer be removed without casting [Remove Curse], and it is permanently afflicted with that curse. If you are not already cursed then roll again on this list and the result replaces this curse.

989 If you are already cursed then roll again on this list and the result replaces that curse. When this curse is lifted the original curse resumes it's effect. 
If you are not already cursed then roll again on this list and the result replaces this curse.

990 Roll twice on this list ignoring results that instruct you to roll additional times. You are afflicted by the first result during the day and the second result during the night. Both curses are lifted as a single curse.

991 Roll twice on this list ignoring results that instruct you to roll additional times. Both curses take effect during the full moon.

992 Roll twice on this list ignoring results that instruct you to roll additional times. Both curses take effect during the new moon.


993 Roll twice on this list ignoring results that instruct you to roll additional times. Choose one curse to become afflicted with and ignore the other.

994 Roll twice on this list
ignoring results that instruct you to roll additional times. The GM chooses one curse for you to become afflicted with and ignore the other.

995 Roll twice on this list ignoring results that instruct you to roll additional times. The next time anyone casts [Bestow Curse] on you you become afflicted by the first result and the caster becomes afflicted by the second result.

996 Roll twice on this list ignoring results that instruct you to roll additional times. You are afflicted by the first result for two hours after any long rest and then six hours after that you are afflicted by the second result until your next long rest. Repeat this process with new rolls every 24 hours until this curse is lifted.

997 Roll twice on this list ignoring results that instruct you to roll additional times. The victim is immune to both of those curses until this curse is lifted. Once this curse is lifted the victim chooses one of the curses to become afflicted with.

998 Roll twice on this list and include results that instruct you to roll additional times. Each of the rolled results afflicts one piece of equipment that you are currently wearing. Each of these curses must be lifted separately, after which they no longer affect the items they were bestowed upon.

999 Roll three times on this list ignoring results that instruct you to roll additional times. Three random NPCs are each afflicted by one of these curses and all three have visions in their dreams of the victim of this curse coming to save them from their curses. The victim of this curse is compelled to listen to their complaints.

1000 Roll three times on this list and include results that instruct you to roll additional times. After all rolls are decided and starting with the victim of this curse each player character is afflicted by one of the rolled curses. The victim chooses which curse affects which character and only one curse may be bestowed in this way to each player character. All curses bestowed by this curse are lifted when this curse is lifted. If you roll more curses than PCs then ignore the extra curses.


Submitted: October 12, 2021

© Copyright 2022 Alma R.. All rights reserved.

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