CURSE RULES


CURSE RULES

What Are Curses?
Curses are supernatural afflictions that weaken, torment, or alter the victim. Unlike normal injuries or debuffs, curses linger until specifically broken.

Sources of Curses

Clerics or priests of dark powers

Cursed items (rings, amulets, weapons, armor, books, etc.)

Areas of corruption (ancient ruins, burial grounds, desecrated temples)

Rituals, bargains, or broken oaths

Rules of Curses

Application – Curses are applied instantly when triggered. The player rolls a resistance check (WIS or CON, DM’s choice). On a failed roll, the curse takes hold.

Duration – Curses may be:

Temporary (last until the next long rest)

Ongoing (last until cleansed or lifted)

Permanent (require powerful ritual or divine aid to remove)

Severity – Curses are ranked:

Minor (inconvenient, annoying, or mildly dangerous)

Moderate (serious hindrance in combat or exploration)

Major (life-threatening, crippling, or world-affecting)

Legendary (campaign-altering afflictions, often story-driven)

Stacking – Multiple curses can afflict a character. Each additional curse increases instability. At 3+ curses, the player must roll once per day to avoid collapse (mental or physical).

Removal – Requires:

Clerical cleansing spell or ritual

Rare relics or runes

Bargain with a powerful entity

Item destruction (if curse came from gear)

Consequences of Ignoring Curses – If left unchecked, curses may grow worse, spreading into stronger versions or mutating into unique horrors.


D100 CURSE CHART

1–50: Minor Curses

RollCurse
1Weak Grip – weapons slip easily, -1 to hit.
2Sour Tongue – all food tastes foul, morale checks at -1.
3Fevered Body – gain disadvantage on endurance tasks.
4Eyes of Mist – vision blurred, ranged attacks -2.
5Rotting Touch – food and supplies spoil quickly.
6Coward’s Heart – flee at first injury unless resisted.
7Brittle Bones – damage from blunt doubled.
8Rusted Aura – metal gear corrodes 1 durability check per piece of gear per day.
9Phantom Itch – constant distraction, -2 to hit
10Blighted Step – plants die where you tread, faye grow hostile.
11Howling Nightmares – cannot regain full rest.
12Withered Hand – off-hand unusable.
13Unsteady Feet – movement reduced by 5 feet.
14Sour Breath – charisma interactions at -2.
15Trembling Fingers – ranged accuracy halved.
16Mark of Prey – all hostiles target you first.
17Sapping Cold – lose 1 HP each dawn.
18Cracked Voice – spellcasting chants fail on a 1–3. (d12)
19Splitting Headache – -1 to initiative.
20Aura of Flies – NPCs distrust you, -2 reputation gain.
21Bleeding Ears – sonic damage doubled.
22Crooked Spine – armor weight costs 10' extra movement.
23Foul Luck – roll disadvantage once per session.(dm chooses when)
24Unending Hunger – always hungry.
25Fever Dreams – nightmares prevent rest once per week.
26Candlebane – torches burn out twice as fast.
27Spoiled Wound – all healing halved.
28Shaking Knees – can’t sprint.
29Moth’s Curse – cloth items deteriorate in 1d6 days.
30Bitter Thirst – require double water.
31Insect Host – swarms gather, -2 to charisma.
32Dimming Sight – torches give half visibility.
33Crippling Fear – immune to morale boosts.
34Voice of Gravel – NPCs assume hostility.
35Weight of Chains – movement slowed by 10 feet.
36Marked by Ash – undead sense you within 1000 feet.
37Raven’s Watch – crows follow as omen.
38Leechblood – healers lose 1d8 HP when healing you.
39Rusted Will – saving throws vs magic at -2.
40Sour Fate – coin flips favor against you.
41Stumbling Curse – trip once per encounter.
42Hollow Stomach – food provides no morale bonus.
43Salted Wounds – injuries reopen randomly.
44Ashen Skin – fire damage doubled.
45Clay Joints – cannot wield heavy weapons.
46Wasting Body – lose 1 STR per week.
47Frost Tongue – speech slurred, persuasion impossible.
48Stained Blood – wounds leave trails, stealth halved.
49Flickering Shadow – stealth disadvantage.
50Ill Luck – natural 20s count as 19.

51–80: Moderate Curses

RollCurse
51Blackened Veins – healing magic fails entirely.
52Cursed Hunger – must eat 3x normal food or lose 1 HP per day.
53Boiling Blood – take 1d4 fire damage each combat round.
54Hexed Steps – leave cursed tracks, enemies can follow.
55Mark of Betrayal – allies distrust you, reputation halves.
56Bone Rattle – loud sound when moving, stealth impossible.
57Iron Sleep – cannot rest on normal ground. require bed
58Dagger of Night – random backstab damage 1d6 once per week.
59Thorned Soul – damage dealt to others reflects 1d4 back.
60Pale Mark – undead consider you kin, living reject you.
61Choking Air – you gasp in fresh air, cant breath, must struggle to stay alive, -8 to all rolls
62Frostbane – immune to warmth, freeze without furs.
63Fleshrot Stench – morale of allies drops by -4 near you.
64Lanternbane – all light near you dims by half.
65Crimson Pupil – sight works only in red hue, perception -2.
66Grave Call – at midnight roll vs death or collapse unconscious.
67Binding Chains – immobilized for 1 round per combat start.
68Withering Touch – each item you hold loses durability every time you use it
69Dead Tongue – can’t speak more than 3 words at once.
70Hollow Eyes – blindness in daylight.
71Rot Mark – wounds heal as scars, permanent -3 CON.
72Widow’s Curse – loved NPC dies off-screen by fate.
73Grave Weight – carry capacity halved.
74Spite of Thorns – any healing received inflicts 3 piercing damage.
75Death-Scent – predators follow your trail automatically.
76Curse of Iron – armor feels heavier, halve AC bonus.
77Black Sleep – chance of not waking after rest.
78Carrion Mark – vultures, dogs, and scavengers stalk you.
79Haunting Song – random eerie noise follows, stealth ruined. unknown effect.
80Festering Wound – one injury never heals, permanent HP loss.

81–100: Major & Legendary Curses

RollCurse
81Blood Debt – each kill drains 1d6 HP from you.
82Curse of Blind Sun – daylight blinds you completely.
83Soul Erosion – lose 1 WIS per week until cleansed.
84Hollowed Body – immune to healing, must drain life to survive.
85Spirit Chains – cannot leave a cursed area until curse lifted.
86The Betrayer’s Mark – allies must roll daily to resist harming you.
87Curse of Hunger – starvation begins after every rest.
88Gloomveil – cursed aura suppresses divine magic nearby.
89Curse of Silence – you cannot be heard by others.
90Shadow Spawn – cursed shadow attacks you at night. every night.
91Curse of the Nameless – NPCs forget who you are each day.
92Oathbreaker’s Doom – all pacts, vows, and promises fail.
93Ley Shatter – spells backfire, causing random damage.
94Curse of Chains – body stiffens, movement halved permanently.
95Curse of Rotting Soul – lose 1 HP permanently per day.
96Doom Beacon – fiends sense you within 1 mile.
97Curse of Madness – roll daily or suffer hallucinations.
98Eternal Torment – cannot die, but feel all pain doubled.
99Curse of Black Blood – bleed uncontrollably, -5 HP per day.
100Curse of the Endless – character becomes undead servant of the curse source.


HOSTILITY CURSES (WEAPON & ARMOR BONDED)

#Curse NameEffect
1Bloodlust BondUser must attack the nearest living being once per combat, ally or foe.
2Frenzy ChainAfter being struck, user enters uncontrollable rage, swinging at friend and foe alike.
3Betrayer’s EdgeWeapon whispers lies, convincing the user allies are enemies. Roll daily to resist.
4Wrathbound ArmorAny insult or taunt forces the user to attack until either side is dead.
5Savage GripOnce the weapon is drawn, it cannot be sheathed until it has spilled blood.
6Crimson HungerWeapon requires blood daily; failure forces the user to attack allies.
7Maddened HelmArmor fills the mind with paranoid voices, user suspects betrayal from allies.
8Binding MaliceUser cannot stop attacking once combat starts; fights to the death regardless of odds.
9Rabid StrikeFirst strike each combat must be against an ally.
10Hellforged GreedArmor makes the user envious of allies’ gear, attempting to steal or kill for it.
11Frenzied MarchUser cannot retreat; must charge into enemies even if suicidal.
12Rage MirrorAny damage taken must be returned immediately, even if it means striking allies.
13Oath of SlaughterArmor compels killing of every enemy in sight, no survivors allowed.
14Thorned BondArmor feeds on pain, forcing the wearer to harm allies for healing.
15Murderous SleepAt rest, user makes random attacks on nearby allies unless restrained.
16Butcher’s WillWeapon thirsts for allies’ blood; once per week user must kill a companion.
17Frenzy of IronCritical hits trigger berserk state where user attacks nearest target, ally or not.
18Curse of SpiteUser must challenge allies to duels over minor slights.
19Hostile AuraEnemies see the user as a monster, and allies instinctively distrust or fear them.
20Bound to ViolenceUser becomes hostile if weapon is not used daily; refusal results in madness.


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