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
| Roll | Curse |
|---|---|
| 1 | Weak Grip – weapons slip easily, -1 to hit. |
| 2 | Sour Tongue – all food tastes foul, morale checks at -1. |
| 3 | Fevered Body – gain disadvantage on endurance tasks. |
| 4 | Eyes of Mist – vision blurred, ranged attacks -2. |
| 5 | Rotting Touch – food and supplies spoil quickly. |
| 6 | Coward’s Heart – flee at first injury unless resisted. |
| 7 | Brittle Bones – damage from blunt doubled. |
| 8 | Rusted Aura – metal gear corrodes 1 durability check per piece of gear per day. |
| 9 | Phantom Itch – constant distraction, -2 to hit |
| 10 | Blighted Step – plants die where you tread, faye grow hostile. |
| 11 | Howling Nightmares – cannot regain full rest. |
| 12 | Withered Hand – off-hand unusable. |
| 13 | Unsteady Feet – movement reduced by 5 feet. |
| 14 | Sour Breath – charisma interactions at -2. |
| 15 | Trembling Fingers – ranged accuracy halved. |
| 16 | Mark of Prey – all hostiles target you first. |
| 17 | Sapping Cold – lose 1 HP each dawn. |
| 18 | Cracked Voice – spellcasting chants fail on a 1–3. (d12) |
| 19 | Splitting Headache – -1 to initiative. |
| 20 | Aura of Flies – NPCs distrust you, -2 reputation gain. |
| 21 | Bleeding Ears – sonic damage doubled. |
| 22 | Crooked Spine – armor weight costs 10' extra movement. |
| 23 | Foul Luck – roll disadvantage once per session.(dm chooses when) |
| 24 | Unending Hunger – always hungry. |
| 25 | Fever Dreams – nightmares prevent rest once per week. |
| 26 | Candlebane – torches burn out twice as fast. |
| 27 | Spoiled Wound – all healing halved. |
| 28 | Shaking Knees – can’t sprint. |
| 29 | Moth’s Curse – cloth items deteriorate in 1d6 days. |
| 30 | Bitter Thirst – require double water. |
| 31 | Insect Host – swarms gather, -2 to charisma. |
| 32 | Dimming Sight – torches give half visibility. |
| 33 | Crippling Fear – immune to morale boosts. |
| 34 | Voice of Gravel – NPCs assume hostility. |
| 35 | Weight of Chains – movement slowed by 10 feet. |
| 36 | Marked by Ash – undead sense you within 1000 feet. |
| 37 | Raven’s Watch – crows follow as omen. |
| 38 | Leechblood – healers lose 1d8 HP when healing you. |
| 39 | Rusted Will – saving throws vs magic at -2. |
| 40 | Sour Fate – coin flips favor against you. |
| 41 | Stumbling Curse – trip once per encounter. |
| 42 | Hollow Stomach – food provides no morale bonus. |
| 43 | Salted Wounds – injuries reopen randomly. |
| 44 | Ashen Skin – fire damage doubled. |
| 45 | Clay Joints – cannot wield heavy weapons. |
| 46 | Wasting Body – lose 1 STR per week. |
| 47 | Frost Tongue – speech slurred, persuasion impossible. |
| 48 | Stained Blood – wounds leave trails, stealth halved. |
| 49 | Flickering Shadow – stealth disadvantage. |
| 50 | Ill Luck – natural 20s count as 19. |
51–80: Moderate Curses
| Roll | Curse |
|---|---|
| 51 | Blackened Veins – healing magic fails entirely. |
| 52 | Cursed Hunger – must eat 3x normal food or lose 1 HP per day. |
| 53 | Boiling Blood – take 1d4 fire damage each combat round. |
| 54 | Hexed Steps – leave cursed tracks, enemies can follow. |
| 55 | Mark of Betrayal – allies distrust you, reputation halves. |
| 56 | Bone Rattle – loud sound when moving, stealth impossible. |
| 57 | Iron Sleep – cannot rest on normal ground. require bed |
| 58 | Dagger of Night – random backstab damage 1d6 once per week. |
| 59 | Thorned Soul – damage dealt to others reflects 1d4 back. |
| 60 | Pale Mark – undead consider you kin, living reject you. |
| 61 | Choking Air – you gasp in fresh air, cant breath, must struggle to stay alive, -8 to all rolls |
| 62 | Frostbane – immune to warmth, freeze without furs. |
| 63 | Fleshrot Stench – morale of allies drops by -4 near you. |
| 64 | Lanternbane – all light near you dims by half. |
| 65 | Crimson Pupil – sight works only in red hue, perception -2. |
| 66 | Grave Call – at midnight roll vs death or collapse unconscious. |
| 67 | Binding Chains – immobilized for 1 round per combat start. |
| 68 | Withering Touch – each item you hold loses durability every time you use it |
| 69 | Dead Tongue – can’t speak more than 3 words at once. |
| 70 | Hollow Eyes – blindness in daylight. |
| 71 | Rot Mark – wounds heal as scars, permanent -3 CON. |
| 72 | Widow’s Curse – loved NPC dies off-screen by fate. |
| 73 | Grave Weight – carry capacity halved. |
| 74 | Spite of Thorns – any healing received inflicts 3 piercing damage. |
| 75 | Death-Scent – predators follow your trail automatically. |
| 76 | Curse of Iron – armor feels heavier, halve AC bonus. |
| 77 | Black Sleep – chance of not waking after rest. |
| 78 | Carrion Mark – vultures, dogs, and scavengers stalk you. |
| 79 | Haunting Song – random eerie noise follows, stealth ruined. unknown effect. |
| 80 | Festering Wound – one injury never heals, permanent HP loss. |
81–100: Major & Legendary Curses
| Roll | Curse |
|---|---|
| 81 | Blood Debt – each kill drains 1d6 HP from you. |
| 82 | Curse of Blind Sun – daylight blinds you completely. |
| 83 | Soul Erosion – lose 1 WIS per week until cleansed. |
| 84 | Hollowed Body – immune to healing, must drain life to survive. |
| 85 | Spirit Chains – cannot leave a cursed area until curse lifted. |
| 86 | The Betrayer’s Mark – allies must roll daily to resist harming you. |
| 87 | Curse of Hunger – starvation begins after every rest. |
| 88 | Gloomveil – cursed aura suppresses divine magic nearby. |
| 89 | Curse of Silence – you cannot be heard by others. |
| 90 | Shadow Spawn – cursed shadow attacks you at night. every night. |
| 91 | Curse of the Nameless – NPCs forget who you are each day. |
| 92 | Oathbreaker’s Doom – all pacts, vows, and promises fail. |
| 93 | Ley Shatter – spells backfire, causing random damage. |
| 94 | Curse of Chains – body stiffens, movement halved permanently. |
| 95 | Curse of Rotting Soul – lose 1 HP permanently per day. |
| 96 | Doom Beacon – fiends sense you within 1 mile. |
| 97 | Curse of Madness – roll daily or suffer hallucinations. |
| 98 | Eternal Torment – cannot die, but feel all pain doubled. |
| 99 | Curse of Black Blood – bleed uncontrollably, -5 HP per day. |
| 100 | Curse of the Endless – character becomes undead servant of the curse source. |
HOSTILITY CURSES (WEAPON & ARMOR BONDED)
| # | Curse Name | Effect |
|---|---|---|
| 1 | Bloodlust Bond | User must attack the nearest living being once per combat, ally or foe. |
| 2 | Frenzy Chain | After being struck, user enters uncontrollable rage, swinging at friend and foe alike. |
| 3 | Betrayer’s Edge | Weapon whispers lies, convincing the user allies are enemies. Roll daily to resist. |
| 4 | Wrathbound Armor | Any insult or taunt forces the user to attack until either side is dead. |
| 5 | Savage Grip | Once the weapon is drawn, it cannot be sheathed until it has spilled blood. |
| 6 | Crimson Hunger | Weapon requires blood daily; failure forces the user to attack allies. |
| 7 | Maddened Helm | Armor fills the mind with paranoid voices, user suspects betrayal from allies. |
| 8 | Binding Malice | User cannot stop attacking once combat starts; fights to the death regardless of odds. |
| 9 | Rabid Strike | First strike each combat must be against an ally. |
| 10 | Hellforged Greed | Armor makes the user envious of allies’ gear, attempting to steal or kill for it. |
| 11 | Frenzied March | User cannot retreat; must charge into enemies even if suicidal. |
| 12 | Rage Mirror | Any damage taken must be returned immediately, even if it means striking allies. |
| 13 | Oath of Slaughter | Armor compels killing of every enemy in sight, no survivors allowed. |
| 14 | Thorned Bond | Armor feeds on pain, forcing the wearer to harm allies for healing. |
| 15 | Murderous Sleep | At rest, user makes random attacks on nearby allies unless restrained. |
| 16 | Butcher’s Will | Weapon thirsts for allies’ blood; once per week user must kill a companion. |
| 17 | Frenzy of Iron | Critical hits trigger berserk state where user attacks nearest target, ally or not. |
| 18 | Curse of Spite | User must challenge allies to duels over minor slights. |
| 19 | Hostile Aura | Enemies see the user as a monster, and allies instinctively distrust or fear them. |
| 20 | Bound to Violence | User becomes hostile if weapon is not used daily; refusal results in madness. |

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