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Allst cf 100 emses
Peg Ref CR eae anstsnect nayeartamentbersINTRODUCTION
Want to add some spice to those curses? Here
allist of 100 curses that you can use for your
tabletop game. This list was created by the
community over at [Link]/r/d100.
100 Interesting Curses
4100 Curse
on ‘The character cannot turn right until the
course is ited.
2 Characters feet always sink atleast 1
inch into any surface they walk on
03 Al food types becomes tasteless (meat,
vegetables, fruit).
4 When the character fires a ranged
\weapon, the ammunition always breaks
fn impact (no effect on damage).
05 Unuil the curse is lifted, when the charac-
ter falls to Ohp, roll a D100. Ifyou roll
‘equal to or below the CR of the creature
that cursed you, you instantly die.
06, A player must close every door they walk.
through, even if there are people behind
them,
or A player's weapon becomes lodged insite
the body of their enemy after any stab
attack, a strength check (DC 15) is
needed to free the weapon.
os [A player's weapons become twice as
heavy, requiring two actions to strike
once, until the curse is lifted,
09 A player is stalked by an imp, who simply
follows him, saying nothing, always
staring, No one else can see the imp.
10 ‘The player's backpack is enchanted, to
always give the player an item they
needed in the past, but never what they
will need in the future or present
u ‘The next item the cursed player grabs is
bound to them forever they can never get
tid of
12
13
15
W
18
19
20
a
2
[Everytime the cursed character kills
someone stealthy, the slain thing lets out
an incredibly loud scream that can be
heard from 500 fe away, even if it wouldn't
be possible for the dead thing to scream.
Character takes on the appearance and
smell of being undead, but isnt,
Characters must only answer questions
with lies, unless they are asked about the
reason for their behaviour (ex:"are you
cursed?" "Are you lying on purpose?" In
Which case they must respond in the afi
Characters must agree to every sugges:
tion or request male within 30 feet of
them, Curse is broken after a week.
The cursed character takes I damage
Whenever a creature within 30 feet of
them takes any damage.
Character cannot willingly killspare the
life of any living creature (choose depend
ing on character personality).
Character becomes incapable of visually
perceiving living creatures,
Characters lowight vision and high-Hight
vision switch (Le. sunlight is effectively,
dark, but can see areas in shaclow as if
they were brightly lit)
Roll a 100. After the amount of dies
shown on dice, the character explodes for
(as pera 5th level Fireball the next time
they take a long rest, then is immediately
put under the effects of a Reincarnation
spell. The cycle continues until a Wish
spell dispels it.
Character is struck with blindness, but
can accurately identify objects by taste
through the air up to 60 feet away.
Butt switches place with face. Switches
every time either orifice expels any sub-
stance.23
4
25
26
2
Your CHA stat becomes your CHAR stat,
determining your effectiveness at cooking
‘up a mean barbeque. Reflavour spells and
skill checks accordingly
When the target of the curse next goes to
sleep, they dream of a burning lake. The
dreams progress, becoming nightmares
‘overtime. The target instinctively be
comes aware of the direction ofthe lake,
‘and must save vs Wis or spend that day
trying to reach the lake, The target must
‘save every day fo prevent the condition
progressing. taking a penalty to mental
rolls for every stage it advances, To com-
pletely recover, the target must make 3
saves in a row if they fil
gresses to its intial condition, and ifthey
fail 3 times in a row the target becomes:
maddened until they reach the lake, Upon
reaching the lake they will see itis not en-
gulfed in flames, and will ake d6 Peychic
damage for the number of days they have
been affected by the urges.
‘The first ritual performed after being
cursed succeeds instantly, but when they
next sleep the target must save vs. Con. If
they fail, their skin dries and their body
catches alight, aking d6 damage per
turn. The fire can be put out by magical
‘or mundane conventions.
The cursed begins aging at § years an
hour. When they reach 100 years, they
die, and an infant erawls from their
body’s clothing, It continues to age at the
‘same rate until it reaches 20. Same char
acter, same memories.
‘As the curse is activated, the target's
hands detach from their wrists and seut-
te away, and new hands grow in their
place, For the rest ofthe day, every time
they cast spell, the same thing happens.
‘The hands remain animate until de-
stroyed, and will do their best to make
terrible mischief.
A thunderous voice narrates everything
the cursed does, says, or thinks for the
next dt hours,
29
30
an
32
33
a4
35
36
For the next d4 days, every time the
cursed attempts to speak, including t0
asta spell, they must Save vs Int ori
stead deliver a lengthy and discursive
‘monologue on: 1: bean cultivation; 2: the
daily schedule of an emperor who died
thousands of years ago; 3:the spiritual
beliefs of spiders; 4s the life eyele of the
cherub; 5: the various manias, phobias, oF
‘perversions ofthe nearest, most powerful
‘monarch; 6: the correct method of pre-
paring, storing, and administering a here
‘ofore unknown and spectacularly deadly
poison: 7: the best tourist destinations in
the nearest village; 8: famous fish poets;
9: the dangers of breathing: 10: the magi:
cal properties of cheese; On a repeated.
roll, the target must continue their lecture
from where they left off before.
Until the curse is lifted the character con-
stantly sniffs and has a runny nose. Dis-
advantage on stealth, persuasion and de-
ception checks.
Character can not control the volume at
“which he speaks, Player rolls a D6 every
time their character speaks, even rolls
are spoken in a whisper, odd rolls are
shouting.
Animals and children are always aware of
‘your presence and are able to locate you
without difficulty,
"Curse of Popularity” - In populated area
with nom hostile NPCs, everyone knows
‘who you are and will not leave you alone.
Roll a charisma cheeksave (DC varies). If
failed, you are viewed in an unfavorable
light, If passed, you are viewed in afavor-
able one.
Everytime a player deals damage the
‘same amount is reflected back to.a
random party member,
All food and drink consumed immediately
tastes of rotten flesh a successful frti-
tude save of DC 15 can overcome this
taste.
‘Whenever the PC comes into a hall:
way/corridor they are compelled to Sprint
at full speed to the end. Will save to resist
at DMs discretion37
30
40
a
2
a3
44
45
46
aT
‘The PC must only speak in rhyme. 49
‘The PC gains a new fear based on popu:
Jar vote of the party until dispelled
Al he player's equipment glows brightly
for 24 hours. All of it a
‘The player becomes magnetic.
Itis always raining in a 5ft cube around
the player. The intensity randomly varies
from a drizzle to a downpour and can
exist even underwater or indoors
51
‘The character finds themselves unable to
‘open any containers or doors which re:
quire a twisting motion.
‘The character perceives traps every-
‘where where none exist
‘The cursed becomes lactose intolerant.
Consuming any dairy leads to 1d4 hour(s) 53
of insufferable gas & diarrhea.
‘The player must compulsively jugale
items any time the player has two or
‘more of an object in easy reach, DC
10+the number of items being jugaled Ac-
robaties check, or an item gets dropped,
with appropriate consequences, 54
Boots squeak loudly with each step.
Effects of alcohol are heavily amplified,
‘so that even drinking one drop of a fairly
‘weak alcoholic beverage will make the
PC drunk, Drinking full glass of a
‘trong alcoholic beverage could potential-
ly cause death.
55
All ofthe PC's armor and clothing tele
ported off their body and always floats
just out ofeach, Any attempt to put on
other clothing or armor produces the Ee
same effect.
Character’s known languages are ran-
domly determined after a long rest. Roll
18 per standard language known & 148
per exotic language known. You decide
‘whether to exclude common from these
rolls or not.
After a long rest a random amount of GP
the character is carrying is randomly
changed to an amount of either Electrum,
Silver or Copper pieces of the same
worth, increasing number of coins. eg
(1420 Amount, Roll 146 to determine
type) Won't take long for pockets to
become overflowing ifcharacter doesn't
spend loose change.
Any divination spells where the caster or
target is within a certain range of a char-
acter are retargeted to that character
‘The cursed begins to weep tears of blood
uncontrollably, reducing their hit point
maximum by 1 for every hour the curse
remains active. The cursed dies if this
effect reduces its hit point maximum to 0.
‘The cursed is compelled to repeat the
last word of each sentence they say 3
times, each time speaking a litle
softer than the last I'the curse remains
active for more than 24 hours, the cursed.
js compelled to dramatically fick their
hhands open and closed with each echo.
Cursed characters are hated by all eats
until cured. Every eat will hiss and at
tempt to swipe and bite the character Ir
regardless ofthe cat is successful or not
the eat will run away and hide. Ifthe eat
is successful in the attack any wounds
caused will not heal (even with healing
spells and potions) and will continuously
weep foul smelling pus.
‘The character cannot be convinced by
any means that magic exists. They ratio-
nalize magical events away by using
insane, impossible logic.
The character believes themselves to
have swapped bodies with the nearest
person. Nothing has happened.