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# Misfortune Description

1 Blinded Fortitude save DC 16 to resist. Permanent.


2 Deafened Fortitude save DC 16 to resist. Permanent.
3 Muted Fortitude save DC 16 to resist. Permanent.
Fortitude save DC 14 to resist. Can be dispelled with a DC
4 Donkey Ears 14 Heal check or remove curse, alter self or any polymorph.
Fortitude save DC 14 to resist. Can be dispelled with a DC
14 Heal check or remove curse. Causes -2 on attack rolls and -4 on
5 Gnarled Hands skill checks involving the use of the hands. Think magically bad
arthritis.
Happens once with a Fortitude save DC 14 to resist. The character’s
6 Eye Bleeding eyes bleed, causing blindness for 1 day as well as
1d4 Constitution damage.
Will save DC 14 to resist. Can be removed with a remove curse spell.
7 Bad Luck Curse Causes a -1 luck penalty on all attacks, damage, saves, skills and
ability checks.
Fortitude save DC 14 to resist. The character’s hair grows 2 feet as well as becoming covered in t

8 Massive Hair Growth

Fortitude save DC 14 to resist. The character’s skin, hair, eyes and possessions all invert their col

9 Inverted Coloration

Happens once with a Will save DC 16 to resist. The character bursts into flames and is dealt 2d6
Spontaneous
10
Combustion

Fortitude save DC 16 to resist. The character breaks out in every kind


of skin problem possible, being dealt 1d6 Constitution damage that
cannot be restored until the horrible sores are removed. A remove
Boils, Warts, Zits and disease spell removes the festering and allows the sores and ability
11
Festering Sores damage to heal. The warts and zits must be removed with a remove
curse spell, though they affect appearance only.

If character is already bald, or of a race that is hairless, roll


again. Fortitude save DC 14 to resist. The character’s hair falls out,
12 Magical Baldness even eyelashes, leaving them completely hairless. Permanent.
A remove curse spell will allow the character to begin growing hair
again.
Fortitude save DC 14 to resist. The character begins to suffer from
sweaty, nasty odor that cannot be washed off or covered up. He
becomes easier to track by scent (+4 for the tracker), as well as
13 Horrible Body Odor suffering a -4 penalty on all Diplomacy, Gather Information, Handle
Animal and Hide skill checks. Can be removed with a remove
curse spell. Shopkeepers are unlikely to buy used armor from such a
person, thinking it is fouled.
Fortitude save DC 14 to resist. Can be dispelled with a DC
14 Gnarled Teeth 14 Heal check or remove curse. Causes -2 on Performskill checks
involving vocalization.
Will save DC 14 to resist. Can be dispelled with a DC 14 Heal check
or remove curse. Causes -2 on Perform skill checks involving
15 Uncontrollable Yelling vocalization, Diplomacy, Handle Animal, and -10 on Move
Silently and Hide skill checks.
Fortitude save DC 16 to resist. This curse causes a second, gross and
nasty head to grow next to the character’s current head. The second
head loves to curse and spit and causes a -20 penalty to Move
Silently, Handle Animal, Disguise and Diplomacy skill checks.
16 Second, Nasty Head A remove curse spell will rid a player of the nasty head, or it can be
chopped off, dealing 2d6 damage to the player as well as 1d6 points of
temporary Constitution damage. However, if it is chopped off, there is a
25% chance that it will regrow in 1 month.

17 Insanity Will save DC 20 to resist. As the spell insanity.


This form of Lycanthropy afflicts the character every night as the sun
sets and lasts until the sun rises. However, the cursed character
assumes hybrid form instead of a full animal form. In addition, the
transformation can only cause one step removal in alignment changes.
It is otherwise like Lycanthropy. Choose an animal for the character’s
18 Minor Lycanthropy curse and calculate his new ability scores for his hybrid form as well as
any alignment change. Those afflicted with Lycanthropy cannot also
gain Minor Lycanthropy. Curing Minor Lycanthropy is the same as
with Lycanthropy.

Fortitude save DC 14 to resist. Causes victim to suddenly double in weight, suffering a Maximum

19 Massive Weight Gain

No Save. All equipment and gear you are wearing or carrying that is
yours (as in not borrowed) disappears forever. You are left naked and
20 Loss of Gear copper-less. Artifacts as well as unique story driven items are not
banished. The DM may choose to only take most of your gear if he
desires.
Fortitude save DC 16 to resist. Roll 1d6 to see which part becomes
stone: right leg, left leg, right arm, left arm, torso, head. Damage dealt
Random Body Part to stone body part is as petrification. Can be reversed through any
21 means petrification can be reversed; character automatically fails any
Petrification
action that would require the use of the stone limb.

Will save DC 14 to resist. DM picks a random, common element such


as an ale tankard, a butterfly, a halfling (one or all of them), a sword;
22 Short Attention Span character must make Will save or become fascinated by the object
(regardless of situation). May be removed with remove curse spell.

No save. The character has a 25% chance to become invisible each


23 Unpredictable Invisibility time he or she uses a Charisma-based skill. May be removed with
a remove curse spell.
Will save DC 16 to resist. The character has a 25% percent chance to
suddenly suffer a "brainfart" each time he or she uses an Intelligence-
24 Blinding Stupidity based skill; this causes the character to suffer a -10 in that particular
skill until they have rested 8 hours. May be removed with a remove
curse spell.
No save. Character suddenly becomes known by an unpopular
nickname, no matter where he or she may go. Nickname is left up to
25 Bad Reputation the DM's choosing (see the Random Nick Names Chart); character
suffers a -5 to all Charisma-based skills. May be removed with
a remove curse spell.
Fortitude save 14 to resist. Character immediately grows an extra
finger on one or both hands (DM's choice). Can be removed with two
26 Six-Fingered Man[1] DC 14 Heal checks (one to remove, and one to repair the hand)
or remove curse. While suffering this curse, a character takes a -2
penalty on all Dexterity-based actions.
The alignment of the character becomes irreversibly undetectable.
Paladins may think you're shifty. This curse can be reverted if the
27 Undetectable Alignment character spends in-game time to change it back by whatever means
the DM deems appropriate.
Will save 14 to resist. Character develops a phobia, treated
as shaken upon experiencing the phobia and possibly fleeing the
28 Fear of Fear phobia if fear elevates to fright or panic. May be removed with
a remove curse spell. (See variant rules about sanity for more
information on phobias.)
Will DC 16 to resist. Character becomes aware of ghosts; ghosts may
attempt to speak with character but are not articulate enough to be
29 Ghost Whisperer[2] understood. (These particular ghosts are not harmful, so the frightful
moan and horrific appearance abilities do not affect the PC.) May be
removed with a remove curse spell.
Will DC 16 to resist. Character will fly into a tantrum at the utterance of
a DM-chosen "trigger" word ("applesauce", "barkeep", another
30 Homocidal Tendencies character's given name, etc). When in tantrum, character cannot hear
or see his or her allies, and may injure them; tantrum lasts for 1d4
minutes. May be removed with a remove curse spell.
Fortitude DC (save of chosen drug) to resist. Character develops
I Can Quit Whenever I an addiction to a drug; the addiction cannot be beaten with traditional
31
Want means. May be removed with a remove curse spell.
Will DC 14 to resist. Character becomes gentle and meek whenever
entering combat, but aggressive and dangerous when outside of it.
32 Passive-Aggressive Characters should be encouraged to act out this curse if suffering it.
May be removed with a remove curse spell.
Will DC 16 to resist. Once per day, character uses up one spell without
any effect. Roll a die based on character's caster level (1d6 for a 6th-
level wizard, etc) to determine spell level of wasted spell, round down
when necessary; for spellcasters that cannot cast spontaneously, the
Lamest Limit Break
33 DM must choose a spell to lose (rolling to determine, or simply picking
Ever[3],[4]
one). May be removed with a remove curse spell, or if character
actually loses the remove curse spell. (Reroll die for chosen curse if
character is not a spellcaster.)

No save. Character becomes completely immune to magic in all forms,


34 A Spell for Bink[5] including offensive, defensive, and healing magic. Permanent.
Will DC 14 to resist. Character engages in risk-taking behavior as if he
or she has no common sense (such as putting their hand in an
35 No Common Sense alligator's mouth, etc). Character makes all rolls necessary for his or
her actions, and should be encouraged to roleplay this curseif suffering
it. May be removed with a remove curse spell.
Will save DC 14 to resist. Character must make a once-daily Will save
DC 14 to ignore; if failed, the character begins to act as if they are a
36 Glub Glub fish, flopping around out of water and suffocating if they are not placed
in a body of water. Drowning while in this delusion is possible. May be
removed with a remove curse spell.
Will save DC 16 to resist. Character's arcane spell failure
Where Did I Put That chance raises by 25%. May be removed with a remove curse spell.
37
Scroll?

Fortitude save DC 16 to resist. Damage of equipped weapon lowers by


38 Aura of Inability one die, regardless of weapon, while in character's hands. May be
removed with a remove curse spell.
Will save DC 14 to resist. Character deals one round's worth of
39 Stop Hitting Yourself damage (counting all possible attacks of the character) to his or herself
once per day. May be removed with a remove curse spell.
Will save DC 16 to resist. Character's thoughts are emitted from her in
I Can't Hear You Over 30 foot radius, causing possible problems for the character's plans or
40 personal issues. May be removed with a remove curse spell.
Myself

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