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 Curses!
#1
This is a reprint of an article from
Dragon Magazine, Volume VIII #3,
Sept, 1983


CURSES!
Twenty Good Ideas for Bad Tidings
Ed Greenwood





The excitement of curses in the AD&D™ game – danger and uncertainty for characters, and fun for the Dungeon Master – can contribute much energy to humdrum dungeon exploration, and unsettle those all-powerful, “expert” characters (to say nothing of their players!).

But, some of the curses suggested in the rules are more grim than exciting (cf. bestow curse spell description), and many others, such as those suggested for cursed scrolls and the flask of curses, are a mite too powerful for low-level characters, tending to be instantly fatal or having long-lasting effects on play. Here are some suggested curses of lesser power, for DMs who wish to be relatively fair and want to continue to be tolerated by their players:

  1. Recipient of curse (character reading scroll or otherwise directly activating a curse, or who is touched by a bestow curse) is surrounded by a vivid yellow or orange faerie fire that lasts up to 2 turns unless dispelled (for which dispel magic, limited wish, or similar magic is required).

  2. Most valuable magic item(s) of party (DM’s choice as to which and how many) teleport away. These items should not travel far, and their new location – in the same dungeon, or perhaps in a nearby but unexplored area – should be revealed in hazy visions to characters employing augury, etc. A locate object spell would have its usual effect.

  3. All drawn or held weapons are snatched from every character’s grasp and levitate upward to the ceiling (if no ceiling, continue upward for 100 feet or more, at the DM’s option), remaining aloft there for 1-4 turns. If a creature is hit by a falling weapon, the item should do considerable damage (5d6 base suggested, more if falling from a great height; those who save vs. dexterity on d20 by rolling their dexterity or less take no damage).

  4. Reverse gravity takes effect on curse recipient (one character), lasting for 2 rounds, with attendant injury (ld6 per 10 feet fallen, or refer to issue #70 of DRAGON® magazine for the “new,” more severe damage system) unless fall avoided.

  5. One (or more) spell casters in the party “forget” a spell (DM’s choice), losing it instantly from their minds.

  6. A slithering tracker close by is alerted to the party’s presence and location.

  7. Any gold carried by the party when the curse is activated turns instantly to lead; anything inside a magic item such as a bug of holding, Bucknurd’s everfull purse, or Leomund’s tiny chest is unaffected.

  8. One piece of paper (scroll, map, page of spell book, etc.) carried by the party (or in the same room at the time) is erased, becoming instantly blank.

  9. A familiar or similar animal accompanying the party (pack mule, paladin’s warhorse, etc.) is promptly injured in a freak accident such as a fall, being struck by aerial debris or driven into an obstruction by a gust of wind, pricked and/or torn by thorns, struck by falling stones or caught on collapsing pavement or stairs. This accident should disable the beast, inconveniencing the party.

  10. One charge is lost from a magic item (perhaps with a visible aura bursting into light about the item to give away the event or, conversely, the loss can occur without warning or apparent effect).

  11. One character (DM’s choice or at random) is confused feebleminded or loses consciousness (2-8 rounds) immediately, in all cases with total spell loss if the affected character is a spell caster.

  12. One or more characters (DM’s choice or at random) begin to hallucinate. Such visions will include at least one monster (treat as illusionist spell shadow monster, invisible to others).

  13. Constant noise accompanies party for 1-4 turns (or days!); for example, thunderous echoes of any words anyone in the party speaks.

  14. Any one magical item (of the DM’s choice) carried by the party will act as a wand of wonder effects) when next activated.

  15. Recipient of curse is turned to stone. (This state lasts only 1-4 turns, but to withstand the initial transformation, the recipient must make a system shock survival roll.)

  16. One magic item in the party’s possession (DM’s choice or at random) is activated and/or animated to attack the party or members thereof, for one discharge or one successful “to hit” – with full normal effects.

  17. One or more protective magic items (i.e. ring of regeneration, ring of protection, bracers of defense, will cease to magically function for 2-12 rounds.

  18. One party member will blink (as in the third level magic user spell) for 5-20 rounds, unable to stop and with no control over locations reached.

  19. If individual or party is in open terrain, an uncontrollable storm is brought into being within 3-6 rounds; it will break with multiple lightning bolts (3d6 variety) discharging at random. Roll d6 once per round for 8 rounds; on every result of 5 or 6, a bolt comes to earth; every armored party member must save vs. breath weapon at +2 to avoid being struck. A bolt may fork and strike more than one party member in a round.

  20. One member of the party is instantly paralyzed idly immobile, can breathe and blink eyes, but not speak).
The possibilities are endless; each DM knows his own players best, and can devise curses that are intriguing and add color and flavor to play. Don’t let a curse be simply gloom and doom; make it interesting!


Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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#2
Chains of Discord — You can breathe, move your eyes, but you cannot move any other muscle except for repeating some idiotic phrase for two to eight turns.

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