Efferil's unstable curse
The unstable curse designed by Efferil will curse the target with a random curse from the list below if the target fails a wisdom save against your spell dc. When cast at a higher level the curses become more deadly and more stable. Different dice are rolled at different spell levels to determine the effect of the curse. The caster will roll the dice before the target makes its wisdom save. If they roll a 01 on the dice it become an automatic failure on the targets save. The target remains cursed until a remove curse or wish spell is used. (Optional: a remove curse spell will require a skill challenge due to the instability of the curse. If the group fails the challenge the curse does become stable but will not be removed. Example: “They remain a lycanthrope but only change during a full moon.” “They don’t fear water but they still hate it”)
3th level: d100
4th level: d20
5th level: d12
6th level: d10
7th level: d8
8th level: d6
9th level: d4
1
Choose a curse from the list below
2-4
Decrease two attributes by 1 (When you cast this spell using a spell slot of 4th level or higher the two stats are reduced by an additional 1 for each slot level above 3rd)
2. Strength, Dexterity
3. Wisdom, Intelligence
4. Constitution, Charisma
5-6
The target becomes dominated by the caster for (spell level - 2) days. (8th&9th level until the spell is broken by a remove curse or wish spell)
7-8
Damage
- Max hit points reduced by spell level * spell level
- Take (2 * spell level * spell level) psychic damage
9-12
Stats reduced by 2. When you cast this spell using a spell slot of 4th level or higher the stats are reduced by 1 for each slot level above 3rd.
9. Strength
10. Dexterity
11. Constitution
12. Intelligence
13-20
1d6 extra damage whenever they take damage from the source. (When you cast this spell using a spell slot of 4th level or higher the damage increases 1d6 for each slot level above 3rd.)
- Fire
- Lightning
- Cold
- Necrotic
- Thunder
- Force
- Acid
- Poison
21-25
Physical changes
- One hand tenses up, and is stuck in a fist.
- The character’s left and right hands switch sides.
- Left and right feet switch sides.
- The character glows brightly.
- Until the curse is lifted the character constantly sniffs and has a runny nose.
26-35
Mental changes
- Character must only answer questions with truths, unless they are asked about the reason for their behaviour (ex: “are you cursed?” “Are you forced to tell the truth?”) In which case they must respond in denials.
- Character 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 affirmative.
- The character must consume 1d4+1 times the amount of food and drink a normal person does. They experience terrible thirst and hunger pains. Treat as exhaustion if they do not actively maintain this regimen.
- Must make one significant lie per day.
- The character cannot be convinced by any means that magic exists. They rationalize magical events away by using insane, impossible logic.
- The character must only speak in rhyme.
- Character cannot control the volume at which he speaks. Player rolls a D2 every time their character speaks, ones are spoken in a whisper, twos are shouting.
- All potions being consumed by the character give a delusion effect. (Ex: A Potion of Healing will heal the cursed for 2d4+2 but they suddenly see a goblin stealing their gold)
- A player is stalked by an imp, who simply follows him, saying nothing, always staring. No one else can see the imp.
- A player must close every door they walk through, even if there are people behind them.
36-40
Magic
- A thunderous voice narrates everything the cursed does, says, or thinks for d4 hours every day, at a random time. Automatic stealth fails, disadvantage on attack rolls, enemies have advantage on theirs.
- As the curse is activated, the target’s hands detach from their wrists and scuttle away, and new hands grow in their place. Every new day the same thing happens as the character wakes up. The hands remain animate until destroyed, and will do their best to make terrible mischief.
- Animals and children are always aware of your presence and are able to locate you without difficulty. They feel the urge to be in your presence and get your attention.
- You always feel like walking on ice. (Disadvantage on dex saves and checks)
- The cursed his/her reflection shows a gaunt, dead thing. Not even a living corpse, just a corpse propped up in roughly the same position the cursed is currently in. Others who notice this will be horrified.
41-50
Annoyances
- Every day you stub your pinky toe ones.
- You become colour blind.
- Every time you handle paper you cut yourself.
- When you finish a sentence you have the urge to clear your throat.
- When buying something you always tip 5%.
- You have a hard time listening to people chewing
- Ones a day you drop something at an inconvenient moment. (When you are not in combat)
- Always have difficulty finding something in your bags/sacks etc.
- Need to go to the toilet at inconvenient times.
- Always get food stuck between your teeth.
51-55
Strange rolls
- Rolling a 20 is considered a 1
- Any time a save is called for, the cursed rolls their worst save instead of the save that was intended.
- The cursed is always last in the initiative order
- Your ac changes every day. (10+d8) It cannot get higher or lower by anything except lifting the curse.
- Your speed changes every day. (5*d10) It cannot get higher or lower by anything except lifting the curse. (You can still use an action to dash)
56-80
Glory of the caster
When unaware of being cursed by the caster, the cursed views the caster as an amazing being. Anything the caster does that conflicts with the cursed own morals will be rationalized. Anything that aligns with the cursed his/her morals will increase their affection towards the caster.
When aware of being cursed by the caster, the cursed keeps its own personality. However the longer the target remains cursed, the more they will start to convince themselves and others that the caster is not as bad as they seem/is amazing.
71-80
Babbling fool
Character’s known languages are randomly determined after a long rest. Roll 1d8 per standard language known (Common, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc) and 1d8 per exotic language (Abyssal, Celestial, Draconic, Deep Speech, Infernal, Primordial, Sylvan, Undercommon).
81-90
Lycanthropes. (At moments of stress the cursed will roll a wisdom save dc 10. If they fail the save they transform into a werebeast from the list below. They become hostile towards any other creature close to them. The revert back to their form if they go unconscious or at a random moment decided by the DM)
(Fill in statblock)
- Werewolf
- Werebear
- Werepanther
- Wereboar
- Wererat
- Weretiger
- Werehyena
- Werespider
- Werebat
- Werestag
91-100
Fears. (DM decides how severe the cursed his/her fear is)
- Water
- Heights
- Fire
- Being alone
- Darkness
- Death
- Rats/mice
- Mirrors
- Spiders, Insects
- Forests, woods
* - (Bone Marrow, Powdered Silver, Wolfsbane)
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Posted Mar 22, 2020This is a first draft