TEXT: TWO DOZEN DANGERS: CURSES
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  3.5 SYSTEM COMPATIBLE
  LPJ9542
  Curses are vengeance itself, a cruel and ironic 
  punishment placed by an especially clever and cruel 
  adversary. Curses rarely kill, unlike poisons. Killing 
  would be too easy, too quick, and would not give 
  the curse’s victim a chance to truly appreciate their 
  fate…. And the cleverness of whatever nemesis engi-
  neered it. These two dozen new curses represent 24 
  new ways to introduce terror into your Pathfinder 
  Roleplaying Game home campaign. 
  CANDLEMAKER’S CURSE 
  This curse is contracted by the nightfolk- the robbers, 
  and night watchmen, pimps and prostitutes, smuggler 
  and gamblers who prowl the night. Spending too long 
  without seeing the sun can generate this curse sponta-
  neously, and elder vampires and liches fear its effects 
  as much as they do holy fire. 
  Type curse; Save Will DC 22 negates, Will DC 18 
  partial 
  Effect Anytime the cursed character is in an area of 
  dim illumination or worse for more than one round, 
  he or she suffers 2d6 points of damage (Will DC 18 
  half). 
  CLANKING CURSE 
  A mild curse that often afflicts soldiers and mili-
  tiamen, the Clanking Curse is usually a result of a 
  bar brawl or a loss at cards. Hedge wizards will place 
  this curse on a client’s rivals for a nominal fee. 
  Type curse; Save Will DC 18 negates, no save to 
  avoid effect
  Effect While so cursed, the armor check penalty of 
  any armor worn by the character is tripled! 
  DISEASES 
  PAGE
  Candlemaker’s Curse  
  1
  Clanking Curse  
  1
  Critical Unluck  
  2
  Curse of the Barren Womb  
  2
  Curse of Conscience  
  2
  Curse of Disease 
  2
  Curse of Forgotten Skills  
  2
  Curse of the Fool’s Sword  
  2
  Curse of Hatred  
  2
  Curse of Predictability  
  2
  Curse of Reverse Aging  
  3
  Curse of Willful Ignorance 
  3
  DISEASES 
  PAGE
  Curse of Wounds Unhealing  
  3
  Dragon’s Rancor  
  3
  Fisherfolk’s Curse  
  3
  Fleshslide Curse  
  3
  Fumblefinger’s Curse  
  3
  Goblin’s Clever Curse  
  4
  Greed’s Reward 
  4
  Necromancer’s Lethargy 
  4
  Smithy’s Curse  
  4
  The Vengeance of Tooth and Claw 
  4
  Unforked Tongue Curse 
  4
  Wendigo’s Hunger  
  4
  
  TWO DOZEN DANGERS: CURSES 
  PAGE 2
  CRITICAL UNLUCK 
  Only those who have directly opposed a god- not a mere 
  offense, like defiling a temple, not even an atrocity as great 
  as murdering or violating a cleric, but actually striking a 
  god- ever fall victim to this deadly curse. The threads of 
  fate become a noose, binding and slowly killing the trans-
  gressor
  Type curse; Save Will DC 24 negates, no save to avoid the 
  effects 
  Effect Each and every time the cursed characters must roll 
  a d20 for any reason, roll 2d20 and take the worse of the 
  two rolls. If the character ever rolls double ones on 2d20, 
  this curse is passed to all allies within 30 ft.  
  Cure A bestow curse spell must be cast by a Cleric of 20th 
  level or greater in order to end the curse. 
  CURSE OF THE BARREN WOMB 
  This foul curse is usually laid down by undead that died 
  during pregnancy or childbirth. The curse afflicts only 
  women, but men can unknowingly be carriers. With a 
  touch, a man exposed to this curse can spread its dark 
  magic. 
  Type curse; Save Will DC 18 negates; Fortitude 16 partial 
  Effect Female victims of this curse must make a DC 16 
  Fortitude save during pregnancy or miscarry. The close 
  association with death means all undead receive a +2 
  morale bonus on attack rolls against any woman afflicted 
  with this curse.  
  Cure A woman afflicted with this curse can only be cured 
  by successful casting of a bless spell and remove curse 
  within one minute of each other. Men afflicted by this 
  curse cannot be cured, and remain carriers until they die. 
  CURSE OF CONSCIENCE 
  This curse is an old and potent one, first recorded in old 
  wives tales. Like the curse of the unforked tongue, this 
  magical affliction is a lawful tool for punishment of liars 
  and betrayers. 
  Type curse; Save Will DC 22 negates, no save to avoid 
  effects
  Effect Each time the cursed character lies, he or she suffers 
  1 point of permanent Charisma damage, as their features 
  deform strangely. 
  CURSE OF DISEASE
  Often contracted by those who disturb the resting places 
  and charnel pits of those who have died of plague, the 
  curse of disease has ended the careers of many adventurers. 
  This curse commonly afflicts gravediggers and morticians, 
  as well as grave robbers, archeologists and adventurers. 
  Type curse; Save Fortitude DC 22 negates, no save to 
  avoid effects
  Effect A character afflicted with this curse receives no 
  saving throw against any disease while she suffers its 
  effects, from a simple cold to the deadliest plague.  
  Cure A remove curse and a cure disease spell must be 
  cast within one minute of each other to permanently rid a 
  sufferer of this curse. 
  CURSE OF FORGOTTEN SKILLS 
  A surprisingly mild curse often cast by ill-tempered but 
  merciful magic users and clergy to punish young rogues 
  and minor annoyances. This curse is often placed upon 
  craftsmen of all sorts by jealous rivals, if they can afford 
  the casting.  
  Type curse; Save Will DC 18 negates
  Effect Until this curse is somehow lifted, the +3 bonus 
  provided to class skills is lost permanently. 
  CURSE OF THE FOOL’S SWORD 
  This supposedly divine curse punishes warriors whose 
  hubris overwhelms their common sense, especially those 
  who insult their social betters without cause. More than 
  one arrogant sell-sword has felt the sting of this curse after 
  insulting a local king or feudal lord, confident that he alone 
  was more than a match for the entire local militia. 
  Type curse; Save Will DC 18 negates 
  Frequency each time the target confirms a critical hit 
  Effect While cursed, anytime the target successfully 
  confirms a critical hit, he does the same amount of damage 
  to himself that he does to the enemy. To those watching the 
  disaster, it’s a comedic opera of failure, as a wild sword 
  swing somehow loops back around to slash the attacker at 
  the same time the blade bites into the defender. 
  CURSE OF HATRED 
  This curse is often place on criminals and exiles as part of 
  their sentence, and may also be divinely bestowed upon 
  those who violate the rules of hospitality, either by denying 
  a needy traveler shelter, or by stealing from or harming a 
  host. 
  Type curse; Save Will DC 20 negates, no save to avoid 
  effects
  Effect All NPCs have their starting attitude towards the 
  curse’s victim worsened by one step. 
  CURSE OF PREDICTABILITY 
  For a fighter, being predictable is a death sentence. 
  Warriors only survive by changing their tactics often, and 
  those who become easy to predict soon become easy to 
  bury. This curse often afflicts those especially proud of 
  
  TWO DOZEN DANGERS: CURSES 
  PAGE 3
  their tactical genius, or those who depend too much on 
  surprise to win battles. 
  Type curse; Save Will DC 19 negates, Will DC 17 partial 
  Effect Each time you roll Initiative while afflicted by this 
  curse, you are treated as if your Initiative score is zero, 
  ensuring you act last in a round, unless you succeed at a 
  DC 17 Will Save at the beginning of combat. 
  CURSE OF REVERSE AGING 
  A strange effect caused by powerful magic or the manipu-
  lation and twisting of time itself, this curse devolves a man 
  back to childhood, to infancy, and then to non-existence, as 
  he becomes something that cannot survive outside a womb. 
  Type curse; Save Will DC 21 negates 
  Frequency 1/day 
  Effect Each day, the target de-ages by 2d4 years. When the 
  target reaches 12 he is considered a Young Adult, and is 
  considered a Child at 8. When the target’s age is reduced 
  to 0 he dies, rapidly devolving from newborn to fetus to a 
  rapidly shrinking puddle of blood and vestigial organs. 
  CURSE OF WILLFUL IGNORANCE
  This curse punishes those who destroy spellbooks, mistreat 
  scribes or burn libraries. 
  Type curse; Save Will DC 18 negates 
  Effect The victim gains only 50% XP while the curse is 
  active. 
  CURSE OF WOUNDS UNHEALING 
  This curse may pass to anyone who robs a barrow, or 
  wields a weapon taken from the honored dead. Only 
  restoring what was taken will end this curse. 
  Type curse; Save Fortitude DC 18 negates, Fortitude DC 
  15 partial 
  Frequency each time the target is injured
  Effect Each time the target suffers Hit Point damage, he or 
  she must succeed at a DC 15 Fortitude Save or 1d3 points 
  of the damage becomes a permanent loss of Hit Points 
  instead, lowering the character’s maximum HP total.  
  Cure Before a remove curse spell will be effective, the 
  curse’s target will have to return the stolen weapon or trea-
  sure of at least equal value to the tomb it was taken from. 
  DRAGON’S RANCOR 
  This curse is a punishment upon those who slay dragons, 
  and it’s claimed that any adult or older dragon can call 
  down this retributive curse with their dying breath. 
  Type curse; Save Will DC 25 negates
  Effect A character afflicted with Dragon’s Rancor suffers 
  a -10 penalty on attack and damage rolls against any crea-
  ture of the Dragon type, and cannot naturally heal damage 
  inflicted upon them by any creature with the Dragon type. 
  Anyone casting a cure spell to heal damage inflicted by a 
  dragon upon the character must succeed at a caster level 
  check (DC equal to 10 + the dragon’s CR) or the spell is 
  lost without effect. 
  FISHERFOLK’S CURSE 
  This curse is said to befall anyone stupid enough to kill an 
  albatross, a bird beloved by sailors of many nations and 
  culture as a symbol of good luck. 
  Type curse; Save Will DC 20 negates, no save to avoid 
  effects 
  Effect Anytime the target is touched by more than a few 
  ounces of water, he or she becomes paralyzed for one 
  round. Being splashed with a vial of holy water or a mug 
  of booze won’t affect the character, but having a wash 
  basin overturned on his head or immersion in water will. 
  The character can easily drown in a half full wash tub. 
  FLESHSLIDE CURSE 
  This strange curse warps the body and mind, transforming 
  beautiful women into hideous abominations and mutating 
  courageous warriors into the very monsters they face. The 
  curse spreads through sexual contact with the afflicted. 
  Type curse; Save Will DC 16 negates, no save to avoid 
  effects 
  Frequency 1/day 
  Effect Each day the victim suffers 1d20 points of tempo-
  rary Charisma damage. Unlike normal Charisma damage, 
  the victim’s Charisma score is returned to normal upon 
  sunrise the next morning, when the curse takes affect 
  again. If the victim’s Charisma is reduced to 0 or below 
  by this curse, the victim transforms into a monstrous 
  humanoid under the game master’s control. If the victim is 
  4 HD or less, he or she transforms into an orc warrior. If 
  greater than 4 HD, the victim becomes a bugbear, and if 
  above 12 HD the victim becomes a troll. 
  This transformation, like the Charisma damage ends at 
  sunrise the next day. 
  FUMBLEFINGER’S CURSE 
  Never let anyone suffering this minor witchery handle 
  anything valuable to you. Somehow, somebody afflicted 
  with this curse can crack an anvil with a touch, snap 
  a sword straight down the middle, but still has trouble 
  pulling a stopper out of a stubborn potion vial. 
  
  TWO DOZEN DANGERS: CURSES 
  PAGE 4
  Type curse; Save Will DC 18 
  Effect Anytime the recipient of this curse handles a 
  nonmagical object, she inflicts her normal unarmed strike 
  damage upon the object, ignoring hardness or non-magical 
  damage reduction. Unfortunately, this curse never applies 
  when the character intends to harm an object. 
  GOBLIN’S CLEVER CURSE 
  Goblins shaman use this curse to protect their tribes… 
  and enrich them a little bit if everything goes as planned. 
  It takes almost insane courage to magically blackmail 
  powerful adventurers, but the cunning goblin races have 
  courage in full measure.
  Type curse; Save Will DC 22 negates
  Effect A character afflicted by this curse suffers a -10 luck 
  penalty on attack and damage rolls made against creatures 
  with Challenge Ratings of 2 or less. 
  Cure Only a goblin cleric may effectively cast remove 
  curse to end this affliction, and most of them charge a 
  premium- four figures worth of gold and a promise of safe 
  passage, at the very least. 
  GREED’S REWARD
  Originally this curse was a result of a cataclysmically 
  worded Wish, but now can be spread to any miser who 
  hoards wealth and ignores the needs of the poor. 
  Type curse; Save Will DC 20 negates
  Frequency Any time the target tries to eat 
  Effect Anytime the target attempts to eat, or even touches 
  food, she must succeed at a DC 20 Will Save or watch as 
  the food is transmuted to a glittering golden substance that, 
  like pyrite, has no real value.  
  Cure The victim must donate a sum equal to 100 GP x her 
  character level to the poor or a good aligned charity before 
  a remove curse spell will be effective. 
  NECROMANCER’S LETHARGY
  Necromancy is the study of the dead, and of the black 
  negative light that animates them. Prolonged exposure to 
  necromantic radiations can have debilitating effects on the 
  body, and all veteran necromancers watch themselves care-
  fully for the first signs of this curse, which always begin 
  with muscular weakness and palsy in the hands.
  Type curse; Save Will DC 22 negates
  Frequency 1/day 
  Effect The target suffers 1d4 Dexterity damage per day. A 
  target reduced to 0 Dexterity by this curse suffocates, and 
  returns to unlife as a ghoul. 
  SMITHY’S CURSE 
  Flame elementals are said to lay this curse upon careless 
  blacksmiths, idiot arsonists and others who do not give 
  flame the reverence and awe they feel it deserves. 
  Type curse; Save Will DC 15 negates
  Effect If the target has any resistance or immunity to Fire, 
  it is lost. The character now takes double damage from 
  Fire. 
  THE VENGEANCE OF TOOTH AND CLAW
  Trappers and hunters who poison their prey and leave them 
  to die, unrecovered and wasted, or hunters who kill more 
  than they need are punished by the gods of nature with this 
  curse. Animals recoil in the presence of anyone afflicted by 
  this curse and are poised on the edge of violence. 
  Type curse; Save Will DC 22 negates 
  Effect The cursed character is despised by the natural 
  world and its creatures. The character suffers double 
  damage from any successful melee attack made by a crea-
  ture of the Animal or Vermin type. The cursed character 
  suffers a -5 penalty on Ride and Handle Animal checks. 
  UNFORKED TONGUE CURSE
  This curse is the bane of thieves, conmen and spies. 
  Type curse; Save Will DC 22 negates, Will DC 18 partial 
  Effect Each time the character attempts to use the Bluff 
  skill, she must succeed at a DC 18 Will Save or blurt out 
  the truth at the top of her lungs. 
  WENDIGO’S HUNGER 
  This curse is visited upon anyone who willingly eats the 
  flesh of their own kind. 
  Type; curse Save Will DC 25 negates
  Frequency 1/day
  Effect Each day the victim suffers 1d6 points of WIS 
  and Charisma damage. While suffering from the curse, 
  the victim gains no nutrition from ordinary food, no 
  matter how much she eats. She must consume the flesh of 
  members of her own species to prevent starvation. 
  Written by Chris A. Field
  Artwork by Forge Studios
  
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