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The excitement of curses in the AD&D™
game – danger and uncertainty for char-
acters, and fun for the DM –
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 orangefaerie
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. <technically, vanish,
perhaps>
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 ceil-
ing, 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), los-
ing 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 (6 rounds) or
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 halluci-
nate. Such visions will include at least
one monster (treat as illusionist spell
shadow monster, of up to 12 hit dice, but
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 (see table in DMG for
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 pos-
session (DM’s choice or at random) is
activated and/or animated to attack the
party or members thereof, for one dis-
charge or one successful “to hit” – with
full normal effects.
17) One or more protective magic items
(i.e. ring of regeneration, ring of protec-
tion, bracers of defense, magic armor)
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 con-
trol over locations reached.
19) If individual or party is in open ter-
rain, 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 for 4-16 rounds (rig-
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!