Curses (d164)

Citation

Table Fables, DNDSpeak, DM Lair, GMs Book of Random Encounters

d164 Result

1

The target ages 1d10 years each time they take a long rest.

2

The target always looks sopping wet.

3

The target becomes catatonic at the sound of thunder.

4

The target becomes incredibly accident prone.

5

The target believes they are friendless, penniless and aimless.

6

The target believes they are immortal and acts accordingly.

7

The target can communicate with cats but only cats. All other language is lost to them.

8

The target can only communicate in song titles.

9

The target can only eat grass.

10

The target can only see the Ethereal Plane.

11

The target can only use a total of 20 words per day.

12

The target can't stop crying.

13

The target cannot benefit from a long rest if they sleep alone.

14

The target cannot stop yawning in an egregious (and fairly disrespectful) way.

15

The target causes all children under the age of 5 in a 30-ft. radius (self) to cry uncontrollably.

16

The target completely loses their sense of direction and has disadvantage on all Wisdom (Survival) checks related to travel.

17

The target coughs up 1d4 dragonflies each time they speak.

18

The target feels their teeth triple in size, and their mouth curve into a giant (and agonizing) grin.

19

The target finds themselves followed by a hungry stray dog. Another stray will join this growing pack every time the cursed creature takes a long rest.

20

The target forgets how to do basic math. Numbers are meaningless now.

21

The target gains 3d6 pounds per day, rerolling at the end of every long rest.

22

The target gets incredibly winded during physical activity and must succeed on a DC 15 Constitution saving throw to avoid passing out.

23

The target glows in the dark, with their light spreading for 120 ft.

24

The target grows a cumbersome beard twice as long as they are tall.

25

The target has a permanent mullet that grows back after every long rest.

26

The target has an 80 percent chance of being struck by lightning in a storm.

27

The target has an overwhelming desire to eat (but an aversion to the taste of) sand.

28

The target has breath so bad it knocks out anyone who comes within a yard.

29

The target has carrots where they once had fingers.

30

The target has double vision (and disadvantage on all attack rolls and ability checks).

31

The target has one of those head colds that just won't quit.

32

The target has their Charisma score reduced by half.

33

The target has their Constitution score reduced by half.

34

The target has their Dexterity score reduced by half.

35

The target has their Intelligence score reduced by half.

36

The target has their movement speed reduced by half.

37

The target has their Strength score reduced by half.

38

The target has their Wisdom score reduced by half.

39

The target hears a loud voice in their head which will offer unwarranted criticism of all their combat and social choices.

40

The target hears cats screaming whenever music is played.

41

The target immediately loses half their max HP.

42

The target is allergic to metal and breaks out in leaky sores on contact.

43

The target is always thirsty.

44

The target is called to the endless expanse of the sky. They must make a Wisdom saving throw (DC 12) any time they are near a large drop and will swan dive off the highest ledge available if they fail.

45

The target is compelled to give any stranger they meet a high five. If the stranger leaves them hanging, the creature will high five their own hand.

46

The target is disgusted by gold.

47

The target is effectively blind in dim light or darkness.

48

The target is now horribly allergic to pollen and dust.

49

The target is suddenly followed by every mouse and rat in the village.

50

The target is terribly frightened of the outdoors. They have disadvantage on Wisdom (Nature) skill checks and any rolls made when outside any urban environment.

51

The target is terrified of gnomes and must succeed on a DC 18 Wisdom saving throw any time they see one, becoming paralyzed on a failed save.

52

The target is terrified of water.

53

The target is vulnerable to all damage but feels no pain.

54

The target is vulnerable to cold damage and cannot stop their teeth from chattering at the slightest drop in temperature.

55

The target is vulnerable to fire damage and must make a Wisdom saving throw (DC 12) any time they are near an open flame, becoming frightened on a failed save.

56

The target keeps attracting flies.

57

The target lacks bones and moves as an ooze would.

58

The target loses 3d6 pounds each time they eat.

59

The target loses hit points equal to any damage they deal to another creature.

60

The target loses the ability to learn or make new memories.

61

The target loses the ability to lie or even omit elements of the truth.

62

The target loses the ability to modulate the sound and tone of their voice, and must speak in a droning, wall-shaking monotone.

63

The target must ask for permission to enter any dwelling and is barred from entry by un-dispellable magic if they do not receive it from the dwelling's owner.

64

The target must kill a creature with their bare hands every 3 days, or suffer 3d10 points of necrotic damage.

65

The target must speak in rhymed couplets or take 1d4 +1 psychic damage each time they talk.

66

The target must walk/run backward or they'll drop to 0 HP.

67

The target no longer has a reflection.

68

The target refuses to wear clothing no matter what decorum might require.

69

The target reverts to a childhood state.

70

The target smells like last month's fish.

71

The target spreads death wherever they walk, as all plants within a 20-ft. radius wither and die in their presence.

72

The target starts to sink into the ground or floors beneath them if they don't keep moving.

73

The target suddenly has rubber-like arms that become twisted and tangled whenever they try to use them.

74

The target transforms into an overripe watermelon with blindsense. The creature maintains its mental statistics and can communicate telepathically with creatures within 30 ft. of it.

75

The target turns purple any time they tell a lie.

76

The target weeps blood at the slightest insult.

77

The target will be be pooped on by a bird at least once a day (regardless of location).

78

The target's voice is hoarse and all but inaudible.

79

The target cannot turn right until the curse is lifted.

80

The target's feet always sink at least 1 inch into any surface they walk on (the at least accounts for walking on water, as in if they try to walk on water they sink normally)

81

All food type becomes tasteless

82

When the target fires a ranged weapon, the ammunition always breaks on impact (no effect on damage)

83

The target must close every door they walk through, even if there are people behind them.

84

The target’s weapon becomes lodged inside the body of their enemy after any stab attack, a strength check (DC 15) is needed to free the weapon.

85

All creatures of a specific species are invisible to the character.

86

Animals and children are always aware of your presence and are able to locate you without difficulty.

87

The target's boots squeak loudly with each step.

88

The target can not control the volume at which he speaks. Player rolls a D6 every time their character speaks, even rolls are spoken in a whisper, odd rolls are shouting.

89

The target must read one book per week or die, it must be a book they have not read before.

90

The target takes on the appearance and smell of being undead, but isn’t.

91

The target is hated by all cats until cured. Every cat will hiss and attempt to swipe and bite the character, then run away and hide. If the cat is successful in the attack any wounds caused will not heal (even with healing spells and potions) and will continuously weep foul smelling pus.

92

Effects of alcohol are heavily amplified, so that even drinking one drop of a fairly weak alcoholic beverage will make the target drunk. Drinking a full glass of a strong alcoholic beverage could potentially cause death.

93

It is always raining in a 5ft cube around the target. The intensity randomly varies from a drizzle to a downpour and can exist even underwater or indoors.

94

Once the target has fallen asleep they cannot be awoken by any non-magical means until 8 hours have passed.

95

The target is followed by all bugs within 20 yards. (Bonus points if there are ant hills around).

96

The target's money all goes down a material (gold turns to silver) until curse is lifted. Copper turns into wooden toy coins that children would play with.

97

The target perceives traps everywhere where none exist.

98

The target’s left and right hands, and/or left and right feet switch sides until the curse is lifted.

99

The target takes 1 damage whenever a creature within 30 feet of them takes any damage.

100

This curse makes the target compelled to hug all characters they come across, even if it would be inappropriate or awkward.

101

Until this target’s curse is lifted, as long as they wear shoes/boots, they will feel as if their feet are walking on burning hot coals.

102

Whenever the target is on a sea vehicle of any kind the character vomits anything he/she eats and cannot sleep.

103

Whenever the target physically harms another sentient being the character must apologize.

104

Whenever the target comes into a hallway/corridor they are compelled to Sprint at full speed to the end. Will save to resist at DMs discretion.

105

Cursed item makes a thunderous BOOM, able to be heard from a distance as far as one mile, whenever it's used to strike an enemy.

106

When the target drinks a potion, it tastes like cactus juice and you must make a DC 14 Constitution saving throw. On failure your skin turns green for a day, you take 1d6 piercing damage, and you have the sensation that you just swallowed needles.

107

The target constantly feels as though someone is watching you from around the corner or behind a bush - anywhere really.  However, when you turn to see who it is, no one is ever there.  Whenever you fail a Perception Check, you see something that isn't there. and you believe it's the thing that's watching you.

108

The target feels extreme homesickness and loneliness.  When they sleep in a room by themselves, they gain a level of exhaustion due to loneliness. (Example: Cloak of Displacement of Homesickness)

109

When the target speaks or casts a spell with a verbal component, they must succeed on a DC 12 Constitution saving throw or croak like a frog. ruining the spell and expending the spell slot. This curse can only be removed if the person who casts the remove curse spell also gives the cursed person a kiss when casting the spell.

110

The target has an irrational fear of being ambushed by gremlins whenever you are outdoors in the moonlight.  Whenever you attempt an action in combat while in the moonlight, you must make a DC 13 Wisdom saving throw. On failure you believe an enemy is actually a gremlin, and you are affected per the Fear spell.

111

The target becomes a kleptomaniac.  Whenever you they an unattended item worth 25 gp or more, make a DC 14 Charisma saving throw.  On a failure, they are magically compelled to steal it, and must attempt to do so on their next turn.  If they successfully steal the item, the compulsion ends.  If not, they feel magically compelled to steal it and can think of nothing else, for the next 1d4 hours,

112

The target is are overcome with grief anytime thry kill an enemy and must make a DC 13 Strength saving throw (it takes strength not to cry). On failure they are affected per the Tashas' Hideous Laughter spell, except thry are crying instead of laughing.

113

Whenever the target reads something, even a short phrase, they get the intense urge to go to the bathroom.  On a failed DC 13 Constitution saving throw they must spend your next action doing so.

114

1d4 bulges appear in the target's skin per week. The bulges grow, burst and hatch into small pale frogs.

115

A swarm of flies follows in the target’s wake.

116

All fish swarm bite and aggressively swarm the target.

117

Any alcohol consumed by the target turns to water in their mouth.

118

Black bile constantly drips from the target's nose.

119

Blood weeps from the target's eyes whenever they look upon death

120

Clawing, scratching hands reach out of any book the target opens.

121

Demonic, glowing writing is constantly being painfully carved into the target’s skin before quickly fading. 

122

Every sentence uttered by the target must contain a swear word.

123

Everything the target touches catches fire.

124

In the presence of an open flame, the target will zone out and stare at the flame until shaken.

125

Rain burns the target's skin.

126

Silver burns the target’s skin, and they have no reflection or shadow.

127

The target always has a terrible cold. 

128

The target cannot cross running water under their own power.

129

The target cannot place both feet on the ground simultaneously.

130

The target disgorges one dead rat per day.

131

The target experiences a driving hunger for parchment.

132

The target experiences a driving hunger for raw eggs.

133

The target experiences a driving hunger for red clay.

134

The target experiences a driving hunger for sand.

135

The target experiences a driving hunger for tree sap.

136

The target falls dead asleep whenever they hear music.

137

The target heals half as fast.

138

The target is always hungry.

139

The target is always thirsty.

140

The target is burned by moonlight.

141

The target is completely unable to close, seal, latch, tie or fasten anything.

142

The target is completely unable to open, unlock, untie, unseal or unfasten anything.

143

The target is followed by honeybees and ladybugs at all times.

144

The target is rendered unconscious if eye contact with another humanoid is made.

145

The target is unable to drink pure water. 

146

The target is unable to laugh or cry. 

147

The target is unable to tell a lie.

148

The target is unimaginably itchy, causing them to scratch themselves bloody 

149

The target leaves white paint hand prints on everything they touch, even while wearing gloves.

150

The target must knock before they can pass through a doorway.

151

The target must shout every attack in advance during battle.

152

The target must sing everything they say.

153

The target transforms into a bull during the full moon.

154

The target transforms into a cat during the full moon. 

155

The target transforms into a dog during the full moon. 

156

The target transforms into a snake during the full moon.

157

The target transforms into a songbird during the full moon. 

158

The target's hair grows at the rate of 1d12 feet per day.

159

The target's skin is burned by all metals.

160

The target’s ears constantly ring.

161

The target’s hands are always glowing hot.

162

The target’s naval turns into a fanged, gnashing mouth that will begin biting the target if not fed.

163

The target’s teeth are constantly falling out and regrowing. 

164

The target’s throat is eternally sore. The target must whisper or suffer terrible pain.