Curses and diseases. All 58 entries with full rules text.
Blackfrost · Blightburn Sickness · Blinding Sickness · Boastful Prince's Scourge · Boatman's Toll Curse · Bog Rot · Bone Chill · Brain Worms · Bubonic Plague · Choking Death · Consummate Liar · Coward's Roots · Curse of Biting Swarms · Curse of Nightmares · Curse of Petulant Whispers · Curse of Slumber · Curse of the Ravenous · Curse of The Rotting Heart · Curse of the Werecreature · Dysentery · Enforced Hospitality · Exhaustive Addiction · Forbidding Knowledge · Ghast Fever · Ghoul Fever · Grave Curse · Graveknight's Curse · Lord's Arrogance · Malaria · Malaria · Nightmare Fever · Oath of the Flesh · Obnubilate Curse · Poison Sedum · Rage of The Excommunicant · Reviled of Nature · Reviling Earth · Scarlet Fever · Scarlet Leprosy · Sellsword's Folly · Sewer Haze · Sinful Tongue · Slayer's Haunt · Slithering · Soulforged Corruption · Spirit Anchor · Swarming Words · Sword of Anathema · Tetanus · Theft of Thought · Thief's Burden · Thief's Retribution · Tuberculosis · Unending Thirst · Unraveling Skin · Waterborne Zombie Rot · Wizard's Ward · Yellow Silt Curse
Curse
This affliction can't be reduced below stage 1, nor the damage from it healed, until successfully treated with remove curse or a similar effect; the affliction can then be removed as a normal disease. A creature that dies from cold damage while cursed with blackfrost rises as a blackfrost dead after 24 hours.
Saving Throw DC 27 Fortitude; Stage 1 4d6 cold damage (1 minute); Stage 2 weakness to cold 5 and drained 1 (1 day); Stage 3 weakness to cold 10 and drained 2 (1 day)
Disease Level Varies
Caused by exposure to blightburn crystal, blightburn sickness burns and dissolves the afflicted creature from within. The target can't recover from the disease's drained or sickened condition except by magic. It's typically a 15th-level affliction (DC 32 Fortitude), but exposure to other forms of blightburn can change it.
Onset 1d4 days; Stage 1 drained 1 (1 day); Stage 2 drained 1 and sickened 1 (1 day); Stage 3 drained 2 and sickened 2 (1 week); Stage 4 drained 3 and sickened 3 (1 month); Stage 5 increase drained condition by 1 (1 year)
Treasure Vault, page 45.
Disease 7
Endemic to jungles of the Falalugreid Expanse, blinding sickness is transmitted by dirty water or the bites of certain creatures.
Saving Throw DC 23 Fortitude; Stage 1 carrier with no effects (1 day); Stage 2 enfeebled 1 (1 day); Stage 3 enfeebled 2 (1 day); Stage 4 enfeebled 2 and permanently blinded (1 day); Stage 5 enfeebled 4; Stage 6 death
Gamemastery Guide, page 119.
Curse 7
Used as a punishment against the vain or the arrogant, this curse slowly transforms you into a frog in note just body, but mind as well.
Saving Throw DC 23 Will; Effect Your features slowly morph into that of a frog's as you grow a prominent vocal sac. You gain the amphibious trait and can breathe both air and water. You are stupefied 1 as long as you are under the effect of this curse, and you can't reduce your stupefied value below 1.
Tempted Curse You transform fully, as animal form, giving you the specific abilities of a frog. The duration of this casting is until you make your daily preparations, and you can't Dismiss the spell. While you are under the effect of animal form due to this curse, you have all the usual limitations of animal form, including the fact that you can't speak (though you can still understand any languages you know).
Dark Archive, page 162.
Curse 20
Your soul is treated as collateral for the crimes you've committed. This punishment is reserved for those who have committed truly heinous acts, such as using holy magic against an important undead citizen or conspiring with enemies of the state.
Saving Throw DC 43 Will; Effect A tattoo of a skull with coins on its eyes etches itself into your skin, dealing 6d10 cold damage and 6d10 negative damage and causing you to become drained 4. If the tattoo is ever removed or destroyed by any means, it reappears after 24 hours and deals its damage again unless this curse is removed first. If you're reduced to 0 Hit Points while the tattoo is on your body, you die immediately, and your soul is banished to Kreifalaid. You can't be revived, reincarnated, raised as an undead, or otherwise come back to life unless the boatman Trafaledrek relinquishes your soul.
LOIL, page 176.
Disease 0
Sometimes called bog foot, bog rot is caused by having waterlogged feet for an extended period of time. In addition to the usual cures for an affliction, bog rot can be cured through amputation of the affected appendages.
Saving Throw DC 13 Fortitude; Onset 1 day; Stage 1 clumsy 1 (1 day); Stage 2 clumsy 1 and a –5-foot status penalty to Speed (1 day); Stage 3 clumsy 2 and a –10-foot status penalty to Speed (1 day)
Gamemastery Guide, page 118.
Disease 5
If you are wounded and exposed to persistent cold, you might contract bonechill.
Saving Throw DC 20 Fortitude; Onset 1 day; Stage 1 clumsy 1 (1 day); Stage 2 clumsy 2 and can't heal cold damage until this disease is cured (1 day); Stage 3 clumsy 3 and all cold temperature effects are one step more severe for the victim (Core Rulebook 517) (1 day); Stage 4 paralyzed and all cold temperature effects are one step more severe for the victim (1 day)
Gamemastery Guide, page 118.
Disease 11
Scholars suspect these brain parasites have an otherworldly or extraplanar origin. Though transmitted by the bites of infected targets, the disease remains relatively rare—most hosts are killed by the effects before they can pass it on. While infected, whenever you attack due to confusion, you bite your target (if you don't have a jaws or fangs attack, you deal piercing damage as an unarmed attack with damage equal to your lowest unarmed attack).
Saving Throw DC 28 Fortitude; Onset 1 day; Stage 1 stupefied 2 (1 day); Stage 2 stupefied 2, and whenever you take damage, you must succeed at a Will save against the disease's DC or become confused for 1 round (1 day); Stage 3 stupefied 3, and whenever you take damage, you must succeed at a Will save against the disease's DC or become confused for 1 minute (1 day); Stage 4 stupefied 4 and confused, damage does not end the confused condition (1 day); Stage 5 unconscious (1 day); Stage 6 death
Gamemastery Guide, page 119.
Disease 3
This widespread illness can sweep through entire communities, leaving few unaffected. The first indication of the disease is a telltale swelling of glands. In some cases, the disease can move into your lungs (pneumonic plague) or blood (septicemic plague), which is even more fatal. If you have bubonic plague, you can't remove the fatigued condition while affected.
Saving Throw DC 17 Fortitude; Onset 1 day; Stage 1 fatigued (1 day); Stage 2 enfeebled 2 and fatigued (1 day); Stage 3 enfeebled 3, fatigued, and take 1d6 persistent bleed damage every 1d20 minutes (1 day)
Gamemastery Guide, page 118.
Disease 6
This disease is capable of wiping out nations or even entire continents. A few pockets of the disease still remain in Khaekran, keeping that region's population sparse.
Saving Throw DC 22 Fortitude; Onset 1 day; Stage 1 hoarse voice but no other symptoms (1 day); Stage 2 drained 1 (1 day); Stage 3 drained 2 and can't speak (1 day); Stage 4 death
Gamemastery Guide, page 118.
Curse 14
It becomes your first instinct to answer every question with an obvious and blatant lie, no matter how trivial.
Saving Throw DC 31 Will; Effect Whenever you're asked a question directly, you must attempt a DC 32 Will save. On a failure, you spout an obvious lie with an automatic failure at your Deception check. If you succeed, you can choose your words carefully and answer however you wish, but if you choose to answer truthfully, the agony of telling the truth causes you to take 3d8 mental damage.
LOIL, page 176.
Curse 4
You find all courage stolen from your heart. When faced with something frightening, you flee in terror or stand frozen in place.
Saving Throw DC 20 Will; Effect At the start of your turn, if you are frightened, you become your choice of immobilized or fleeing until the end of that turn.
Gamemastery Guide, page 116.
Curse 5
You emit a deathlike stench that attracts swarms of carrion-eating insects.
Saving Throw DC 20 Fortitude; Effect You smell like a charnel house, making it easy for creatures with scent to notice you; they gain a +2 circumstance bonus to their Perception against you. Additionally, the first time you're exposed to sunlight each day, biting insects attack you, scattering once they've taken damage. You then become sickened 1 and drained 1 until the next time you take a full night's rest. These conditions can't be reduced below 1 by other means.
LOIL, page 176.
Curse 2
This curse plagues you with terrible nightmares whenever you sleep, preventing you from resting properly.
Saving Throw DC 16 Will; Effect You must rest for 12 hours instead of 8 to avoid becoming fatigued and can't gain any benefits from resting or long-term rest. You can still make your daily preparations.
Gamemastery Guide, page 116.
Curse 2
A cruel, ghostly voice follows you, whispering your transgressions to anyone you encounter.
Saving Throw DC 16 Will; Effect Whenever you try to speak to another creature who doesn't know you well, they hear whispers in a language they understand that reveal hints and phrases related to the things about which you feel most guilty. You have a –2 circumstance bonus to Diplomacy checks to Make an Impression against those creatures, and if you roll a failure on your check, you get a critical failure instead.
LOIL, page 176.
Curse 11
This legendary curse sends you into a sleep indistinguishable from death.
Saving Throw DC 28 Fortitude; Effect You fall asleep for 1 round (or permanently on a critical failure) and seem to be dead; a creature must succeed at a DC 30 Medicine check to realize you are alive. Noise doesn't awaken you, but taking damage gives you a new saving throw against the curse.
Gamemastery Guide, page 117.
Curse 5
This hideous curse kills through constant hunger. You become gaunt and repeatedly gnash your teeth.
Saving Throw DC 20 Fortitude; Effect No matter how much you eat, you aren't satiated. After 1 day, you begin starving (Core Rulebook 500). Each week, you receive a new saving throw against the curse.
Gamemastery Guide, page 116.
Curse 9
A shriveled, spectral heart appears inside your body, beating alongside your own.
Saving Throw DC 25 Will; Effect You're harmed by positive energy as if you were undead, harmed by negative energy as if you were living, and can't be healed by either one. All other forms of magical healing, such as the soothe spell, restore only half the normal amount of Hit Points. Alchemical healing, healing with the Medicine skill, and other non-magical methods continue to heal you normally.
LOIL, page 176.
Curse
This curse affects only humanoids.
Saving Throw DC is the standard DC for the werecreature's new level – 1 Fortitude; Effect On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
Bestiary, page 329.
Disease 4
The victim suffers from violent nausea and gradual dehydration, and can't recover from the sickened condition from dysentery until the disease is cured.
Saving Throw DC 19 Fortitude; Onset 1 day; Stage 1 sickened 1 (1 day); Stage 2 fatigued and sickened 1 (1 day)
Age of Ashes #2: Cult of Cinders, page 71.
Curse 13
Cast upon the rude or inconsiderate, this curse compels you to offer a genuine and warm greeting to each new creature you meet.
Saving Throw DC 31 Will; Effect This curse compels you to great those you meet as though they were old friends. Whenever you come across a creature (or group of creatures) for the first time, you must spend 1 action greeting them or become slowed 1 for 1 minute, even if the creature is obviously hostile. No matter your intention, your greeting comes across as warm and genuine, and it grants you a +1 circumstance bonus to Diplomacy checks to Make an Impression.
Tempted Curse Your compulsion to greet newcomers intensifies. You must greet every individual creature you meet for the first time by spending 1 action greeting them or become slowed 1 for 1 minute. If you meet more creatures than you have actions, you can continue spending actions greeting creatures across multiple turns. For example, if you encountered six bandits, you could greet three bandits on the first round and three bandits on the second round, and you wouldn't become slowed unless you took another action before you finished greeting them. For 1 minute or until you take a hostile action, you gain the effects of a 7th-level sanctuary against creatures you've greeted in this way (DC 31).
Dark Archive, page 163.
Disease 15
Addictive exhaustion results from exposure to Grezeimaen's spores, through close proximity with the monster or in fungus-filled pits throughout Grezeimaen's lair. At the onset, afflicted creatures find themselves gradually becoming disinterested in life. As the disease worsens, they become hyper-focused on a single activity. As the disease reaches its final stages, sustenance and rest provide no relief for them.
Saving Throw DC 32 Fortitude; Stage 1 The creature is sickened 1. One skill of the creature's choice doesn't suffer the status penalty from this sickened condition to its skill checks (1 day); Stage 2 As Stage 1, but the creature is sickened 2 and is fatigued (1 day); Stage 3 As Stage 2, but the creature is sickened 3 and has incurable hunger and thirst, in addition to being fatigued (1 day) (1 day)
LOMM, page 65.
Curse 10
Information you never should have known lingers everpresent in your mind.
Saving Throw DC 28 Will; Effect This curse is acquired when encountering forbidden knowledge. This curse is always associated with a specific piece or topic of knowledge, such as a demon lord's plan to overtake a government or the true name of a powerful wizard. Your tongue trips when you try to tell another this knowledge, and your hand stalls when you attempt to write it. Any attempt at communicating it fails, even as you can't stop thinking about it.
Tempted Curse When you activate the tempted curse, you must spend 2 actions to attempt to speak the triggering knowledge. This allows you to redirect the curse's energy and cast silence heightened to 4th level, centered on yourself. You are still unable to speak the knowledge clearly, but you can convey a single word to an adjacent creature. You gain the stupefied 2 condition for the remainder of the day. This condition can't be reduced until the next time you perform your daily preparations, at which point it ends.
Dark Archive, page 163.
Disease
Saving Throw Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghast the next midnight
Bestiary, page 169.
Disease
Saving Throw Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight
Bestiary, page 168.
Curse Level Varies
A grave curse punishes you for stealing from a tomb or other resting place.
Saving Throw DC equal to a high spell DC for a monster of its level; Will; Effect You are hounded by undead creatures of the same level as the curse. Every night, you must attempt a DC 15 flat check. On a failure, an incorporeal undead manifests to hassle and harry you throughout the night, retreating before it can take much damage and often preventing you from gaining a full night's rest. Whenever you enter a graveyard or other area where bodies are buried, you must succeed at the same flat check or a body animates as a corporeal undead (typically a skeleton or zombie) to attack you.These undead are temporary and exist only to harry you; if you take control of the undead, move on, or otherwise avoid their attacks, incorporeal undead discorporate and corporeal undead collapse into ordinary corpses. The curse can be removed by returning the stolen items to their resting place.
Gamemastery Guide, page 117.
Curse
This curse affects anyone who wears a graveknight's armor for at least 1 hour.
Saving Throw Will; Onset 1 hour; Stage 1 doomed 1 and cannot remove the armor (1 day); Stage 2 doomed 2, hampered 10, and cannot remove the armor (1 day); Stage 3 dies and transforms into the armor's graveknight (1 day)
Bestiary, page 191.
Curse 7
You're filled with the unearned confidence of a young noble and carry yourself as if you can do no wrong.
Saving Throw DC 23 Will; Effect Whenever you make a Recall Knowledge check or a Perception check that would give you information (such as to Sense Motive), you always receive at least one piece of false information that you believe with absolute confidence, even on a success or better. If you attempt to act on this false information, you receive a –1 circumstance penalty on any skill checks you attempt.
LOIL, page 176.
Disease 7
The victim has a fever and flu-like symptoms, and can't recover from the fatigued condition from malaria until the disease is cured.
Saving Throw DC 23 Fortitude; Onset 1d6+6 days; Stage 1 fatigued (1 day); Stage 2 enfeebled 1 (1 day)
Age of Ashes #2: Cult of Cinders, page 71.
Disease 2
A pernicious disease spread by bloodsucking insects, malaria sometimes enters long periods of dormancy. If you succumb to malaria, you may continue to be periodically affected by the disease, even if you're cured. You can't reduce your sickened condition while affected with malaria.
Saving Throw DC 16 Fortitude; Onset 10 days; Stage 1 sickened 1 (1 day); Stage 2 sickened 2 (1 day); Stage 3 sickened 2, and disease recurs every 1d4 months even if cured (1 day); Stage 4 unconscious (1 day); Stage 5 death
Gamemastery Guide, page 118.
Disease 8
Thought to be caused by a night hag's curse, nightmare fever inflicts you with terrible nightmares, and you awaken with the wounds you received in your dreams. Some versions cause you to dream of being wounded by bludgeoning or piercing weapons, in which case you take that type of damage instead. Damage and the fatigued condition caused by the disease can't be healed until the disease is removed.
Saving Throw DC 25 Will; Stage 1 2d6 slashing damage and fatigued (1 day); Stage 2 4d6 slashing damage and fatigued (1 day); Stage 3 4d6 slashing damage, fatigued, and whenever you take slashing damage, you must succeed at a Will save against the disease's DC or become frightened 2 (1 day); Stage 4 6d6 slashing damage, fatigued, and whenever you take slashing damage, you must succeed at a Will save against the disease's DC or become paralyzed (1 day); Stage 5 6d6 slashing damage and unconscious
Gamemastery Guide, page 119.
Curse 7
When you swear an oath, you must obey that oath or suffer terrible consequences.
Saving Throw DC 23 Fortitude; Effect Each time you make a promise to someone, an ornate symbol representing that promise is magically carved into your flesh. Breaking any of these promises causes the symbol tattoo to grow into a gaping wound, dealing 3d6 slashing damage to you; damage from the curse can't be healed as long as the curse is still in effect.
Gamemastery Guide, page 117.
Curse 10
Only elves can be afflicted with this magical curse; other creatures are immune. An elf who touches the Vriamobar Key must save against the curse. Victims quickly fall unconscious; then, over several days, they slowly blacken and shrivel like rotting fruit until they die. The corpse of an elf killed by the obnubilate curse is dry and charcoal-like; it collapses into ash at the slightest touch.
Saving Throw DC 27 Fortitude; Onset 1 minute; Stage 1 unconscious and 3d6 mental damage (1 day); Stage 2 unconscious and 6d6 mental damage (2 days); Stage 3 unconscious and 6d6 mental damage (2 days); Stage 4 unconscious and 6d6 mental damage, permanent loss of most recent year of memory (1 day); Stage 5 unconscious and 6d6 mental damage, permanent loss of all memory (1 day); Stage 6 death
Gatewalkers #1: The Seventh Arch, page 79.
Disease
This green-and-blue stalk is topped with a clump of small flowers resembling broccoli. It's covered in a mildly toxic resin that sticks to flesh, fur, and equipment alike, causing affected creatures to break out in an itchy rash.
Saving Throw DC 16 Fortitude; Onset 1 day; Maximum Duration 2 weeks; Stage 1 sickened 1, and the sickened condition can't go below 1 (1 day); Stage 2 as stage 1, but also clumsy 1 (1 day)
OoA1, page 31.
Curse 10
Placed upon heretics or those who broke faith, this curse causes symbols of your former faith to burn you upon sight.
Saving Throw DC 27 Will; Effect This curse is always associated with a specific deity, and is typically experienced only by one of their former clerics or champions. The sight of that deity's religious symbol burns you, dealing 1d6 damage every round you look upon it. You can avert your eyes to avoid losing Hit Points once you know where the symbol is located. In addition, the curse hardens you against that god. You gain a +1 status bonus to saving throws and AC versus divine spells cast by that deity's clergy.
Tempted Curse The sight of the deity's religious symbol burns you with the god's rage. You can activate the tempted curse upon viewing the deity's symbol. You are quickened 1 for 1 minute and can use the extra action each round only to Strike and Stride. For the rest of the day, whenever you see the deity's religious symbol, you lose 2d6 Hit Points.
Dark Archive, page 163.
Curse 18
This curse makes the hunter into the hunted, drawing the ire of animals wherever you go.
Saving Throw DC 38 Will; Effect Creatures of the natural world abhor you. Whenever an animal becomes aware of you, it must attempt a Will save against the curse. On a failure, it attacks you and fights to the death.
Gamemastery Guide, page 117.
Curse 12
A reviling earth curse usually appears across a specific geographical region, such as a ruined town, a necromancer's domain, or a similar area.
Saving Throw DC 30 Fortitude; Effect When you enter the area, you become doomed 1, or doomed 2 on a critical failure.
Gamemastery Guide, page 117.
Disease 1
The relatively simple sore throat caused by this disease leads many victims to initially dismiss it as a mild illness, but scarlet fever can be deadly if left untreated. You can't reduce your sickened condition while affected with scarlet fever.
Saving Throw DC 13 Fortitude; Onset 2 days; Stage 1 sickened 1 (1 day); Stage 2 sickened 2 (1 day); Stage 3 sickened 3 and can't speak (1 day); Stage 4 death
Gamemastery Guide, page 118.
Disease 4
Scarlet leprosy is widely feared for its devastating effects, crushing bones and organs while making recovery nearly impossible. Damage taken from scarlet leprosy can't be healed until the disease is cured.
Saving Throw DC 19 Fortitude; Onset 1 day; Stage 1 2d6 bludgeoning damage (1 day); Stage 2 2d6 bludgeoning damage, and whenever you gain the wounded condition, increase the condition value by 1 (1 day); Stage 3 4d6 bludgeoning damage and can't heal any Hit Point damage (1 day)
Gamemastery Guide, page 118.
Curse 9
Even the most experienced combat veteran becomes as reckless as a rookie when suffering from sellsword's folly.
Saving Throw DC 26 Will; Effect The chaos of combat overwhelms you. Each time you roll initiative for a combat encounter, you must attempt a new saving throw against the curse; on a failure, you become confused for 1 round. This is an incapacitation effect.
Gamemastery Guide, page 117.
Disease 7
Many healers and alchemists suspect that sewer haze has a supernatural origin, given its association with particularly strong otyughs.
Saving Throw DC 23 Fortitude; Onset 2 days; Stage 1 stupefied 2 (1 day); Stage 2 drained 2 and stupefied 2 (1 day); Stage 3 drained 3 and stupefied 3 (1 day)
Gamemastery Guide, page 119.
Curse 7
This curse is typically used as punishment by good clergy. The curse causes you to envision your wrongdoings whenever you attempt to lie or deceive, a burden that can be cured only by confessing your past transgressions.
(misfortune) Saving Throw DC 23 Will; Effect The weight of guilt distracts you, making it hard for you to deceive people. Whenever you attempt a Deception check, roll the check twice and take the worse result.
Tempted Curse You begin to confess your sins, beginning from youthful indiscretions and ending with the present day. While you confess, all creatures within 30 feet must succeed at a DC 23 Will save or gain the fascinated condition as they listen. You must spend at least 2 actions per round, which have the concentrate trait, listing your wrongdoings. This is an auditory, enchantment, emotion, and mental effect. Once you stop confessing your sins, or after 10 minutes if you haven't finished confessing your sins, the effect ends, and you can't confess again until your next daily preparations. Your conscience is clearer having confessed, and you take only a –2 status penalty to Deception checks.
Dark Archive, page 162.
Curse 4
You are haunted by all those you have killed.
Saving Throw DC 19 Will; Effect You see all creatures around you as those you have slain, still bearing their wounds. You can't identify, Recall Knowledge about, or otherwise interact with these creatures in any way that involves seeing their true form without first succeeding at a Will save against the curse's DC to see through the illusion. On a critical failure for such a Will save, you become frightened 1.
Gamemastery Guide, page 116.
Curse 15
Non-humans can't progress beyond Stage 1 Saving Throw DC 37 Fortitude; Onset 1d6×10 minutes; Stage 1 carrier with no symptoms, but anyone who touches or is touched by the carrier (skin-to-skin contact) must save against the curse (1d4 days); Stage 2 The target dies and transforms into an ooze with a level no greater than the target's level plus 1 for each day since the target contracted the curse.
The Slithering, page 7.
Curse
A successful remove curse spell, rather than ending this curse, reduces its stage by 1 (to a minimum of stage 1).
Level your level; Saving Throw DC save against a very hard DC of the curse's level Will; Stage 1 You suffer the effects of your armament's corruption flaw. If you try to manifest the armament's essence form, you must attempt a DC 5 flat check. If you fail, only the normal form manifests, and you can't try to manifest that armament's essence form again that day (1 day); Stage 2 You suffer the effects of your armament's corruption flaw, and any attempt to activate the armament's essence form fails (1 day); Stage 3 You permanently destroy your soulforged armament. You can't have a new soulforged armament until you remove the curse entirely with the purify soul path ritual (1 day)
Secrets of Magic, page 234.
Curse 13
This curse prevents your soul from moving on after death.
Saving Throw DC 31 Fortitude; Effect If you die while affected, your spirit is anchored to the Material Plane, and you become a ghost or other incorporeal undead.
Gamemastery Guide, page 117.
Curse 9
Placed upon those who use magic to cause harm, this curse causes a shower of bugs to fall from your lips whenever you speak, foiling your spellcasting.
Saving Throw DC 26 Will; Effect The crawling within your mouth never stops as cockroaches, ants, and other insects nest in your body. Whenever you attempt to Cast a Spell with a verbal component or otherwise use an activity that has the auditory trait, you must attempt a DC 5 flat check. On a failure, the insects counteract your activity as they crowd your mouth and muffle the sound.
Tempted Curse The insects multiply into a cascade. When you activate the tempted curse, you must spend 2 actions to cast a 5th-level vomit swarm to free the vermin inside you. For 1 minute after unleashing the swarm, you are not affected by the curse, but afterward, the swarming worsens. For the rest of the day, whenever you attempt to Cast a Spell with a verbal component or otherwise use an activity that has the auditory trait, you must attempt a DC 10 flat check. On a failure, the insects counteract your activity.
Dark Archive, page 162.
Curse 20
With divine intervention, followers of a deity can bestow this curse upon an enemy of the faith.
Saving Throw DC 40 Will; Effect You are marked by the deity invoked as an enemy of the church. You gain weakness 10 to damage dealt by worshippers of that deity.
Gamemastery Guide, page 117.
Disease 1
An infection introduced through open wounds, tetanus can produce stiffness, muscle spasms strong enough to break bones, and ultimately death.
Saving Throw DC 14 Fortitude; Onset 10 days; Stage 1 clumsy 1 (1 week); Stage 2 clumsy 2 and can't speak (1 day); Stage 3 paralyzed with spasms (1 day); Stage 4 death
Gamemastery Guide, page 118.
Curse 3
This curse protects a single book and activates against any creature who Steals it.
Saving Throw DC 18 Will; Effect You begin to lose details from your memories, as well as a portion of your procedural memory. After being cursed, the first time you attempt a check using a skill in which you are trained or better, your proficiency rank in the skill used decreases by one rank for as long as you are cursed.
Gamemastery Guide, page 116.
Curse 1
This ward placed on valuables aims to bog down thieves and prevent them from fleeing.
Saving Throw DC 15 Fortitude; Effect This curse causes stolen items to weigh you down. While the curse is in effect, you treat any stolen items you carry as 1 Bulk heavier. This increase in Bulk remains in effect until the curse is lifted or the item is returned to its owner.
Tempted Curse Your pockets weigh you down as you dream of filling them with riches. You are encumbered, but you double your total maximum carrying capacity.
Dark Archive, page 162.
Curse 19
This punishment causes you to lose something dear to you whenever you rob or steal. If you have nothing to lose, the curse exacts its punishment upon your body instead.
Saving Throw DC 39 Fortitude; Effect Each time you steal something, you lose something more valuable—this item is whisked away and can't be found again. Typically this item is one of greater monetary value, but it might be one of greater value in another sense, such as one of greater emotional value, or something you need to complete a task. If you aren't carrying anything of greater value at the time of the theft, you lose one of your limbs instead, taking 10d6 slashing damage and losing use of that limb. The damage can't be healed, nor the limb restored, until the stolen item is returned, even through use of spells like regenerate.
Gamemastery Guide, page 117.
Disease 1
An extended respiratory disease, tuberculosis can pose particular challenges to spellcasters and some performers due to the intense coughing fits it produces.
Saving Throw DC 15 Fortitude; Onset 1 week; Stage 1 carrier with no effects (1 week); Stage 2 coughing requires you to succeed at a DC 5 flat check to Cast a Spell with a verbal component or Activate an Item with a command component (1 week); Stage 3 fatigued, can't recover from the fatigued condition, and coughing requires a successful DC 15 flat check to Cast a Spell with a verbal component or Activate an Item with a command component (1 week); Stage 4 unconscious (1 week); Stage 5 death
Gamemastery Guide, page 118.
Curse 15
This curse kills through dehydration in the same vein as the curse of the ravenous, but with deadly speed.
Saving Throw DC 32 Fortitude; Effect You gain no benefit from drinking water or other liquids and begin suffering from thirst (Core Rulebook 500). Each day, you receive a new saving throw against the curse.
Gamemastery Guide, page 117.
Curse 5
Often used to protect ancient tomes, this curse causes your skin to shed like weathered paper, cracking and bleeding at the slightest touch.
Saving Throw DC 20 Fortitude; Effect Seeping wounds cover your body as this curse makes your skin brittle. Any time you would gain the wounded condition, increase the value by 1. Any time you take bleed damage, increase the amount of damage by 1.
Tempted Curse Your skin falls from your body and exposes your raw flesh beneath, but the curse holds your flesh together as its magic increases. You gain resistance to persistent bleed damage equal to half your level and are doomed 1.
Dark Archive, page 162.
Disease 1
Typically carried by plague zombies, this version of the disease is found in water supplies tainted by a zombie corpse.
Saving Throw DC 16 Fortitude; Onset 1 hour; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 negative damage (1 day); Stage 3 1d6 negative damage (1 day); Stage 4 1d6 negative damage (1 day); Stage 5 dead, rising as a plague zombie immediately. An infected creature can't heal damage it takes from zombie rot until it has been cured of the disease.
Book of the Dead, page 197.
Curse 6
A wizard's ward is placed upon a single book, usually a spellbook. If you damage the book, you must attempt a save against the curse's effect.
Saving Throw DC 22 Will; Effect You take 5d6 damage of the same damage type as the damage you dealt to the book, and the damage can't be healed as long as the curse lasts. Repairing the book, including replacing any missing text, ends this curse.
Gamemastery Guide, page 116.
Curse 6
You never forget the eerie song and frightening movements of the yellow silt. You need to make this save after each full day you spend in the Baffled Lowlands, increasing the save DC by 1 for each consecutive day.
Saving Throw DC 22 Will; Effect Whenever you gain thefrightened condition while in the Baffled Lowlands, increase the value of that condition by 1 (maximumfrightened 4). If you can see anything yellow when you become frightened, you are also confused for 1 round.
OoA2, page 71.