20 Random Curses

d4 Undead

1. Zombie

2. Ghoul

3. Ghast

4. Wight

20 Random Curses to befall your players. Be it from the final dying words of an old witch to the misfortune of opening a tomb that shouldn't have been. Curses can be cured through aspell or a set of circumstances that the DM decides. The DM can also use these curses as effects of aspell if he sees fit.A natural 1 on an attack automatically shatters your weapon beyond repair.Your damage is reduced by one die type. A weapon that does 1d10 does 1d8. A spell that does 6d6 does 6d4.Anyone who can understand you suffers 1 point of damage each round you speak.Once you are slain your are immediately reincarnated as an undead creature.Water or other liquids provide you no hydration. You must consume magical potions to be hydrated. Failure to consume potions will result in death in 1d4+2 days.You hesitate in all your actions. You attack once every two rounds and all spell casting times are doubled.You can't stand or walk, but you can crawl. You are considered prone and your movement is reduced by half.You don't naturally heal damage or all cure spells have no effect on you.All damage dealt to you is maxed.You see perfectly clear within 10' of you. Beyond that your vision is blurry and you can't perceive anything. Your suffer 50% miss chance on all missile attack rolls.You vision is blurry within 10' of you. All your melee attacks suffer a 50% miss chance. Beyond 10' you see perfectly clear.Every time you slay an enemy you feel sorrow for their lost. You can't do anything for 1d4 rounds as you mourn their death.Your addicted to blueberry pie or whatever. If on any given day you don't indulge in your vice you enter a severe depression and refuse to do anything except find your blueberry pie.Your draw unwanted attention. All random encounter rolls are doubled.Every time you take damage you continue to bleed for one additional round. Repeat the damage your were dealt the following round.Every time you are presented with danger your must make a wisdom attribute check to maintain your composure. Failure mean you move at full speed away from the danger. A new check can be made each round.All saving throws are made with a 2d8 rather then a d20.Each day your age is reduced by 1d6 years. If you pass the infant stage you cease to exist.You age 1d6 years each day. You gain all the negative physical modifiers but none of the beneficial mental ones associated with age.Every time you read or are spoken to you must make an intelligence attribute check to comprehend the meaning.