- Defiling a sealed tomb
- Desecrating a temple
- Slaying a villain who is backed by a powerful entity such as a demon lord or a deity
- Murdering or grievously harming an innocent
- Stealing a treasure that is meaningful to an entire culture
An ancient warning echoes in a tomb robber’s mind. A lost treasure bears a magical affliction, assuring it remains lost. A dying priest’s last breath carries a portent of doom. Curses come in myriad forms, presaging terrifying tales and distinctive dooms.
This section provides guidance for creating dramatic curses, either distinct from or as part of curses resulting from magic, monsters’ actions, or other effects. These curses provide ominously poetic responses to fateful choices and afflictions that last until they’re alleviated by specific remedies. Spells at the characters’ disposal might relieve these curses’ effects temporarily but can’t lift them completely. The price must be paid.