This table is for an OSE Cleric sub-class I'm writing but it's generally useful.
1. Choose an another creature - the target’s fate is bound to them. The target takes damage whenever the bonded creature does, but if the target takes damage the other character is healed.
2. Vision is obscured by grey mists past 60-ft.
3. Sees everyone as gnomes.
4. Animals despise the target and attack on sight.
5. Views the world in monochrome, save for the occasional blood red object.
6. Unlucky. The target cannot benefit suffers a critical miss on a roll of 1-3.
7. Marked for death and cannot naturally heal.
8. Fire hates the target and will move in their direction, always trying to burn them.
9. One of the target’s hands does all it can to inconvenience and harm them, i.e. dropping or breaking items, refusing to grip great weapons etc.
10. Any items the target holds feels incredibly cumbersome and heavy. Unless they have exceptional strength the target suffers -2 to attacking with any weapon larger than a dagger.
11. Every winter day there’s a 1 in 50 chance lightning will strike exactly where you stand.
12. Heart and body freeze every sixty seconds, making the person paralyzed for a round once every minute.
13. Suffers double damage from wood.
14. Suffers double damage from hollow objects.
15. Loses the sense of touch. Becomes inaccurate and clumsier but resistant to cold damage.
16. During winter must go into a long sleep, only awakening with the coming of spring.
17. Movement is hindered as if underwater, while moving perfectly normal when actually underwater.
18. Begins to cough the poison which will somehow certainly will be responsible to ending their bloodline.
19. Can’t lift both feet off the air at the same time, meaning they can only walk but not run. It’s movement speed is limited to 20-ft per round.
20. Can’t see the one who cursed them.
