20 Misfortunes (3.5e Other)

The 20 Misfortunes Reloaded
Here are 20 curse-like effects. They can be removed with remove curse, break enchantment or similar effects and powers. Dispelling instead suppresses the effect for the number of hours the dispel check result exceeds the save DC. These misfortunes are otherwise permanent if the save to resist is failed. Some misfortunes have secondary saves to prevent an instance of the misfortune's effects upon the target. Saving against an instance of the misfortune does not remove it, but often delays it from happening again for a while. Some misfortunes are designed to be "put up with" as traits, while others are designed to be removed at the nearest convenience. As DM, you may want to simply pick which ones you use rather than rolling for them randomly.

Save DCs are calculated as per their in-game usage. By default, the first 5 misfortunes are easier to resist (−2 to the DC) and the last 5 are more difficult to resist (+2 to the DC) for level appropriate effects.

Roll a d20: