I have a couple of ideas already laid out for this sort of thing. For example:
- The Ur Example of this sort of thing is the Werewolf's Curse from the Elf Quest Pack, which will randomly change the afflicted Hero into a Werewolf under the control of Morcar for a turn at a time. As I recall, this Curse was particularly nasty in that not only would it never wear off on its own, but the only way to cure said lycanthropy was to drink a Wolfsbane Extract, which was not a terribly common find.
- Saiyaforthelight's rewrite of the seven original Quest Packs (nice job, guy!) featured a Curse of Ice during the Frozen Horror, which slows a Hero down by 2 squares and can occasionally cause him or her to miss a turn. This seemed like such a unique and good idea that I felt obligated to steal it.
- The Orc Shaman Necromancer spell Skulls of Doom (thanks, Gold Bearer!) is a really bad spell, so I decided to buff it. In addition to increasing its damage from two combat dice to three, I have also added a Curse effect lowering its victim's maximum Body Points by the amount of damage the spell deals. Look out, Wizard!
- Naturally, the Heroes need some way to cure themselves of any Curses they may pick up. In addition to a new Potion of Uncurse, I may buff the spell scroll Mystic Recovery and the lesser artifact Holy Water to also have the power to remove Curses.
I'm hoping to end up with a decent array of eight or nine Curse options available when I eventually lay out the Quests. I could probably come up with more effects on my own, but I thought I'd share the idea first and see what the forum's collective wisdom had to offer.

















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