Keep your GM far away from this nasty little collection!
Here we have a selection of potent curses, powerful enough that getting rid of one can easily be the focus of a whole adventure if not a major component of your plot arc. The neat thing is that many do not rely on some malevolent person actually cursing you, they are engineered so that they come into effect based on your own actions: breaking a taboo, forsaking a deity you used to worship and the like.
These are something to use sparingly, as the actual effects of the curses are pretty nasty and the need to get rid of them will likely derail anything else the affected character had in mind for the next few months. Each comes with a background legend which explains how the curse came to be as well as the circumstances which will cause it to come into effect. It is possible to save against these curses coming into effect, but you have to be really lucky on your die roll to make the save.
Mechanically, they're a bit like haunts. A specific set of circumstances or actions are required to get shot of them, even - here's the kicker - if you have a remove curse spell to hand! Others can only be remived by actions and/or the right circumstances, no matter what counterspells you throw at them. The fun comes in researching just what you have to do and when to deal with the curse, which may affect an individual or a whole community.
Whilst the backgrounds given are quite precise, it won't be too difficult to change names and situations to suit your own campaign world, or to use these as a model for coming up with your own curses - just make them appropriate to the situation in which you intend to use them.
A neat addition to the arsenal of horrors available to the GM, and one redolent of story flavour.
[5 of 5 Stars!]