Fasnachu being the setting's God of Luck (among other things), I figured that this was a good place to have luck play an important role. So a couple of the PrCs as well are very luck focused, although the actual spellsongs are much less so. This is because the inspiration for the system (there's a book series called the Spellsong Cycle) tends to lean towards what D&D would call the conjuration/evocation end of things, as opposed to the abjuration/enchantment end where luck normally resides. And I wrote the spellsongs first.
As for the curses, here's the changes:
Creation's Hex: The affected target must make a Will save or suffer a -4 luck penalty on attack rolls,
armour class, saving throws, ability checks, and skill checks.
Crippling Anguish: The affected target must make a fortitude save or become inflicted with wracking pain that deals one point of constitution and
dexterity damage a round.
Other thoughts:
Strip protections is either quite powerful, or completely useless. Stripping protections from a lot of the big Outsiders and Elementals does absolutely nothing. But it can put a hurting on any villain who relies on magical items for protection. Poor bastards should have picked better class features
Attraction is a direct port of the Necromantic/Diablo II curse Attract. Mostly, though, it just forces the target to run away, because anyone who can bail out quickly can avoid the curse's impact. It's also a level 17 ability.
Remember that Curse of Fasnachu is basically the capstone of the class (it's level 19), while Creation's Hex is level 1. Hence the differing power level.
And some day I want to work out what the maximum damage a Thunderous Finale can do. It's not exactly infinite loop levels, but it should paste a whole pack of Hecas in one action.