Cursed Luck has a 50% chance to add a negative drn to the bearer's Defence and Protection rolls. Why is it all lowercase? Because, fortunately for the bearer, only one six-sided die is used as the base for this effect; regular DRNs use two.
Cursed Luck can, in fact, bring a fellow below the traditional minimum result for rolling a DRN (or even a regular 2d6). It cannot make the result negative, however; the minimum is zero.
Even with only a 2-point change in the floor, Cursed Luck massively increases the likelihood of being critically hit, which requires a 2 or lower for the DRN result. Out of 1296 Cursed Luck DRNs, around 490 will be 2 or lower, around 625 will be 3 or lower, and around 758 will be 4 or lower. For 1296 regular DRNs, 36 will be 2's, 108 will be 3 or lower, and 216 will be 4 or lower. Thus:
The average result of a DRN is an 8. The average result of a Cursed Luck DRN is around 4.25, so Cursed Luck effectively:
Does the effect apply to anything else? Perhaps. The public information on this is two games out-of-date.
Fateweaving is the most common source of this thing; attackers of Fateweavers, if their attempts aren't stopped by Petrification, Awe, or Vine Shield shenanigans, have their Luck cursed if they fail a Magic Resistance check versus the indicated value.
Cursed Luck negates Luck! Luck gives a fallback 75% chance to not take damage from hits that would kill, as long as they aren't instakills. Cursed Luck shuts this lifesaving ability off completely.