| Notes: | 3rd-level necromancy Casting Time:1 action Range:touch Components:V, S Duration:Concentration, up to 1 minute You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score: While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect. At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration. 3rd Party Options At your GM’s discretion, you or the GM may want to consider some specific curses found here. Variant Curse Spell Effects [Source] When you cast this spell, the following options may be selected instead of the options presented above with your GM’s approval. Curse of Animal Anathema: While cursed, animals will not approach within 5 feet of the target, unless in an attempt to attack, and will not listen to commands or requests. Curse of Being too Close: While cursed, anytime the target is adjacent to the area of a damaging or detrimental spell or effect, they are included in the area of effect. Curse of the Broken Bell: While cursed, the target is wracked by the sound of a loud clangor of sounds and flashing lights only they can perceive. They have disadvantage on Perception checks. Anytime the target attempts to cast a spell or use a check that requires a tool or a skill requiring precise movement like Acrobatics or Sleight of Hand, they must make a Concentration check or fail the attempt. Curse of Bungling: While cursed and trying to use the Help action, the target must roll a d20. On an 11 or above, they provide the normal benefit of the Help action. On a 10 or below, they cause some sort of mishap instead of helping and cause disadvantage instead. Curse of Enemies Made: While cursed, the next person introduced to the target for the first time will be immediately hostile. This hostile attitude cannot be changed while the target is cursed but, once they are no longer cursed, it may be improved as normal. Curse of Flesh Hunger: While cursed, anytime the target is exposed to dead flesh, whether in a butcher shop, battlefield, or tomb, they must roll a d20. On a 11 or above, they resist the urge and act normally. On a 10 or below, they must use their turn to move toward and attempt to eat the dead flesh. This eating requires an action that provokes an opportunity attack. The target is not protected from any diseases carried by rotting or otherwise diseased meat and undead with flesh are considered ‘dead flesh’ for the purpose of this curse. Curse of Glazed Eyes: While cursed the target is unable to see a certain type of creature. The creatures are treated as being under the effect of a Greater Invisibility spell but only to the target of the curse. Spells that attempt to remove the invisibility from these creatures do not work but spells that allow you to see invisible creatures, like See Invisibility work normally for the curse’s target. The source of the curse determines the kind of creature. The kind of creature must be specific, like humans, spiders or goblins, and not humanoids, dragons, etc. Curse of Mistaken Identity: While cursed, each time the target meets someone for the first time, they must roll a d20. On an 11 or above, the interaction goes as normal. On a 10 or below, the new individual will confuse the target with a hated enemy, a well-known criminal, raving lunatic or some other individual antithetical to their beliefs. Curse of Open Wounds: While cursed, all healing that the target receives is halved and they do not heal naturally from a short or long rest. Curse of Senselessness: While cursed, the target is struck blind and deaf. Curse of Sterility: While cursed, the target is rendered sterile and is unable to procreate. Curse of Victory Denied: While cursed, every time the target makes a d20 roll, a roll of a natural 20 counts is changed to a 1. Curse of Violence: While cursed, each round in combat, the target must roll a d20. On a 6 or higher, they may act normally in combat. On a 5 or below, they are compelled by a powerful bloodlust to attack the nearest target, regardless of whether they are friend or foe. Curse of Wracking Pain: While cursed, if the target performs a physical action, e.g. any skill check, ability check, attack roll, or physical class ability, or if they use their full movement for the round, they are wracked with pain. In the following round they may only use their movement or perform their action for the turn, not both. New Advanced Curse Spell Effects [Source] The following curses are able to be chosen if using a spell slot of 5th or above: Curse of Antimagic: While cursed, the target is unable to cast spells or use magic items. Curse of Animal Hostility: While cursed, all animals and magical beasts with animal intelligence are automatically hostile toward the target and will attack them, flee, or negatively impact them in any way possible. Curse of Sensory Deprivation: While cursed, the target loses all of their senses like sight, hearing, smell, tremorsense, blindsense, etc. Curse of Dull Metal: While cursed, valuable metals (such as platinum, gold, silver, and copper) turn to lead in the target’s possession, even if they are in a bag of holding or stored away from the target. The target’s touch transmutes valuable metals (including coins) into lead as well. Curse of Friendly Virulence: While cursed, a random ally or loved one of the target contracts a disease. If the disease is magically cured or runs its course (regardless of the outcome) while the target is still cursed, another qualifying individual contracts a new disease. Curse of Interminable Bungling: While cursed, anytime the target attempts the Help action, it automatically fails and causes the ally to fail their check. Curse of Memory Blotting: While cursed, no one can remember the target of the curse and they cannot make new memories about them. They are a permanent stranger to everyone. It manifests in interesting ways, for example, the target could give a task to another, that person would remember the task but not who gave them it or who to return to when it is done. Curse of Knowing You: While cursed, 1d4+1 of the target’s loved ones or allies are affected by a curse chosen from the basic bestow curse effects. The affected loved ones can be chosen randomly or, if known by the creator of the curse, directed. Curse of Shunning: While cursed, all of the target’s loved ones and allies suddenly despise him and are considered to have unfriendly attitudes. Once the curse is lifted, the unfriendly attitude remains but may be improved as normal. New Lesser Curse Spell Effects [Source] The following curses are able to be chosen if the Lesser Curse spell: Curse of Blandness: All food and drink the target consumes is tasteless and bland. They are unable to benefit from spells or effects that grant effects based on the consumption of food and drink, and they do not gain any of the benefits of being drunk, only the penalties. Curse of Broken Mirrors: When coming in contact with an object made of a glass or similar material material, the target must make a Wisdom saving throw (equal to the DC of the original curse) or be compelled to attempt to destroy the object. Curse of Distraction: The target has disadvantage on concentration saving throws. Curse of the Forgotten Fact: The target has disadvantage on any skill check to recall a piece of information or lore. Curse of the Offensive Smell: The target always smells a bit off to whomever they are close to. They have disadvantage on Bluff and Diplomacy skill checks with creatures who can smell. Curse of the Unfocused Technique: The target suffers from disadvantage on saving throws against abilities that trip, disarm or grapple them. Curse of the Unfortunate Step: The target has disadvantage on Stealth checks that rely on sound. They manage to step on every creaky board, twig, or loose stone they possibly can. Other Effects [Source] Banshee Vanity: Whenever the target is cursed, no more than once each round, if it sees its reflection, it must make a Wisdom saving throw. On a failure, the target takes 2d8 psychic damage. If a target is rendered unconscious by this damage, it automatically stabilizes. Bungler: Whenever the target is cursed, whenever it makes an attack roll, it must roll a d4 and subtract the number rolled from the attack roll. Whenever the d4’s result is 1, the attack misses regardless of any other modifiers or the target’s AC. Deserted: Whenever the target is cursed, it feels abandoned and isolated. Whenever any creature leaves its field of vision, the target treats that creature thereafter as if it were invisible (those other creatures do not necessarily know this, at least not immediately). If the target is ever alone it is frightened; as it cannot identify the source of its fear, it moves only reluctantly, and its speed is halved. Farsighted: Whenever the target is cursed, it has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks based on sight within 20 feet and cannot read text of any kind. Gravesleep: Whenever the target is cursed, it only gains the benefits of a long or short rest when that rest takes place within a coffin, grave, or place of the dead. Homesick: Whenever the target is cursed, whenever it is more than 5 miles from its home, it has disadvantage on ability checks and Charisma saving throws. Hyper-enchanted: Whenever the target is cursed, it has disadvantage on saving throws against spells from the enchantment school and is vulnerable to damage caused by spells from the enchantment school. Infirmity of Body: Whenever the target is cursed, it has disadvantage on saving throws against acid or poison damage, and whenever it takes acid or poison damage, it takes an additional 1d8 necrotic damage. Infirmity of Mind: Whenever the target is cursed, it has disadvantage on saving throws against psychic damage, and whenever it takes psychic damage, it takes an additional 1d8 necrotic damage. Invisible Isolation: Whenever the target is cursed, any time it is invisible it cannot see or hear its allies. Lethologica: Whenever the target is cursed, it consistently fails to remember some words. Whenever the target attempts to communicate, it suffers from mild frustration as it forgets words. The target has disadvantage on Intelligence and Charisma checks. If the target attempts to cast a spell with a verbal component, the target must succeed on an Intelligence check (same DC as the save for this spell) or the spell fails without expending a spell slot. Lycanthropoid: Whenever the target is cursed, it believes it has lycanthropy caused by a wererat or werewolf.: While cursed, it has an affinity for rats or wolves, respectively, is frightened whenever it can see silver weapons, and has disadvantage on saving throws it may gain to attempt to overcome its false beliefs about its having contracted lycanthropy. In addition, between the rising and setting of a full moon, the target has advantage on Dexterity checks if it believes it is a wererat and Strength checks if it believes it is a werewolf. Magic Weakness: Whenever the target is cursed, it has disadvantage on saving throws against spells. Mishearing: Whenever the target is cursed, it regularly mishears things said by others. Whenever someone tries to communicate with the target with speech, the target must succeed on a Wisdom (Perception) check to understand what was said, the DC of the check is 5 if the speaker and target are adjacent or in the same space, or 5 + 1 per foot of distance between the speaker and target otherwise. On a failed check the GM decides what is heard instead, and while cursed the target cannot be convinced they misheard the statement. Morphic Vulnerability: Whenever the target is cursed, it has disadvantage on saving throws to avoid having its form, size or speed changed and on saving throws to revert to its normal form, size, or speed. Navigation: Whenever the target is cursed, it has disadvantage on Intelligence (Investigation), Intelligence (Nature), Wisdom (Perception), Wisdom (Survival), and any other checks associated with finding its way.: Whenever the target is lost, its speed is halved. Nearsighted: Whenever the target is cursed, it has disadvantage on Wisdom (Perception) checks to see at a range between 30 and 60 feet and cannot clearly see anything beyond 60 feet. Whenever the target is cursed, it has disadvantage on ranged weapon attacks and ranged spell attacks if the target is between 30 and 60 feet away and it cannot target creatures that are more than 60 feet away. However, whenever the target is cursed, it has advantage on Wisdom (Perception) and Intelligence (Investigation) checks based on sight within 10 feet. Night Thrall: Whenever the target is cursed, it cannot gain the benefits of a short or long rest unless it is in an area of bright light. The target strongly prefers to be awake at night. Overconfidence: Whenever the target is cursed, it believes that it will win, overcome, or otherwise prevail. Whenever the target is cursed it cannot take the Disengage, Hide or Ready actions and it cannot use the Dash action to flee combat. Painful Memory: Whenever the target is cursed, it never forgets anything painful it experiences (including bad memories, painful feelings, the experience of physical pain, etc.). Whenever the target is cursed, whenever it takes damage of any type, it takes an additional point of damage of that type. Whenever the target is cursed, if it must make repeated saving throws against the same effect, all saving throws after the first saving throw are made with disadvantage. Whenever the target is cursed, it takes 1d8 psychic damage at the end of each short rest and 2d8 psychic damage at the end of each long rest. Poor Swimmer: Whenever the target is cursed, it loses its swimming speed and ability checks it makes while swimming are made with disadvantage. Prolonged Casting: Whenever the target is cursed, it must use an action to cast spells that normally require a bonus action, it cannot cast spells with a casting time of 1 reaction, and it cannot cast a spell with a casting time of 1 action on the same turn that it uses a bonus action. Pursued by Death: Whenever the target is cursed, its speed is halved, and it cannot take the Dash action whenever the target is within 60 feet of an undead creature that it can see. Repression: Whenever the target is cursed, it cannot gain temporary hit points, and whenever it spends Hit Dice to regain hit points, the result of each rolled Hit Die is reduced by 1 (minimum 1). Restlessness: Whenever the target is cursed, it feels an overwhelming urge to move. On each of its turns, it must use its movement to move as far as it can (though it can trace a path that returns it to its starting space this movement might provoke opportunity attacks. The cursed target is not required to take the Dash action. At the end of its turn, if the target did not move (for instance, if it was prevented from moving by another effect), its restlessness results in it not being able to take reactions and it has disadvantage on Dexterity saving throws until the start of its next turn. Ringing Ears: Whenever the target is cursed, it endures loud ringing in its ears. Whenever the target is cursed, it has disadvantage on Wisdom (Perception) checks to hear. In addition, whenever the target is cursed it must expend considerable effort to maintain concentration. Whenever a Constitution saving throw is required to maintain concentration, that saving throw is made with disadvantage. School Amnesia: When you cast bestow curse, choose a school of magic. Whenever the target is cursed, if it attempts to cast a spell from that school of magic it must make an ability check using its spellcasting ability with a DC equal to 12 + the spell’s level. If the check succeeds, the target casts the spell normally. If the check fails, the target’s spell fails. Scrying Beacon: Whenever the target is cursed, it has disadvantage on saving throws against divination spells or effects. Whenever the target is subject to detect thoughts and succeeds on a saving throw that would end the spell, the detect thoughts spell does not end if its caster succeeds on a Constitution saving throw, DC 10, to maintain concentration. Whenever the target is subject to scrying it is treated as though it were familiar to the caster of scrying and as though the caster had a lock of the target’s hair. Speechlessness: Whenever the target is cursed, it cannot speak. Storm Attractor: Whenever the target is cursed, it takes a -1 penalty onConstitution and Dexterity saving throws, and it has vulnerability to both lightning and thunder damage. Teleport Restriction: Whenever the target is cursed, it cannot teleport or be teleported. Thermal Susceptibility: Whenever the target is cursed, it takes a-1 penalty on Constitution and Dexterity saving throws, and it has vulnerability to both cold and fire damage. Unhealable: Whenever the target is cursed, it can only regain hit points during short or long rests. Vampiric Delusion: Whenever the target is cursed, it believes it has become a vampire and behaves accordingly.: It disadvantage on Wisdom (Insight) checks.: The target is frightened of running water and sunlight, and will not voluntarily enter residences without being invited by an occupant.: The target does not attempt to use any of the powers it might think a vampire has (such as turning into a bat or a cloud of mist, or climbing walls) and will offer an explanation for why it does not if pressed. It has no special bite attack (though it might, as part of its beliefs, attempt to bite someone) or any other vampiric abilities or powers (but will believe that it does). Vertigo: Whenever the target is cursed, it suffers mild vertigo and takes a -2 penalty on Dexterity checks.: Whenever the target is prone, it also suffers terrible vertigo and has disadvantage on Constitution, Dexterity and Strength checks and on Dexterity saving throws. Zoophobia: Whenever the target is cursed, it is irrationally afraid of animals. Whenever the target can see or shares a space with an animal and makes an attack roll or a saving throw, it must roll a d4 and subtract the number rolled from the attack roll or saving throw. In addition, whenever the target can see or shares a space with an animal creature that is larger than the target or that is a giant version of another animal, the target is frightened and the nearest such animal is the source of the target’s fear. |