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 DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM 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.
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I think the 1d8 extra necrotic damage could be pretty powerful against a tough opponent - good for a boss fight. My bard's rapier would now do double damage. And it uplevels the damage from spells like Thunderwave or Shatter against that target. But my favorite would be that Dissonant Whispers gets a bigger boost: cast at 1st level and on a failed save it would do 3d6 + 1d8; that hits pretty hard for a 1st level spell.
anything that deprives you of your ability to take actions also prevents you from taking a bonus action.
Oh? Nice, I like that.
Let's have more discussion about this part:
Back in 2006, Dragon Magazine #348 offered a list of ideas for "alternative curse effects". It's for an earlier edition of D&D, so many of the mechanics won't port over directly to 5e, but it's still good for generating ideas.
Things aren't much better for a storm giant, an erinyes, or a skeleton lord. Brilliantly, a drow inquisitor can't cast dispel magic on itself in this situation. The trouble is getting them to fail that first Wisdom save. Expect creatures with a legendary resistance to burn it on this.
Another potential source of inspiration is the curses used by the Vistana in Curse of Strahd. All of them deal psychic damage to the caster when the curse ends, depending on their power, but one of them does 3d6 damage even though it replicates the first curse in bestow curse (disadvantage on ability checks and saving throws for one ability score) so maybe tone down the damage.
Not being able to cast spells with somatic components cuts down the list by so much that it effectively shuts down most casters. Not being able to play an instrument is the death of a bard. Blinding and deafening a creature would be a nice upgrade from blindness/deafness. Forcibly unattuning a magic item could be the turning point in some battles, and it doesn't have to be the Hand of Vecna.
Anyone know why bestow curse needs to be a 9th level spell to be permanent when the level 3 version was permanent in previous editions I feel like that is a bit much.
Dragon Magazine #348, page 34
I might be mistaken for, but if there is no rule against how many curses a character can have, then you can stack this if you cast it at 5th level or above, since it doesn't have concentration tag. You have to spend multiple rounds to do a complex curse but you can just roleplay by chanting the curse and every verse applies that affect.
They can't give this to Sorcerer because Distant Spell and Quicken Spell, lol!
Wait! Does casting it at 5th level mean multiples curses on the same target stack?
RPGbot did the math on this: disadvantage is roughly equivalent to a -4 across all levels, with +/-1 at proficiency extremes.
Disadvantage without proficiency offsets anything more, closer to 5~6 point difference.
As far as your last question, you choose 1, not all options, per the spell:
"When you cast this spell, choose the nature of the curse from the following options:"
So one of my party members asked me if he could have a curse that neutralizes healing. I was like "Sure". Not only that, but i made it so that if he gets hit, his wounds cant close and his blood wont stop. Essencially it means that If you get the tiniest cut when cursed by a level 5 spell slot, you can essencially slowly bleed out and there's nothing you can do about it. Sick. :D
but what if i want to curse someone with the curse of the etearnal stubbed toe
If remove curse can remove lycanthropy, can bestow curse bestow it?
What happens if in that short period the temporary lycanthrope infects someone?
Point 1 you make a separate roll for each dart so I'd rule 1d8 per dart. DM discretion though. Point 2 and 2.5, no, because it's not you attacking, it's a summon. Point 4, no as spike growth isn't an attack.
THIS IS GOING TO BE FUN TO USE!!!
No
thats the point of save or suck spells, same for hypnotic pattern, banishment, dominate human, and dominate monster. throw monsters with better saves, or good bonus actions and reactions they can use.
Effects with the same name don't stack. Multiple castings of the same spell, etc. have no additional effect.
As always, your DM is free to rule as they wish, even against stated rules.