Level
3rd
Casting Time
1 Action
Range/Area
Touch
Components
V, S
Duration
Concentration 1 Minute
School
Necromancy
Attack/Save
WIS Save
Damage/Effect
Debuff

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:

1) Curse of Masculinity/Femininity: For the duration of the spell the cursed victim changes sex; male to female, female to male, (I miss the girdle of masculinity/femininity magic item and thought it should return in some fashion).


2) Curse of Withering: The victim has one ability score reduced by 1d4 points for the duration of the spell.


3) Curse of Vulnerability: For the duration of the spell the cursed Victim becomes vulnerable to one type of elemental energy (Acid, Cold, Fire, Lightning, Poison or Thunder).


4) Curse of Sloth: For the duration of the spell the cursed victim has their speed (walking, dashing, climbing, swimming, flying) reduced by 50%.


5) Curse of Fools Gold: For the duration of the spell the cursed victim regards all mundane items as valuable and will hoard/collect anything and everything believing it to be valuable.


6) Babble Curse: For the duration of the spell whenever the victim speaks they emit a stream of incoherent nonsense. The victim believes they are speaking normally and they can cast spells as normal.


7) Dissonant Curse: For the duration of the spell the cursed victim hears the speech of other people as incoherent nonsense.


8) Curse of Blood Weakness: For the duration of the spell the cursed victim bleeds profusely from any wound caused by slashing, piercing or bludgeoning damage. Each round they take 1d4 extra bleeding damage per wound they have suffered.


9) Curse of blighted vision: For the duration of the spell the cursed victim is struck blind as per the level 2 spell.


10) Curse of Unluck: For the duration of the spell the cursed victim has a reverse Lucky Feat. At any time the DM can ask the victim to re-roll a D20 and they have to take the lowest of the two, this is to a maximum of three rolls per long rest.

11) Sleep Curse: For the duration of the spell the cursed victim falls asleep. The victim can be woken by being roughly shaken or if they take damage but will otherwise sleep through loud noises and commotions, Should the duration extend for 24 hours or be a permanent duration, then every time the victim sleeps they will remain asleep unless they are shaken awake, take damage, the spell duration ends or the curse is removed. Creatures immune to magical sleep or that do not sleep are immune to this effect.

12) Curse of the Poisoned Touch: For the duration of the spell the cursed victim become deathly allergic to one item or substance of the casters choice. For the duration of the spell, at the start of the victims turn they takes 1d8 poison damage every time they touch the item or become exposed to the substance (max once per turn). In addition, the victim loses any resistance or immunity to poison or the poisoned condition for the duration of the spell.

13) Curse of the Poisoned Heart: For the duration of the spell, whenever the cursed victim approaches within 10ft or starts their turn within 10ft of a particular person or object they suffer severe chest pains and take 1d8 necrotic damage and must make a constitution saving throw or have to use their reaction and at least 10ft of their movement and move away from the person or object.

14) Curse of the Bestial Form: For the duration of the spell the victims form changes and takes on one aspects of a beast of the casters choosing (such as changing the victims head to resemble that of a cow). This is a purely cosmetic change to appearance and does not grant any special abilities/modes of attack/extra senses/modes of travel or forms of breathing (so although you may change someone's form and give them aspects of a fish they would not gain a swim speed or be able to breath underwater).

15) Curse of Harmful Healing: For the duration of the spell, whenever the cursed victim is healed they instead take necrotic damage equal to the amount of healing given. For example if targeted with a level 1 cure wounds spell they take 1d8 (+spell casting mod) Necrotic Damage instead of being healed.

16)  Love Curse: For the duration of the spell the cursed victim believes one person or creature of the casters choosing is the love of their life and they become utterly and completely consumed about keeping that person or creature safe. This is beyond a charm or domination, this is the worst kind of obsession. The victim follows the object of their love and eventually stalks them or tries to abduct them in order to keep them safe.

17) Corrupt Aura: For the duration of the spell the cursed victims aura is corrupted by necromantic magic. The Caster can choose one of the following:

  1. a) Undead Aura: If anyone uses abilities, skills or spells to detect undead the victim will appear to be undead.
  2. b) Lying Aura: If anyone uses abilities, skills or spells to detect lies then the victim appears to be lying.

18) Crimson Rage: For the duration of the spell the cursed victim is unusually angry and aggressive. Whenever they see blood they must make a Wisdom Saving throw (DC equal to the Casters Spell DC), on a success they remain angry/aggressive but can control themselves. On a failure they fly into a berserk rage, viewing all weapon wielding people/creatures as enemies to be slain and no longer recognises friend from foe. Although in a berserk rage, the victim is not in a barbarian rage so does not receive any damage reductions or bonus damage.

19) Phobic Curse: For the duration of the spell the cursed victim suffers from a severe and debilitating phobia of the casters choosing. Whenever the victim comes into contact with the source of this phobia they must make a Wisdom Saving throw (DC equal to the Casters Spell DC) or be affected with the Frightened condition and must either move away from the source of their fear as fast as possible or become catatonic and remain stock still.

Example phobias are:

  1. a) Nyctophobia or Fear of the Dark: At night or when in dark places/caverns or in magical darkness the cursed victim becomes catatonic and remains stock still, should light be available the cursed target tries to remain as close to the light source as possible.
  2. b) Arachnophobia or Fear of Spiders: The victim must flee as fast as possible from any spiders or spider like creatures.

20) Cursed Form: For the duration of the spell the victims form changes. Roll d100 and consult the table in the reincarnation spell to determine what race the new form changes to. No special abilities or Stat increases are gained this is just a cosmetic change of appearance.

21) Animating Curse: Using the curse in this way raises the casting time to 10 minutes and it is cast as a ritual and does not use a spell slot but requires 300gp of additional ritual components such as herbs, incense, blood and engraved bones which are consumed by the spell. The caster places a curse to create one of the following effects & creatures created via this curse remain animated until they are destroyed or subjected to a remove curse or dispel magic spell. The Animation lasts for the duration of the spell.

  1. a) Animated Armour: If the curse is cast on a suit of armour in a site where some one has died the caster can bind a splinter of a soul from one of the fallen into the armour and animate it as per the Animated Armour construct (see the Monster Manual). It takes the casters bonus action to command the animated armour. The armour must be mundane and you cannot animated magical armour.
  2. b) Flying Weapon: If the curse is cast on a weapon in a site where some one has died the caster can bind a splinter of a soul from one of the fallen into the weapon and animate it as per the Flying Sword construct (see the Monster Manual). It takes the casters bonus action to command the Flying Weapon. The weapon must be a normal mundane weapon and you cannot animate magical weapons. If you hold onto the weapon and try to fly with it then you need to succeed on Strength check to maintain your grasp and the weapons speed is reduced by 50%.
  3. c) Cursed Rug: If the curse is cast on a rug in a site where some one has died the caster can bind a splinter of a soul from one of the fallen into the rug and animate it as per the Rug of Smothering construct (see the Monster Manual). It takes the casters bonus action to command the Rug of Smothering. The rug must be mundane and you cannot animate a magical rug. The Rug you are cursing must also be worth at least 100gp.
  4. d) Animated Scarecrow: If the curse is cast on a mundane scarecrow in a site where some one has died the caster can bind a splinter of a soul from one of the fallen into the scarecrow and animate it as per the Scarecrow construct (see the Monster Manual). It takes the casters bonus action to command the Scarecrow.
  5. e) Animate Cursed Stone: If the curse is cast on someone who has been petrified, the caster can bind a splinter of the petrified soul and animate the petrified statue as per the Stone Cursed construct (see Mordenkainens Tome of Foes). It takes the casters bonus action to command the Stone Cursed.

 22) Cursed Sight: For the duration of the spell the victim becomes convinced they can see invisible creatures moving and constantly flickering in and out of reality in their peripheral vision and becomes filled with dread that the shadows are waiting to jump out and stab them in the back. The victim suffers disadvantage on all concentration, investigation and perception checks due to the constant paranoia of seeing the shadows move.

 23) Blood Thirst:  For the duration of the spell the victim needs the flesh and blood of sentient creatures in order to survive. Whenever they eat normal food or drink normal drinks they gain no benefit from doing so and the taste of normal food and drink is rancid to them, only the flesh and blood of sentient creatures will satisfy them.

 24) Life Unending: For the duration of the spell, the cursed victim becomes functionally immortal, meaning they won't die from old age. However, they still age, they can still be poisoned, suffer diseases and illnesses and be injured by spells, weapons and accidents and be killed. If the victim does die, either by taking their own life or suffering a fatal accident or through general misadventure, then their soul remains trapped/bound to their remains forever but sometimes victims of particularly strong will can manifest as a poltergeist or ghost. This type of curse is often used as a punishment by Hags, forcing the victim to grow older and older and know that even death will not end their suffering. Should someone try to restore the victim to life the spell automatically fails unless the remains have a remove curse spell cast on them first.

(DM Note, This one is manly a plot device for 9th level curses and this may not sound like much but think about it this way, if a human is cursed with this and hangs around to be 700 years old, they are not preternaturally youthful or graceful like an elf, they are a 700 year old human, they look ancient and wizened, their bones are fragile, their muscles wasted, every movement agony and likely suffering from some form of dementia and even death offers no respite).

25)  Ritual Curse: The Caster can imbue one object or a piece of food or liquid with one of the curses above and can name a particular person it will affect. The effect of the curse comes into affect when the named individual other than the caster touches the object or eats the food or drinks the liquid. This curse can enchant an item or object at most dagger sized or an item of food no larger than an apple or liquid upto 1 pint.  Using bestow curse in this way raises the casting time to 10 minutes and, regardless of the spell slot used to cast the spell, the caster must maintain concentration on the curse until the object is touched/food or drink is consumed. Once the object is touched/food is consumed the curse lasts for the remaining duration of the spell.

(DM note: think the poisoned apple in snow white for how this is used)

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.

Previous Versions

Name Date Modified Views Adds Version Actions
8/3/2019 9:34:59 AM
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8/4/2019 12:20:37 PM
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3
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Coming Soon

Spell Tags: Debuff

Available For: Bard (Legacy) Cleric (Legacy) Wizard (Legacy) Paladin (Legacy) - Oathbreaker Paladin (Legacy) - Oath of Conquest

Rob76

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