Magic - Curses
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FEATURED
Curses are a more potent and lingering form of malevolent magic when compared to Hexes. Warlocks, dark sorcerers, and those with a grudge often cast them to inflict lasting harm - whether physical, psychological, or spiritual. Curses are usually saved for situations of deep enmity or as severe punishments, entailing more intricate casting methods and carrying greater peril for both the caster and the victim.
Curse List
This is not a comprehensive list of curses; many more exist. A character may create a new curse at any time, with the GM’s approval. CN: Casting Number Notes:- The personal item must be something regularly used and deeply personal, like a frequently worn ring or hat. A simple utensil like a fork is insufficient.
- All curses can be overcast. Overcast: +1 Time Unit for every +2 SL.
Lingering Misfortune
The curse dooms the target to a string of ill luck, making even simple tasks perilous.

Malevolent Reflection
A twisted curse that causes the victim's image - reflected in mirrors or still water - to shift into a mocking, tormenting visage.

Blood of Betrayal
A potent malediction that makes the target's own blood turn against them, symbolizing treachery or guilt.

Nightmare Shroud
The target is plagued by haunting visions in their sleep, preventing restful recovery.

Tethers of the Grave
A vile curse that slowly saps vitality, tethering the target to an impending demise.

Ghastly Wail
A supernatural howl or scream haunts the target, audible only to them, draining courage and breaking resolve.

Withering Gaze
A sinister curse that saps the target's vitality whenever they meet another's eyes.

Endless Appetite
Afflicts the target with insatiable hunger or thirst that can never be fully quenched.

Dread Oath
Binds the target to a foreboding promise or doom, shaping their fate until certain conditions are met.

Shackles of Remorse
Binds the target's conscience so that every past wrongdoing weighs heavily on them, impeding actions and eroding confidence.

Curse Miscast Consequences
For curse users who critically fail a casting roll. Roll 1d20 or assign by GM fiat.General
# | Title | Consequence ![]() | Consequence ![]() |
---|---|---|---|
1 | Forgotten Candle | Protective circle candle snuffs; ritual must restart (lose 1 hr). | Lose 1 hour of downtime; 2 Intellect damage from strain. |
2 | Backlash Guilt | Feel weight of curse; gain 1 Sin Point or equivalent. | Take 3 Intellect damage; GM intrusion of remorse. |
3 | Broken Talisman | Focus item cracks, value halves; CN +1 on future curses. | Next curse costs +1 Intellect; artifact depletes 1 step. |
4 | Sworn Enemy | Spirit hints target’s name wrong; you curse innocent - social fallout. | Mistake NPC; GM intrusion causing conflict, 1 XP cost to fix. |
5 | Whisper Trail | Curse leaves detectable aura; Witch Hunters gain +10 Track. | Tracking you eased; next stealth/social roll hindered (GM). |
6 | Eerie Chill | Room temperature drops; allies uneasy (–5 Fellowship for scene). | NPCs unsettled; social tasks hindered this scene. |
7 | Unquiet Sleep | Caster plagued by nightmares; recover 0 Wounds next rest. | Lose next recovery roll; 2 Intellect damage. |
8 | Withered Bloom | Plants within 1 yd wilt; superstitious townsfolk fearful. | Reputation hindered in rural area; +1 difficulty social tests. |
9 | Spirit Toll | Caster loses 1 Resolve point. | Lose 2 Intellect Pool permanently until quest atones. |
10 | Ill Omen Ravens | Flock appears above home; local gossip turns sour. | GM intrusion: rumor spreads; pay coin or social penalty. |
11 | Cracked Mirror | Any mirror shows fleeting skull; –10 Cool next day. | Fear checks hindered for 24h; 3 Intellect damage if alone. |
12 | Blood Price | Nosebleed stains grimoire; –1 Advantage on next ritual. | Take 3 Might damage; item damaged (needs repair). |
13 | Fading Shadows | Caster casts no shadow at dawn; priests suspicious. | Religious NPCs hostile; tasks vs clergy hindered for day. |
14 | Debt of Voice | Lose normal speaking voice for d4 hours. | Cannot use verbal abilities for 2 hours; social hindered. |
15 | Soured Milk | Food spoils around you; pay double upkeep. | Lose 1 XP or coin equivalent for extra supplies. |
16 | Hexed Quill | Future scrolls written by caster have 10% chance misworded. | Next contract or spell text glitch GM intrusion. |
17 | Rotten Luck | Next time caster spends Fortune/XP, benefit reduced by half. | Next XP spend costs +1 XP; Effort costs +1. |
18 | Haunted Ink | Invisible script appears on book: –10 Research until cleansed. | All knowledge tasks hindered until day spent cleansing. |
19 | Drifting Soul | Brief out-of-body; lose 1 Fate or similar resource. | Lose 1 Cypher slot until next rest, as spirit unstable. |
20 | Mark of the Damned | Shadow forms horns; cannot hide taint: +2 difficulty Charm until removed. | Permanent descriptor (Damned social tasks hindered until major quest lifts mark. |
Combat
Higher results are increasingly disastrous.# | Title | Consequence ![]() | Consequence ![]() |
---|---|---|---|
1 | Dark Echo | Caster gains –10 to next WP Test; eerie whisper heard. | Hindered on next Intellect defense; faint whispers (flavor). |
2 | Malice Rebound | Caster suffers their own curse for 1 hour at half potency. | Caster suffers curse effect (scaled) for 1 hour. |
3 | Blood Price | Lose 1d5 Wounds ignoring armour. | Take 5 Might damage ignoring Armor. |
4 | Gloom Veil | –10 to Perception tests for rest of encounter. | Perception tasks hindered for 10 minutes. |
5 | Shivering Chill | Gain 1 Fatigue; –10 to Toughness tests for 1 hour. | Lose 3 Speed points; Speed defense hindered 1 hour. |
6 | Broken Sigil | Curse auto-fails; CN increases by 2 on next attempt. | Ability fails; next use costs +2 Intellect. |
7 | Backlash Fear | Must pass Cool or gain Broken Condition for one Round. | Make Intellect defense; failure: flee 1 round. |
8 | Wild Corruption | Gain 1d5 Corruption and minor mutation (GM). | Gain 2 Intellect damage and a temporary GM-chosen quirk. |
9 | Nightmare Spike | Suffer 1d10+2 WP damage during next sleep. | Lose a recovery roll tonight; take 3 Intellect damage. |
10 | Shadow Lash | Caster takes a Major Wound to the arm (critical). | Lose use of one arm 10 minutes; 4 Might damage. |
11 | Friend Turned Foe | Nearest ally views caster with suspicion (Opposed Charm to calm). | Nearest ally’s next social roll with caster hindered; GM intrusion possible betrayal. |
12 | Doomed Footing | Slip; prone and stunned for Round; lose 1 Advantage. | Fall prone; lose next action and 2 Speed damage. |
13 | Temporal Drain | Lose 1 Fortune Point or one Resilience if none left. | Lose 2 XP or spend 1 Recovery roll immediately (no benefit). |
14 | Creeping Rot | TB counts as 1 lower for resist disease until next dawn. | Armor reduced by 1 for 24 hours; Might tasks hindered if diseased. |
15 | Curse Cascade | Another random prepared curse misfires immediately (GM). | Random cypher/ability activates unexpectedly (GM Intrusion). |
16 | Haunting Vision | –10 to Fellowship tests for 24 h due to ghostly aura. | Social tasks hindered all day; gain 2 Intellect damage on failures. |
17 | Life-Leech | Lose 1 Toughness bonus for rest of session. | Maximum Might Pool –2 until next recovery roll. |
18 | Soul Shock | Must pass Very Hard (–30) Endurance or drop to 0 Wounds. | Take 6 Intellect damage; become debilitated for 10 minutes. |
19 | Rending Rift | All within 3 yd take 1d10 Wounds ignoring armour; caster +1 Corruption. | All within immediate range take 5 damage (any Pool caster suffers +1 permanent Intellect loss until cured. |
20 | Eternal Mark | Permanent Minor Mutation & 1d10 Corruption; curse imprinted on soul. | Gain a permanent descriptor (GM) and –1 Edge of chosen Pool; this cannot be healed without major quest. |
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