Magic - Curses

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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.
  Spells are sorted by CN cost and then by name.
 
Lingering Misfortune
The curse dooms the target to a string of ill luck, making even simple tasks perilous.  
Compatible with WFRP4e
CN: 4   Effect: For 1d10 hours, the target takes a –10 penalty on all Skill and Opposed Tests. Each time they fail, they must pass a Willpower Test or gain 1 Fatigue.   Miscast: The caster ties their own fate to the target, suffering the same penalty whenever they are within 10 yards.  
Compatible with Cypher System
Intellect Cost: 4   Effect: For the next day, the target's non-combat rolls (or all rolls, if the GM wishes) are hindered by one step. If they fail a roll, they become disheartened, losing 1 point from their Intellect Pool.   GM Intrusion: The curse latches onto a second, unintended individual, creating chaotic misfortune for multiple characters.
 
Malevolent Reflection
A twisted curse that causes the victim's image - reflected in mirrors or still water - to shift into a mocking, tormenting visage.  
Compatible with WFRP4e
CN: 4   Effect: For 1d10 weeks, whenever the target sees their reflection, it appears as a hideous or accusatory version of themselves. This constant psychological torment imposes –10 on Willpower Tests to resist fear or corruption.   Miscast: The caster briefly glimpses their own monstrous reflection, suffering 1 Corruption point.  
Compatible with Cypher System
Intellect Cost: 4   Effect: The target's reflection distorts into an unsettling entity that saps confidence, adding +1 difficulty to resisting mental effects or fear for 1 week.   GM Intrusion: The reflection occasionally speaks to others, spreading rumors or mocking the target, causing social complications.
 
Blood of Betrayal
A potent malediction that makes the target's own blood turn against them, symbolizing treachery or guilt.  
Compatible with WFRP4e
CN: 5   Effect: Whenever the target suffers a Wound (even a minor cut) for 1d10 days, the wound bleeds profusely. They lose an additional Wound per instance of damage unless they pass a Toughness Test.   Miscast: The caster briefly shares this affliction, bleeding more easily from any wound for 1 day.  
Compatible with Cypher System
Intellect Cost: 5   Effect: For up to one week, each time the target is damaged, they lose an extra 2 points from their Might Pool unless they succeed on a Might defense roll.   GM Intrusion: The curse leaks into nearby allies' wounds, causing them mild bleeding if they are injured in the same scene, spreading a sense of doomed fate.
 
Nightmare Shroud
The target is plagued by haunting visions in their sleep, preventing restful recovery.  
Compatible with WFRP4e
CN: 5   Effect: For 3 nights, the target cannot recover Wounds or resolve by sleeping. They are tormented by nightmares each evening, causing them to wake exhausted. If they do not receive help or break the curse, they risk further penalties or Insanity Points.   Miscast: The nightmares partially affect the caster too, losing half their normal night's recovery for 1 night.  
Compatible with Cypher System
Intellect Cost: 5   Effect: The target suffers terrible dreams for the next 3 days. They gain no benefit from recovery rolls made by sleeping and lose 1 Intellect point each morning from mental fatigue.   GM Intrusion: The nightmares bleed into daytime, occasionally imposing a +1 difficulty on random tasks as hallucinations creep in.
 
Tethers of the Grave
A vile curse that slowly saps vitality, tethering the target to an impending demise.  
Compatible with WFRP4e
CN: 5   Effect: Over 1d10 days, the target's Toughness Bonus counts as 1 point lower (cumulative each day) for resisting disease, poison, and injuries. If this reaches 0, the target collapses in a near-death state until the curse is broken.   Miscast: The tether partly ensnares the caster, lowering their Toughness Bonus by 1 for the duration.  
Compatible with Cypher System
Intellect Cost: 5   Effect: Each day for up to 1d6 days, the target's Might Edge is effectively lowered by 1 step, or they lose 1 point of Might at dawn. If it hits 0, they become Incapacitated. A remove curse effect or intense healing can break it early.   GM Intrusion: The tether forms a psychic link, letting the caster drain 1 Might from the target each dawn while boosting the caster's own Might Pool by 1 (up to a limit set by the GM).
 
Ghastly Wail
A supernatural howl or scream haunts the target, audible only to them, draining courage and breaking resolve.  
Compatible with WFRP4e
CN: 5   Effect: For 2d10 hours, the target periodically hears an eerie moaning that undermines their morale. They suffer a –10 penalty on Cool and Fear Tests, and if they fail a Fear test, they also lose 1 Advantage.   Miscast: The wail echoes back to the caster, causing them to lose 1 Resolve if they fail an Intelligence Test.  
Compatible with Cypher System
Intellect Cost: 5   Effect: For up to one day, the target is plagued by a personal haunting - a spectral cry that imposes +1 difficulty on Fear checks or any attempts to remain calm.   GM Intrusion: The wail momentarily manifests in the real world, frightening nearby NPCs or allies, causing social friction or panic.
 
Withering Gaze
A sinister curse that saps the target's vitality whenever they meet another's eyes.  
Compatible with WFRP4e
CN: 5   Effect: For 1d10 days, each time the target engages in eye contact, they lose 1 Wound (ignoring armor) as an invisible draining force gnaws at them. If their Wounds reach 0 from this effect, they gain a Critical Wound.   Miscast: The curse partially reflects upon the caster, causing them to lose 1 Wound the next time they make eye contact with anyone.  
Compatible with Cypher System
Intellect Cost: 5   Effect: For up to one week, each time the target meets someone's gaze (e.g., during a conversation or confrontation), they take 2 points of Might damage. Avoiding eye contact is socially difficult but can mitigate the effect.   GM Intrusion: The target's attempts to avert their eyes cause them to appear deceptive or suspicious, sparking rumors or hostility.
 
Endless Appetite
Afflicts the target with insatiable hunger or thirst that can never be fully quenched.  
Compatible with WFRP4e
CN: 6   Effect: For 1d10 days, the target must consume twice the normal amount of food and drink. Failure to do so each day causes a –10 penalty to all Tests due to gnawing hunger. Additionally, they cannot recover from Fatigue or Stress as normal, always feeling a hollow ache.   Miscast: The curse partially rebounds - if the caster fails a Willpower Test, they too feel a fraction of this hunger for 1 day.  
Compatible with Cypher System
Intellect Cost: 6   Effect: For up to one week, the target requires double rations daily. If they fail to consume this, they suffer +1 difficulty on all tasks for the next 24 hours. They also cannot benefit from Recovery rolls as efficiently, reducing each by 1 point.   GM Intrusion: The cursed hunger distracts them at critical moments (like mid-fight), forcing them to lose a round rummaging for sustenance or making them devour something inadvisable.
 
Dread Oath
Binds the target to a foreboding promise or doom, shaping their fate until certain conditions are met.  
Compatible with WFRP4e
CN: 6   Effect: The caster sets an ultimatum (e.g., “You shall not speak a lie under this moon!”). If the target violates this condition, they immediately suffer a Critical Wound or face 1d5 Corruption points, GM's choice. The effect lasts up to one lunar cycle or until dispelled.   Miscast: The curse inverts, binding the caster to a random condition, or causing them a Critical Wound if they break it.  
Compatible with Cypher System
Intellect Cost: 6   Effect: The target must refrain from a specified action for a set time (e.g., lying, harming a certain person). Breaking this vow triggers a powerful backlash - losing 5 points from any Pool or suffering a potent Debilitated condition.   GM Intrusion: The vow morphs into a more stringent condition unknown to the caster, causing confusion or conflict between them and the target.
 
Shackles of Remorse
Binds the target's conscience so that every past wrongdoing weighs heavily on them, impeding actions and eroding confidence.  
Compatible with WFRP4e
Casting Number: 6   Effect: For 2d10 days, the target must pass a Willpower Test before performing any violent or morally questionable act. Failure means they hesitate, losing an Action or being unable to proceed as regret gnaws at them.   Miscast: The curse intensifies on the caster, dredging up their own guilts. For 1d5 days, the caster suffers –10 to Willpower.  
Compatible with Cypher System
Intellect Cost: 6   Effect: For up to two weeks, the target must succeed on an Intellect defense roll to undertake harmful or dubious actions. Failure renders them unable to act for one round due to paralyzing guilt.   GM Intrusion: The curse spreads, momentarily pulling an ally or the caster into a shared remorse, hindering them as well.
 

Curse Miscast Consequences

For curse users who critically fail a casting roll. Roll 1d20 or assign by GM fiat.  

General

#TitleConsequence
Compatible with WFRP4e
Consequence
Compatible with Cypher System
1Forgotten CandleProtective circle candle snuffs; ritual must restart (lose 1 hr).Lose 1 hour of downtime; 2 Intellect damage from strain.
2Backlash GuiltFeel weight of curse; gain 1 Sin Point or equivalent.Take 3 Intellect damage; GM intrusion of remorse.
3Broken TalismanFocus item cracks, value halves; CN +1 on future curses.Next curse costs +1 Intellect; artifact depletes 1 step.
4Sworn EnemySpirit hints target’s name wrong; you curse innocent - social fallout.Mistake NPC; GM intrusion causing conflict, 1 XP cost to fix.
5Whisper TrailCurse leaves detectable aura; Witch Hunters gain +10 Track.Tracking you eased; next stealth/social roll hindered (GM).
6Eerie ChillRoom temperature drops; allies uneasy (–5 Fellowship for scene).NPCs unsettled; social tasks hindered this scene.
7Unquiet SleepCaster plagued by nightmares; recover 0 Wounds next rest.Lose next recovery roll; 2 Intellect damage.
8Withered BloomPlants within 1 yd wilt; superstitious townsfolk fearful.Reputation hindered in rural area; +1 difficulty social tests.
9Spirit TollCaster loses 1 Resolve point.Lose 2 Intellect Pool permanently until quest atones.
10Ill Omen RavensFlock appears above home; local gossip turns sour.GM intrusion: rumor spreads; pay coin or social penalty.
11Cracked MirrorAny mirror shows fleeting skull; –10 Cool next day.Fear checks hindered for 24h; 3 Intellect damage if alone.
12Blood PriceNosebleed stains grimoire; –1 Advantage on next ritual.Take 3 Might damage; item damaged (needs repair).
13Fading ShadowsCaster casts no shadow at dawn; priests suspicious.Religious NPCs hostile; tasks vs clergy hindered for day.
14Debt of VoiceLose normal speaking voice for d4 hours.Cannot use verbal abilities for 2 hours; social hindered.
15Soured MilkFood spoils around you; pay double upkeep.Lose 1 XP or coin equivalent for extra supplies.
16Hexed QuillFuture scrolls written by caster have 10% chance misworded.Next contract or spell text glitch GM intrusion.
17Rotten LuckNext time caster spends Fortune/XP, benefit reduced by half.Next XP spend costs +1 XP; Effort costs +1.
18Haunted InkInvisible script appears on book: –10 Research until cleansed.All knowledge tasks hindered until day spent cleansing.
19Drifting SoulBrief out-of-body; lose 1 Fate or similar resource.Lose 1 Cypher slot until next rest, as spirit unstable.
20Mark of the DamnedShadow 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.
#TitleConsequence
Compatible with WFRP4e
Consequence
Compatible with Cypher System
1Dark EchoCaster gains –10 to next WP Test; eerie whisper heard.Hindered on next Intellect defense; faint whispers (flavor).
2Malice ReboundCaster suffers their own curse for 1 hour at half potency.Caster suffers curse effect (scaled) for 1 hour.
3Blood PriceLose 1d5 Wounds ignoring armour.Take 5 Might damage ignoring Armor.
4Gloom Veil–10 to Perception tests for rest of encounter.Perception tasks hindered for 10 minutes.
5Shivering ChillGain 1 Fatigue; –10 to Toughness tests for 1 hour.Lose 3 Speed points; Speed defense hindered 1 hour.
6Broken SigilCurse auto-fails; CN increases by 2 on next attempt.Ability fails; next use costs +2 Intellect.
7Backlash FearMust pass Cool or gain Broken Condition for one Round.Make Intellect defense; failure: flee 1 round.
8Wild CorruptionGain 1d5 Corruption and minor mutation (GM).Gain 2 Intellect damage and a temporary GM-chosen quirk.
9Nightmare SpikeSuffer 1d10+2 WP damage during next sleep.Lose a recovery roll tonight; take 3 Intellect damage.
10Shadow LashCaster takes a Major Wound to the arm (critical).Lose use of one arm 10 minutes; 4 Might damage.
11Friend Turned FoeNearest ally views caster with suspicion (Opposed Charm to calm).Nearest ally’s next social roll with caster hindered; GM intrusion possible betrayal.
12Doomed FootingSlip; prone and stunned for Round; lose 1 Advantage.Fall prone; lose next action and 2 Speed damage.
13Temporal DrainLose 1 Fortune Point or one Resilience if none left.Lose 2 XP or spend 1 Recovery roll immediately (no benefit).
14Creeping RotTB counts as 1 lower for resist disease until next dawn.Armor reduced by 1 for 24 hours; Might tasks hindered if diseased.
15Curse CascadeAnother random prepared curse misfires immediately (GM).Random cypher/ability activates unexpectedly (GM Intrusion).
16Haunting Vision–10 to Fellowship tests for 24 h due to ghostly aura.Social tasks hindered all day; gain 2 Intellect damage on failures.
17Life-LeechLose 1 Toughness bonus for rest of session.Maximum Might Pool –2 until next recovery roll.
18Soul ShockMust pass Very Hard (–30) Endurance or drop to 0 Wounds.Take 6 Intellect damage; become debilitated for 10 minutes.
19Rending RiftAll 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.
20Eternal MarkPermanent 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.


Cover image: curses-article-header by Tillerz using MJ

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