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.
 
Curse of the Unruly Garb
Compatible with WFRP4e
CN: 6   Effect: Whenever the cursed character attempts the chosen Trigger Action, roll 1d40 on the Cursed Wardrobe Mishap Table. Apply the listed narrative effect plus the corresponding rule effect.   Duration: Until lifted via Cleansing or Remove Curse ritual, or by appeasing the original source (GM discretion).   Typical Consequence: Beyond the listed penalties, prolonged exposure to the humiliation grants 1 Corruption Point every time a Major Embarrassment result (33-40) is rolled.   Miscast: The caster becomes the target of the curse for 1d6 hours.
Compatible with Cypher System
Level: 4 GM intrusion effect (can be overridden like a level 4 hazard).   Effect: Each time the cursed PC performs the Trigger Action, the GM rolls randomly on the Mishap Table. Apply effects narratively; if a result lists a mechanic, treat it as a level 4 task modifier (hindered by 1 step unless otherwise stated).   Optional XP Hook: Each time the PC suffers a Major Embarrassment mishap (33-40), the GM may grant 1 XP - but another character must receive 1 XP too, to highlight how everyone witnesses the embarrassment.   Duration: Until countered by expending a GM Intrusion as a "Remove Curse" effect, or an in‑world ritual/device of equal Tier 4 power.
 
d40NameDescriptionEscalation LevelFulfillment/EffectWFRP4e Rule EffectCypher Rule Effect
1Tangled BootsBootlaces knot themselves, causing a clumsy stumble.Minor NuisanceYou stumble briefly.Must take an Agility test to avoid ProneGM Intrusion: lose a turn repositioning
2Dramatic CloakCloak flares dramatically and catches on something.Minor NuisanceSlows movement momentarily.Lose 1 movement in combatRolled task treated as hindered
3Unraveling CuffThread pulls loose making you fuss at sleeve.Minor NuisanceDistracts wearer.-10 on next Fellowship test1 step harder on next Persuasion
4Vanishing GloveOne glove slips away and reappears nearby.Minor NuisanceForces you to pick up clothing.Lose next action to retrieve itemSpend 1 Intellect or drop an item
5Hat FlipHat spins to obscure vision.Minor NuisanceVision blocked briefly.-10 to Perception until removedNext roll hindered by 1 step
6Laced TogetherBootlaces tie themselves together.Minor NuisanceTripped for one step.Agility Test or fall ProneGM Intrusion: Target falls
7Straining ButtonsButtons noisily strain.Minor NuisanceDistracting noise.-10 to StealthAutomatic GM Intrusion during stealth
8Dusty KneesDust or flour clings to trousers.Minor NuisanceAppearance spoiled.-10 to CharmSocial check 1 step harder
9Loose BeltBelt unlatches itself.Minor NuisanceClothes slip slightly.Lose Resilience to resist Embarrassment1 Might Pool to quickly fix
10Dragging SleevesSleeves dip into dirt or food.Minor NuisanceCause mess or distraction.-10 to Etiquette/CharmTask hindered vs nobles
11Unraveling ThreadHemline unravels under its own will.Minor NuisanceVisibly messy.-10 evaluate Skill Test using Clothing (like Courtly)Appearance asset lost
12Folding CollarCollar folds to frame face foolishly.Minor NuisanceAppearance odd.-10 to Charm1 step harder public rolls
13Twitching RibbonsRibbons untie themselves.Minor NuisanceForces retie.Lose 1 action to retieFumble if not fixed in 1 round
14Hem SnagHem catches on obstacles.Minor NuisanceStops quick move.Lose 1 MoveTask hindered if moving
15Anchor CloakCloak sticks to ground like magnet.Annoying TroubleTrips movement.Agility Test or lose full roundSpend 2 Speed or lose move
16Suspicious RipLoud rip sound, no damage yet.Annoying TroubleEmbarrasses character.Opposed Cool Test or gain 1 StressIntellect defense to avoid asset loss
17Emptying PocketsPocket spills contents in public.Annoying TroubleLose or embarrass item.Lose 1d10 brass/coinsGM Intrusion item falls
18Sagging StockingSock droops constantly.Annoying TroubleLooks foolish, distracts.-10 Charm1 step harder persuasion
19Blooming StainBright stain appears.Annoying TroubleDamage to status.-10 Etiquette TestsSocial asset lost
20Gusty CloakClothes flap wildly in wind.Annoying TroubleDraws attention.-10 StealthGM Intrusion: Stealth broken
21Squeaky BootsShoes squeak loudly.Annoying TroubleDraws notice.Stealth auto-fail in silenceAll stealth hindered
22Clinging ScarfScarf coils about your neck.Annoying TroubleRestricts actions.-10 Weapon Skill until freedSpend 1 Speed to free self
23Stitch ShowerLoose stitches rain down.Annoying TroubleMessy distraction.Gain 1 Fatigue from effortFumble risk rises by 5%
24Tightening ClothesFabric feels tighter each mishap.Annoying TroubleRestricts mobility.-10 AgilityAll Speed tasks hindered
25Inside‑Out GlovesGloves reverse themselves.Annoying TroubleDiscomfort and fuss.-10 CharmSpend 1 Intellect to adjust
26Snapping StrapOne strap bursts at random.Annoying TroubleStartling noise.Gain 1 StressGM Intrusion: reveal weakness
27Selective RainRain soaks only you.Annoying TroubleDamp clothes discomfort.-10 EnduranceSpeed tasks hindered
28Chair SnareClothing catches when sitting.Annoying TroubleCauses clumsy moment.Lose 1 action to free1 Speed Pool loss
29Ghostly PerfumeStrange scent clings to you.Annoying TroubleSuspicious attention.-10 Fellowship in subtle workSocial asset flips negative
30Chattering BootsShoes chatter mockingly.Annoying TroubleDistracts others.-10 StealthAutomatic GM Intrusion when quiet
31Backwards HatHat spins itself backwards.Annoying TroubleSilly look.-10 Charm1 Intellect asset flipped negative
32Glitter PatchGlitter sticks magically.Annoying TroubleDraws too much notice.-10 StealthStealth hindered 2 steps
33Phantom TugSkirt/Trousers tug a little lower (or higher).Major EmbarrassmentVisibly awkward shift.Cool Test to avoid EmbarrassmentGM Intrusion: Public stumble
34Mocking ShadowShadow shows loose clothes.Major EmbarrassmentPeople laugh at shadow.-10 FellowshipReputation hit asset
35Blooming FabricFlower sprouts from clothes.Major EmbarrassmentTarget mocked.-10 Social InfluenceGM Intrusion: Foolish rumor spreads
36Spark CloakClothes flare with harmless sparks.Major EmbarrassmentDraws huge crowd notice.Fear Test (minor)Lights reveal position to foes
37Kneeling GroanClothes stretch noisily when you kneel.Major EmbarrassmentCrowd laughter.Lose 1 InitiativeGM Intrusion when kneeling
38Clinging FabricClothes stick like static.Major EmbarrassmentUncomfortable cling.Gain 1 FatigueIntellect task hindered due to distraction
39Trailing ScrapCloth scrap detaches and trails.Major EmbarrassmentPublic ridicule.-10 FellowshipIntrusion: NPC mocks you
40Treasonous SeamsClothing rips at peak dramatic moment.Major EmbarrassmentSeam bursts, public spectacle!Check Cool or gain 1 StressGM Intrusion: Clothes fail catastrophically
 
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.
 

Curse Removal

For removing curses, here are actionable mechanics and narrative options suitable for both WFRP4e and the Cypher System:  
Curse Removal in WFRP4e
Remove Curse Spell or Ritual:
The primary method to end a curse in WFRP4e is through the Remove Curse spell or a suitably powerful ritual. The dispelling caster must possess an equal or higher Magick Level than the original curse’s caster (or the curse’s equivalent difficulty). If the original source is unknown, assume the curse counts as being cast by a Magick Level 2 or higher caster.   Casting Test:
The caster performs a Language (Magick) Test, usually at Hard (-20) difficulty, modified by the curse’s potency or complexity. The GM may require an Extended Channelling Test beforehand to gather sufficient magical energy. Each Success Level (SL) gained over the difficulty weakens the curse’s hold.   Success:
If the caster achieves 2 or more SLs beyond the required threshold, the curse is broken, and all its effects end immediately. Particularly powerful or ancient curses may require 4 or more SLs or additional ritual components to fully remove.   Failure Means Continued Curse:
Failure leaves the curse intact. A Fumbled Test may worsen the situation - either strengthening the curse, causing a magical backlash, or transferring a fragment of the curse’s effect to the would-be dispeller. Repeated attempts are possible after a suitable interval (usually one day), though each failed attempt risks magical miscasts or fatigue.   Alternative Solutions: Not all curses can be lifted by magic alone. Some demand alternate or narrative means of resolution:
  • Undertaking a pilgrimage or divine rite to appease the gods.
  • Crafting or acquiring rare alchemical ingredients for a purifying potion.
  • Performing symbolic acts of atonement or balance to realign the curse’s energy.
  • Seeking help from a more powerful wizard, priest, or spirit medium.
Curse Removal in Cypher System
  Pool Spend for Suppression:
A cursed character may spend points from the most appropriate Pool - usually Intellect (mental fortitude), Might (physical endurance), or Speed (reflexive resistance) - to suppress the curse’s influence for a short time. Each point spent suppresses minor effects (such as pain, trembling, or misfortune) for roughly ten minutes or one narrative scene, at the GM’s discretion. Applying Effort can extend the duration or reduce the curse’s potency further, though this does not remove it entirely.   Ritual or Artifact Removal:
To remove a curse completely, characters must perform a ritual, use a special artifact, or undergo a story-based trial. These methods depend on the tone and lore of the setting.
  • Rituals usually require several rolls or tasks (such as research, gathering components, or invoking divine aid).
  • Magical artifacts may provide a one-use solution or impose a dangerous side effect upon success.
  • A GM may also allow a community or divine NPC intervention to end a curse, often at a steep cost or risk.
  GM Discretion and Difficulty:
At the GM’s discretion, attempting to remove a curse requires a single task or an extended challenge, typically at Difficulty 6-8 (18-24 target number), depending on the curse’s severity or source.
  • Success: The curse is removed or drastically weakened.
  • Failure: The curse persists, possibly growing stronger or transferring a partial effect to another creature or object.
  • GM Intrusion: On a failed or near-success roll, the GM may introduce complications such as spiritual backlash, misfired ritual effects, or the attention of hostile supernatural forces.
  Narrative Flexibility:
Curses in the Cypher System are best handled as evolving story elements rather than static effects. Their removal should feel like the culmination of character effort, creative thinking, and resource sacrifice - not just a single roll. A GM is encouraged to tie curse removal into character arcs, discoveries, or moral choices rather than a purely mechanical resolution.
 

Curse Removal Props

The following are examples of magical items, artifacts, and rituals that may be discovered or sought out to cleanse the afflicted from clothing-based curses - those particularly embarrassing or humiliating enchantments that prey on pride and dignity.   Each includes mechanical effects and narrative hooks suitable for WFRP4e and the Cypher System.  

Magical Items for Curse Removal

Silver Thread of Purification
Description: A fine silver filament spun by moonlight, shimmering faintly with celestial energy. Tailors and witches alike believe it to carry the blessing of purity and renewal.   WFRP4e: When incorporated into a ritual or carefully sewn into the cursed garment (taking 1 hour), the caster or wearer may attempt a Willpower Test (+10 bonus) to resist or dispel the curse. Success with 2+ SL immediately lifts the curse; failure allows another attempt after 24 hours. The thread loses its potency afterward.   Cypher System: The user may spend 3 Intellect points and make an Intellect-based task (Difficulty 6) to weave or mend the cursed garment. Success suppresses or removes the curse for 24 hours. Applying Effort can extend the duration or remove the curse entirely, depending on narrative context.  
Amulet of the Blessed Vestment
Description: A simple pendant blessed by a temple devoted to protective gods. Its faint warmth reassures the wearer, muting the touch of malignant enchantments.   WFRP4e: Once per day, the wearer may call upon the amulet’s divine protection to gain a +20 bonus on an Opposed Willpower Test against any curse that specifically affects clothing, garments, or personal dignity.   Cypher System: While worn, the amulet provides a constant Asset (+1 bonus) on all Social interaction tasks and reduces penalties from clothing-related curses or debuffs by one level. If invoked during a cleansing ritual, it grants an additional +1 step easing to the roll.  
Cleansing Waters of the Sacred Stream
Description: Water collected from a mountain spring blessed by ancient spirits. Said to dissolve magical corruption, it must be used under moonlight to retain potency.   Narrative Use (both systems): To end the curse, the afflicted garment must be washed in these waters during a ritual that lasts at least one full hour, preferably with the assistance of a priest or spellcaster. This process may form the centerpiece of a side quest, involving travel to the sacred site or bartering for the rare water with a temple order.   WFRP4e: The ritual provides a +20 bonus to the Language (Magick) or Pray Test used in the curse removal.   Cypher System: Performing the ritual with these waters eases the curse removal task by two steps.  
Enchanted Thread of Reversal
Description: A shimmering golden thread infused with restorative magic. It is believed to “sew back the story” of a cursed garment, undoing enchantments stitched into the weave.   WFRP4e: Requires a Difficult (–10) Craft (Tailoring) or Language (Magick) Test as part of a one-hour ritual. Success restores the garment’s original condition and permanently negates all curse effects. Failure inflicts 1 Fatigue from the strain of magical backlash.   Cypher System: Requires a Difficulty 5 Intellect task (or Crafting-related skill). On success, the curse is neutralized. A failure means the garment regains its cursed properties after one day unless reinforced by a second ritual.  

Artifact-Level Cleansing

 
Ritual of the Silver Moon
Description: A grand arcane rite invoking the light of the silver moon - a celestial force said to cleanse corruption. The ritual is often performed by both a magician and a cleric, using silver-threaded cloth, incense, and moon-charged water.   Mechanics:   WFRP4e: The ritual takes 1d4 hours. The leading caster must succeed on a series of Extended Willpower or Language (Magick) Tests, accumulating 6 SL total before accruing 3 Fumbles. Success fully lifts the curse; failure may worsen it, causing increased magical instability or an embarrassing flare-up.   Cypher System: The ritual requires one or more Intellect-based rolls (Difficulty 7). Each successful roll contributes toward the cleansing; failure means the curse lingers or transforms. GM Intrusions can introduce additional side effects - perhaps attracting unwanted spirits or lunar attention.  
Narrative and Design Notes
Curses as Quests: Removing a curse should rarely be instantaneous. It may require collecting rare ingredients, traveling to holy places, or earning divine favor, providing a natural framework for side adventures.   Tactical Preparation: Items such as the Silver Thread or Blessed Amulet encourage planning and cooperation, letting characters offset the risk of magical mishaps or rituals gone wrong.   Visual and Roleplay Elements: Washing garments in sacred water or sewing enchanted thread into a cursed robe adds tangible roleplay moments and humor to what could otherwise be a simple mechanic.   Scaling Challenge: Particularly cruel or ancient curses (like The Garment’s Torment) may demand multiple steps - combining ritual, item use, and possibly divine intervention - before they can be fully broken.


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

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