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.

Curse of the Unruly Garb


| d40 | Name | Description | Escalation Level | Fulfillment/Effect | WFRP4e Rule Effect | Cypher Rule Effect |
|---|---|---|---|---|---|---|
| 1 | Tangled Boots | Bootlaces knot themselves, causing a clumsy stumble. | Minor Nuisance | You stumble briefly. | Must take an Agility test to avoid Prone | GM Intrusion: lose a turn repositioning |
| 2 | Dramatic Cloak | Cloak flares dramatically and catches on something. | Minor Nuisance | Slows movement momentarily. | Lose 1 movement in combat | Rolled task treated as hindered |
| 3 | Unraveling Cuff | Thread pulls loose making you fuss at sleeve. | Minor Nuisance | Distracts wearer. | -10 on next Fellowship test | 1 step harder on next Persuasion |
| 4 | Vanishing Glove | One glove slips away and reappears nearby. | Minor Nuisance | Forces you to pick up clothing. | Lose next action to retrieve item | Spend 1 Intellect or drop an item |
| 5 | Hat Flip | Hat spins to obscure vision. | Minor Nuisance | Vision blocked briefly. | -10 to Perception until removed | Next roll hindered by 1 step |
| 6 | Laced Together | Bootlaces tie themselves together. | Minor Nuisance | Tripped for one step. | Agility Test or fall Prone | GM Intrusion: Target falls |
| 7 | Straining Buttons | Buttons noisily strain. | Minor Nuisance | Distracting noise. | -10 to Stealth | Automatic GM Intrusion during stealth |
| 8 | Dusty Knees | Dust or flour clings to trousers. | Minor Nuisance | Appearance spoiled. | -10 to Charm | Social check 1 step harder |
| 9 | Loose Belt | Belt unlatches itself. | Minor Nuisance | Clothes slip slightly. | Lose Resilience to resist Embarrassment | 1 Might Pool to quickly fix |
| 10 | Dragging Sleeves | Sleeves dip into dirt or food. | Minor Nuisance | Cause mess or distraction. | -10 to Etiquette/Charm | Task hindered vs nobles |
| 11 | Unraveling Thread | Hemline unravels under its own will. | Minor Nuisance | Visibly messy. | -10 evaluate Skill Test using Clothing (like Courtly) | Appearance asset lost |
| 12 | Folding Collar | Collar folds to frame face foolishly. | Minor Nuisance | Appearance odd. | -10 to Charm | 1 step harder public rolls |
| 13 | Twitching Ribbons | Ribbons untie themselves. | Minor Nuisance | Forces retie. | Lose 1 action to retie | Fumble if not fixed in 1 round |
| 14 | Hem Snag | Hem catches on obstacles. | Minor Nuisance | Stops quick move. | Lose 1 Move | Task hindered if moving |
| 15 | Anchor Cloak | Cloak sticks to ground like magnet. | Annoying Trouble | Trips movement. | Agility Test or lose full round | Spend 2 Speed or lose move |
| 16 | Suspicious Rip | Loud rip sound, no damage yet. | Annoying Trouble | Embarrasses character. | Opposed Cool Test or gain 1 Stress | Intellect defense to avoid asset loss |
| 17 | Emptying Pockets | Pocket spills contents in public. | Annoying Trouble | Lose or embarrass item. | Lose 1d10 brass/coins | GM Intrusion item falls |
| 18 | Sagging Stocking | Sock droops constantly. | Annoying Trouble | Looks foolish, distracts. | -10 Charm | 1 step harder persuasion |
| 19 | Blooming Stain | Bright stain appears. | Annoying Trouble | Damage to status. | -10 Etiquette Tests | Social asset lost |
| 20 | Gusty Cloak | Clothes flap wildly in wind. | Annoying Trouble | Draws attention. | -10 Stealth | GM Intrusion: Stealth broken |
| 21 | Squeaky Boots | Shoes squeak loudly. | Annoying Trouble | Draws notice. | Stealth auto-fail in silence | All stealth hindered |
| 22 | Clinging Scarf | Scarf coils about your neck. | Annoying Trouble | Restricts actions. | -10 Weapon Skill until freed | Spend 1 Speed to free self |
| 23 | Stitch Shower | Loose stitches rain down. | Annoying Trouble | Messy distraction. | Gain 1 Fatigue from effort | Fumble risk rises by 5% |
| 24 | Tightening Clothes | Fabric feels tighter each mishap. | Annoying Trouble | Restricts mobility. | -10 Agility | All Speed tasks hindered |
| 25 | Inside‑Out Gloves | Gloves reverse themselves. | Annoying Trouble | Discomfort and fuss. | -10 Charm | Spend 1 Intellect to adjust |
| 26 | Snapping Strap | One strap bursts at random. | Annoying Trouble | Startling noise. | Gain 1 Stress | GM Intrusion: reveal weakness |
| 27 | Selective Rain | Rain soaks only you. | Annoying Trouble | Damp clothes discomfort. | -10 Endurance | Speed tasks hindered |
| 28 | Chair Snare | Clothing catches when sitting. | Annoying Trouble | Causes clumsy moment. | Lose 1 action to free | 1 Speed Pool loss |
| 29 | Ghostly Perfume | Strange scent clings to you. | Annoying Trouble | Suspicious attention. | -10 Fellowship in subtle work | Social asset flips negative |
| 30 | Chattering Boots | Shoes chatter mockingly. | Annoying Trouble | Distracts others. | -10 Stealth | Automatic GM Intrusion when quiet |
| 31 | Backwards Hat | Hat spins itself backwards. | Annoying Trouble | Silly look. | -10 Charm | 1 Intellect asset flipped negative |
| 32 | Glitter Patch | Glitter sticks magically. | Annoying Trouble | Draws too much notice. | -10 Stealth | Stealth hindered 2 steps |
| 33 | Phantom Tug | Skirt/Trousers tug a little lower (or higher). | Major Embarrassment | Visibly awkward shift. | Cool Test to avoid Embarrassment | GM Intrusion: Public stumble |
| 34 | Mocking Shadow | Shadow shows loose clothes. | Major Embarrassment | People laugh at shadow. | -10 Fellowship | Reputation hit asset |
| 35 | Blooming Fabric | Flower sprouts from clothes. | Major Embarrassment | Target mocked. | -10 Social Influence | GM Intrusion: Foolish rumor spreads |
| 36 | Spark Cloak | Clothes flare with harmless sparks. | Major Embarrassment | Draws huge crowd notice. | Fear Test (minor) | Lights reveal position to foes |
| 37 | Kneeling Groan | Clothes stretch noisily when you kneel. | Major Embarrassment | Crowd laughter. | Lose 1 Initiative | GM Intrusion when kneeling |
| 38 | Clinging Fabric | Clothes stick like static. | Major Embarrassment | Uncomfortable cling. | Gain 1 Fatigue | Intellect task hindered due to distraction |
| 39 | Trailing Scrap | Cloth scrap detaches and trails. | Major Embarrassment | Public ridicule. | -10 Fellowship | Intrusion: NPC mocks you |
| 40 | Treasonous Seams | Clothing rips at peak dramatic moment. | Major Embarrassment | Seam bursts, public spectacle! | Check Cool or gain 1 Stress | GM Intrusion: Clothes fail catastrophically |
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. |
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.
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.
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.

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