Bestow Curse
- Level: 3
- School: Necromancy
- Class: Bard, Cleric, Wizard
- Casting Time: Action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:
- Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.
- The target has Disadvantage on attack rolls against you.
- In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.
- If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.
Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5-6 slot) or 24 hours (level 7-8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.
Tactical Usage
When to Choose Bestow Curse:
- Versatile debuff that can be customized to specific tactical needs
- Excellent for disabling key enemy abilities or defenses
- Strong choice against single high-priority targets
- Valuable for both immediate combat and extended scenarios
Effect Selection Strategy:
- Ability Disadvantage: Target enemy's strongest save or most-used ability
- Attack Disadvantage: Protect yourself as primary target
- Forced Dodge: Reduce enemy's action economy significantly
- Bonus Damage: Maximize when you have reliable attack methods
Duration Scaling:
- 3rd Level: 1 minute (concentration) for combat encounters
- 4th Level: 10 minutes for extended tactical situations
- 5th+ Level: No concentration required, hours or permanent duration
Spell Combinations
Setup Synergies:
- Hold Person: Guarantee touch delivery against paralyzed target
- Grappling: Maintain contact for reliable curse delivery
- Invisibility: Approach for surprise curse application
- Misty Step: Position for unexpected touch attack
Effect Enhancement:
- Hex: Stack multiple debuffs on same target
- Bane: Layer penalty effects for cumulative impact
- Mental Prison: Combine incapacitation with curse effects
- Counterspell: Prevent target from dispelling the curse
Material Component Details
Verbal and Somatic Only:
- Accessibility: No material components makes this always available
- Stealth: Components don't require obvious props or preparation
- Versatility: Can be cast even when restrained or without equipment
- Reliability: Unaffected by component loss or anti-magic item effects
Roleplay Opportunities:
- Describe the malevolent words that carry the curse
- Reference specific gestures that channel negative energy
- Use voice inflection to convey the curse's particular nature
- Emphasize the personal connection required through touch
Creator Notes
Adjudication Guidance:
- Touch range requires melee contact or willing target
- Wisdom save represents mental resistance to curse energy
- Different effects provide tactical flexibility for various situations
- Higher-level casting removes concentration requirement
Custom Curse Effects:
- Creators may allow custom curse effects of similar power level
- Effects should be thematically appropriate and balanced
- Consider creative applications that match spell's versatility
- Maintain mechanical equivalence to listed options
Balancing Considerations:
- 3rd-level slot cost appropriate for significant single-target debuff
- Touch range creates tactical risk for caster
- Concentration requirement at base level limits other magical options
- Wisdom save gives most creatures reasonable resistance chance
Environmental Interactions
Curse Manifestation:
- Target may appear sickly, unlucky, or obviously cursed
- Environmental reactions might reflect the curse's nature
- Animals or sensitive creatures may sense the curse's presence
- Magical detection easily identifies curse effects
Social Implications:
- Visible curses may affect social interactions
- Some cultures have strong taboos against curse magic
- Religious authorities might demand curse removal
- Could be seen as evidence of evil intent or dark magic
Removal Methods:
- Remove Curse spell ends the effect
- Greater Restoration can eliminate the curse
- Some religious ceremonies might provide relief
- Dispel Magic works against the magical effect
Common Rulings & Clarifications
Frequently Asked Questions:
Q: Can I curse the same target multiple times? A: Yes, but multiple castings don't stack - use the most recent effect.
Q: Does the disadvantage apply to all uses of an ability? A: Yes, both ability checks and saving throws using that ability.
Q: Can I change the curse effect after casting? A: No, the effect is chosen at casting time and cannot be altered.
Q: Does the bonus damage apply to each damage roll? A: Yes, each attack or spell that deals damage adds 1d8 necrotic damage.
Alternative Applications
Non-Combat Uses:
- Social Sabotage: Impair rival's performance in important contests
- Investigation: Weaken suspect's ability to resist questioning
- Diplomatic Leverage: Apply pressure during negotiations
- Long-term Consequences: Punishment or enforcement tool
Creative Problem-Solving:
- Force enemy spellcasters to dodge instead of casting
- Weaken enemy leaders before crucial skill challenges
- Provide advantage in social encounters by cursing opposition
- Create ongoing plot complications through extended curses
Related Spells
Curse Magic:
- Bane: Multi-target penalty effects
- Hex: Warlock single-target curse
- Geas: Behavioral compulsion curse
- Remove Curse: Counter-curse magic
Touch-Based Debuffs:
- Inflict Wounds: Direct damage touch spell
- Contagion: Disease-based debuff
- Vampiric Touch: Damage and healing combination
- Chill Touch: Ranged necrotic touch
3rd-Level Alternatives:
- Hold Person: Direct incapacitation
- Counterspell: Prevent enemy spells
- Slow: Multi-target action economy reduction
- Fear: Area-effect debuff
Scaling Analysis
Level Progression:
- Available at Level 5: Mid-level tactical option
- Higher-Level Casting: Dramatically improves duration and removes concentration
- Resource Investment: Significant but justified for versatile debuff
Duration Scaling:
- 3rd Level: 1 minute concentrated (combat duration)
- 4th Level: 10 minutes concentrated (extended scenarios)
- 5th-6th Level: 8 hours non-concentrated (adventure duration)
- 7th-8th Level: 24 hours non-concentrated (daily impact)
- 9th Level: Until dispelled (permanent consequence)
Long-Term Viability:
- Versatility ensures ongoing tactical relevance
- Higher-level slots provide exceptional duration value
- Touch range becomes more challenging at higher levels
- Essential tool for characters focused on debuff strategies
Narrative Flavor
Extended Description: You reach out with malevolent intent, channeling dark energy through your fingertips as you speak words that carry the weight of cosmic misfortune. The moment your hand makes contact, tendrils of shadowy energy flow from your touch into the target's very essence, weaving themselves into the fabric of their being. The curse takes hold immediately, manifesting as a persistent shadow that follows them, whispering of failure and draining away their confidence, luck, or capability according to your malicious design.
Sensory Details:
- Visual: Dark energy flowing from fingertips into target
- Auditory: Whispered words of malediction and spite
- Spiritual: Sense of negative energy taking root in target's essence
- Emotional: Feeling of successful malevolent connection
Cultural Context: Bestow Curse represents one of the most personal and malevolent forms of magic, requiring direct contact to channel negative energy into another being. Different cultures may view such magic as necessary justice, unforgivable violation, or tools of legitimate warfare, influencing how the spell's use is perceived and regulated.