A curse was a powerful, negative magical effect placed upon a person, place, or object.[1][2][3]
Effects[]
Curses could have a wide variety effects, but often involved weakening, injuring, or thwarting the intentions of an afflicted individual[1][2][4] or destabilizing an afflicted item.[3]
In general, a curse was hard to remove. Only a handful of specialized spells—such as remove curse—could hope to remove even a weak curse. A more powerful curse needed great power to remove, if it was possible to remove at all.[1][2][3] The fancy stone tremair, when worn next to the skin, was believed to grant immunity from all magical curses.[5]
Types of Curses[]
Spell Curses[]
The most fundamental curse was the one created by the spell bestow curse.[1][2] Other common spell curses were bestow greater curse, curse water, geas/quest, hex, Laeral's crowning touch, and lesser geas.
Item Curses[]
Any mundane or magical item could become a cursed item, and pass that curse onto individuals who possessed the item. Often, this type of item was created as a trap by an individual, an accident, or the decay of time.[3][6]
Cursed weapons would bind themselves to a wielder, forcing them to fight to the death or otherwise preventing the wielder from getting rid of the weapon.[7]
Family Curses[]
This type of curse often started as one of the other types, but changed over time to affect the whole family of a cursed individual. In some rare cases, a powerful curse could be put on a whole family.[8]
Divine Curses[]
This type of curse was inflicted on a person, place or thing in accord with a god's ethos. They were always powerful and often spectacular.[9] A primary example was the Curse of Mystra, which afflicted any individual who willfully copied the sigil of a mage with the intent to impersonate that mage.[10]
Undeath[]
The existence of undead was sometimes considered a curse on life.[11]
Warlock's Curses[]
Some warlocks had the ability to bestow minor curses onto their foes in battle, which made the afflicted targets more vulnerable to the warlock's attacks and magics.[4]
Appendix[]
References[]
- ↑ 1.0 1.1 1.2 1.3 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 203. ISBN 0-7869-2886-7.
- ↑ 2.0 2.1 2.2 2.3 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 218. ISBN 978-0-7869-6560-1.
- ↑ 3.0 3.1 3.2 3.3 Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 272. ISBN 0-7869-2889-1.
- ↑ 4.0 4.1 Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition. (Wizards of the Coast), p. 131. ISBN 0-7869-4867-1.
- ↑ Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 52. ISBN 0-7869-0446-1.
- ↑ Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 214. ISBN 0-7869-2889-1.
- ↑ Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 166. ISBN 0-9356-9602-4.
- ↑ Ed Greenwood, et al (1989). Hall of Heroes. (TSR, Inc), p. 35. ISBN 0-88038-711-4.
- ↑ Reynolds, Forbeck, Jacobs, Boyd (March 2003). Races of Faerûn. (Wizards of the Coast), p. 35. ISBN 0-7869-2875-1.
- ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 28. ISBN 0-7869-1836-5.
- ↑ Ed Greenwood et al. (December 1988). Lords of Darkness. Edited by Scott Martin Bowles. (TSR, Inc.), pp. 1–2. ISBN 0-88038-622-3.