101+ Cursed Spells


Pathfinder First Edition General Discussion


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You learned that one from the wrong tome!

A cursed spell is usually found as a trap in a wizard's spellbook, there to ruin the day of anyone that sneaks a few spells out of it. The owner, of course, does not cast these spells because he or she knows they are cursed.

You might also find a cursed spell written on a scroll. Even a normal spell scroll might end up cursed if left alone in some place suffused in malicious or mischievous magic.

The DC to recognise a spell as cursed is equal to the DC to identify the spell plus 10.

A cursed spell cannot be dismissed normally, but a cursed spell on a creature may be dispelled with break enchantment or remove curse.

The part of the spell name in italics is not known unless the spell is identified as cursed.

1. Delusional Invisibility - Subject is convinced, regardless of evidence, that he or she is invisible for the spell's duration.

2. Summon Hostile Monster (any) - The summoned creature is hostile to the caster and attacks to the best of its ability.

3. Immediate Fireball - The fireball detonates on the caster instead of flying to its intended target.

4. Inverse Mage Armor - The bonus to AC is applied as a penalty to AC instead.

5. Scorching Ray of Return - Another creature hit by the spell automatically fires an identical ray back at the caster, using the same attack bonus.

These ones are pretty basic. Go nuts!


6. Unseen Jerk- Unseen force generally is a jerk to you, making noise when you try to sneak, carrying your items only one at a time, etc...

7. Deadfall Pit- You create pit, but only underneath yourself.

8. Mis-Flight- When cast, a random nearby enemy gains flight, instead of you.

9. Glitterbomb - Like glitterbomb, except it only affects you and your party.

10. Re-sintegrate - Instead of desintegrating an enemy, you heal them by the amount of damage you would have done.

Scarab Sages

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11. Frightening Bolt - As lightning bolt, but it goes in the direct opposite direction you meant it to go.

12. Tragic Missile - Your fingers become the missiles. They have all the virtues of true magic missiles, and do more damage besides, but you've lost a finger, +1 finger per 2 caster levels. Once you lose 6 or more fingers, you lose the ability to cast spells with somatic components (unless they can be replaced or regrown).


13. Summon Muppet 1: as Summon Monster but only summons Muppets, such as the Swedish Chef, and nobody can speak his language to control him.

14. Unmend: as Mend but instead of mending the object, the spell unravels your clothing such that it falls to the floor.

Scarab Sages

15. Energy Transfusion - You gain 2d4 negative levels, and the enemy to which you'd been pointing gains the same number of temporary bonus levels.


16. Ray of Lost: make a ranged touch attack and one random item from your carried equipment is deposited in the backpack/sack/belt pouch, etc. as appropriate, of your target.

17. Blame Strike: as Flame Strike but the damage is sonic from a barrage of blames that inundate you instead of your intended target.


18. Enervacation: you take 1d4 negative levels in the process of inflicting lots of ugly shirts, drinks with fruit and little umbrellas, and a ridiculous set of beads on the target of your polychromatic ray.


19. Shy Spectral Hand: as per spectral hand, including requiring hit points to cast, but permits target to make a Will save against it, refusing to touch them.

20. Connected Spectral Hand: as per a regular spectral hand, but if the Connected Spectral hand is damaged, it will share damage with the caster. If it is destroyed, the caster takes 1d4 dexterity damage.

21. Monkey's Wisdom, Mole's Splendour, Oyster's Cunning, Tortoise's Grace, Sparrow's Endurance, Moth's Strength: deal 1d6 ability damage as a harmless spell (allies not prompted to save against it)


22. Varnish: as Vanish, except instead of becoming invisible you are covered with a sticky, glossy resin for the duration of the spell.

23. Ghoooost Sound: Will save or gain the frightened condition as a ghost appears behind you momentarily to do nothing more than moan into your ear.


24.) (Literal) Divine Favor: Upon casting this spell, you immediately owe one favor to a random deity who can cash it in at any time.

25.) Feast Shape: The caster of this spell can assume the shape of any food they want. While they are a food, they cannot move, speak, cast spells, and are completely delicious.

26.) Blunderstomp: The caster falls prone.

27.) Mage's Magnificent? Mansion: The mansion conjured by the spell is serviceable as a place to rest, but the food tastes bad, the invisible servants are barely competent, and everything smells of rotting owlbear.

Scarab Sages

28. Ireball - all creatures in a 20' radius of where you pointed gain the benefits of a Ranger's Favored Enemy ability, with an equivalent Ranger level equal to their Hit Dice, against you.


29. Faerie, Fire! : A brownie appears and begins shooting you with a tiny bow and arrow for 1 min/level. The arrows do no damage but count as a distraction preventing you from taking 10 and requiring you to make a concentration check to cast spells.

30. Geese-Quest: A flock of geese appear, and while biting and squawking at you and your allies (you all gain the confused condition for 1 minute), steal the parties quest item and fly away. You must now go on a quest to recover your quest item.


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Manwolf wrote:

29. Faerie, Fire! : A brownie appears and begins shooting you with a tiny bow and arrow for 1 min/level. The arrows do no damage but count as a distraction preventing you from taking 10 and requiring you to make a concentration check to cast spells.

31.) Fearie Fire: You summon a helpful brownie who immediately catches on fire. The fire cannot be put out.

You monster.


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Ventnor wrote:
Manwolf wrote:

29. Faerie, Fire! : A brownie appears and begins shooting you with a tiny bow and arrow for 1 min/level. The arrows do no damage but count as a distraction preventing you from taking 10 and requiring you to make a concentration check to cast spells.

31.) Fearie Fire: You summon a helpful brownie who immediately catches on fire. The fire cannot be put out.

You monster.

Now that funny right there, I don't care who you are :)

32. Faerie Fired: You summon a helpful? brownie but it is so incompetent you are forced to dismiss the spell long before the duration expires. You feel bad for the remainder of the day after seeing the tiny creature's expression as you dismiss it.


33. Magic Miss: Instead of launching force things that deal 1d4+1 damage, you instead take a -20 to your next attack roll.

34. Debilitating Potency: Instead of forcing your target to make a save or deal half damage, all attacks they make force their targets to make a safe as if they had the Dazing Strikes feat, and all spells they cast are modified as if by the Dazing Spell metamagic feat.

37. Grease: Functions as normal, but also creates a Persistent Image that displays John Travolta dressed as a singing teenager in a leather jacket.


35. Fiery fair: A carnival of light and sound surrounds you. You take a -30 on all Stealth checks. You do not benefit from concealment, as per the effects of the uncursed faerie fire.

36. Flaccid Arrow: An arrow of acid appears in your hand and springs towards the target. Regardless of the result of any ranged touch attack roll, the arrow falls short of its target and deals no damage.


38. Irresistible Dance Party: As Irresistible Dance, but affects you and your allies within a 30-foot radius of yourself.


My Self wrote:


37. Grease: Functions as normal, but also creates a Persistent Image that displays John Travolta dressed as a singing teenager in a leather jacket.

I almost went there, glad you did it first


Manwolf wrote:
My Self wrote:


37. Grease: Functions as normal, but also creates a Persistent Image that displays John Travolta dressed as a singing teenager in a leather jacket.
I almost went there, glad you did it first

Just pray that nobody spams that+quickened that+time stop then disguises self as John Travolta dressed as a singing teenager in a leather jacket.


39. End him Rightly: As True Strike, but the somatic and material components are to unscrew your pommel and throw it at your enemy. This takes 2d4 rounds and causes your sword to fall apart because swords have pommels for an important structural reason. This spell can obviously not be used with any weapon other than a sword, but also does not work with Japanese swords because they have riveted tangs rather than pommels.


Atarlost wrote:
39. End him Rightly: As True Strike, but the somatic and material components are to unscrew your pommel and throw it at your enemy. This takes 2d4 rounds and causes your sword to fall apart because swords have pommels for an important structural reason. This spell can obviously not be used with any weapon other than a sword, but also does not work with Japanese swords because they have riveted tangs rather than pommels.

Actually the Japanese katana and wakizashi blades and tsuka (handle) are held together with a removable bamboo peg called a mekugi.

40. Cone of Crow: A crow swarm manifests and turns to attack the caster for 1 round/level.


41. Dome of Cold. Creates a 15 ft. emanation centered on the caster which drains heat, dealing 1d6 cold damage per round for 1 round/caster level. Bypasses any spell resistance of the caster.


42. anti permanency. immediately ends spell that was targeted, still consumes material costs


Empty: This cursed cantrip of Open/Close turns out your pockets and empties all of your equipment on the ground.

False Alarm: This audible alarm goes off for 2 hours/level. It is not dismissible except by dispel magic.

Hypnotism: Implants a random hypnotic suggestion on the caster.

Stinking Cloud: This gaseous spell works as normal, except it emanates from a square directly behind you to fill a cone-shaped area.

Liberty's Edge

43. Really Tiny Hut: Creates a 20" sphere, but otherwise functions as Tiny Hut.

44. Spell "Turning:" For the duration of this spell's effect, whenever someone casts a spell on you, you hear "Turning. T-U-R-N-I-N-G. Turning."+

45. Cloud, Kill: Summons Cloud Strife to kill everything within 30' of you. (This, obviously, includes you!!)

46. Cloud Kill: Kills Cloud Strife, and makes Tifa and Aeris very sad. You jerk.

47. Shout, Shout: Let it all out. These are the things I could do without. C'mon, I'm talking to you.


Clairvoyance: The caster gets the distinct impression that his parents are watching him for the duration of the spell.

Ray of Exhaustion: Summons an exhausted commoner named Ray.

Stoneskin: As Flesh to Stone.

Displacement: As Blink.

Scarab Sages

52. Mage's Municipal Mansion: Creates what may once have been a magnificent mansion, but has become worn-down, tawdry, and crowded with Ugly American tourist-types.


53. Slack Tentacles. This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and then flopping around doing not all that much. A 20 ft. radius spread is treated as difficult terrain.

Dark Archive

I like the idea of specialized spells, such as mentioned in the Whispering Way entry in the Faction Guide, that have harsh penalties on non-approved users (like spells that have negative effects if cast by the living, or by those without fiendish blood, designed to be used by undead or devils). That or spells / items specifically designed by ghouls or vampires, that, when used, feed them in some way (or spell dispelling items that empower their arcane creator).

54. Vampiric Touch - designed by an undead spellcaster, this version of vampiric touch inflicts damage normally, but the caster doesn't gain any benefit, as the stolen life-energy is transferred as sustenance to the ghoul / vampire / wraith / whatever.

55. Cure Light Wounds - this necromancy spell transfers hit points from the caster (or another willing target also touched during the casting) to the recipient.

56. Cure Light Wounds - this transmutation spell causes wounds to knit with unnatural speed, but only can fully cure nonlethal damage. Lethal damage is instead converted to nonlethal damage.

57. Cure Light Wounds - this illusion (shadow) spell cures 20% of the damage rolled, but the recipient must save or believe that the full damage is cured.

58. Dispel Magic - when the spell successfully counters or dispels another spell, the spell's creator gains a surge of magical energy that replenishes a spell slot of equal level (if the spell's creator has full spell slots, a 50% chance, the energy surges back and inflicts 1d6 damage / level of the spell to the caster).

59. 60. Bull's Grace & Cat's Strength - a gladiator was discovered to be cheating by using Bull's Strength and Cat's Grace spells to buff himself, a wealthy competitor replaced his spellbook with an identical copy in which the respective spells reduced Dexterity and Strength, instead, while giving him the sensation of having been enhanced.

61. Fool's Strength - this 'cheap' version of Bull's Strength requires a Fortitude save or the recipient is fatigued instead. Even if it works, the recipient is automatically fatigued when the spell ends (and automatically ends if the target becomes fatigued by other means, dropping him straight to exhausted).


Set wrote:

I like the idea of specialized spells, such as mentioned in the Whispering Way entry in the Faction Guide, that have harsh penalties on non-approved users (like spells that have negative effects if cast by the living, or by those without fiendish blood, designed to be used by undead or devils). That or spells / items specifically designed by ghouls or vampires, that, when used, feed them in some way (or spell dispelling items that empower their arcane creator).

54. Vampiric Touch - designed by an undead spellcaster, this version of vampiric touch inflicts damage normally, but the caster doesn't gain any benefit, as the stolen life-energy is transferred as sustenance to the ghoul / vampire / wraith / whatever.

55. Cure Light Wounds - this necromancy spell transfers hit points from the caster (or another willing target also touched during the casting) to the recipient.

56. Cure Light Wounds - this transmutation spell causes wounds to knit with unnatural speed, but only can fully cure nonlethal damage. Lethal damage is instead converted to nonlethal damage.

57. Cure Light Wounds - this illusion (shadow) spell cures 20% of the damage rolled, but the recipient must save or believe that the full damage is cured.

58. Dispel Magic - when the spell successfully counters or dispels another spell, the spell's creator gains a surge of magical energy that replenishes a spell slot of equal level (if the spell's creator has full spell slots, a 50% chance, the energy surges back and inflicts 1d6 damage / level of the spell to the caster).

59. 60. Bull's Grace & Cat's Strength - a gladiator was discovered to be cheating by using Bull's Strength and Cat's Grace spells to buff himself, a wealthy competitor replaced his spellbook with an identical copy in which the respective spells reduced Dexterity and Strength, instead, while giving him the sensation of having been enhanced.

61. Fool's Strength - this 'cheap' version of Bull's Strength requires a Fortitude save or the recipient is fatigued instead. Even...

Have you looked at Eaglesoul?


62. Make Hole - Rather than repairing the damaged object, it further damages the object, potentially disintegrating it with no hope of repair.
63. Tongues - The caster's mouth rapidly fills with replicating tongues, and must make a fortitude save or suffocate.
64. Fiery Shield - As Fire Shield, except that the caster is not immune to the flames created.
65. Interposing Hand - Summons a hand of force which, through sign language, attempts to reach a compromise between the caster and the target.
66. Forceful Hand - Summons a hand of force which evicts you from the premises.
67. Mages Lubrication - As grease, centered on the [edit; Caster's] square.
68. Grasping Hand - Summons a hand of force with no sense of boundaries.
69. Irresistible Dance - The caster gains a +5 bonus to Perform(Dance) checks, and must save against the Macarena
[Edit; 67. Target to Caster]

Dark Archive

My Self wrote:
Have you looked at Eaglesoul?

Nope. I tried to stick to Core spells and didn't know that one at all. A version of that that tricked an evil caster into casting it, and then staggered them for the duration, or a reversed version that summoned a fiendish spirit into a good caster, could be tricksy.

Random other thoughts;

70. Entangle - in the twisted wood writhing under the shadow of the dark dryad queen's corruption, certain druidic spells function differently. A druid casting entangle in the blighted area loses a point of Constitution to feed the hungry growth, which is always centered on his own feet.

71. Produce Flame - in Jynaste's realm, mentioned above, a druid calling upon elemental fire in this manner finds that his hand ignites as a burning torch, inflicting the spell's full damage to him, as well as anyone he strikes. He can reduce the damage he takes by taking an action to hurl it's flame, as normal for the spell, taking only 1d3 fire damage in any round he uses a standard action to throw flame (and thus reducing the duration of the spell, which he can't otherwise end on his own).

72. Hold Person - this lower level variation on hold person, sometimes called 'serpent's stare,' automatically paralyzes the caster for as long as the target remains paralyzed by the spell. The caster can attempt to save on any given round, but if he frees himself, his target is automatically freed as well.

73. (Continual) Wall of Fire - this wall of fire is illusory, and sheds light and warmth, even feeling like it radiating blast-furnace heat on it's 'hot' side, to those who fail a will save. The heat is entirely false, and won't serve to keep people from freezing to death in cold climates. On the plus side, the duration of the spell is permanent, and it's a level or two lower than a normal 'permanent illusion.'

74. Wall of Ice (lesser) - this 'wall of ice' is only a thin sheet of ice, about an inch thick. It takes 3 hit points worth of damage to smash through a five foot section of this ice, creating a hole big enough to admit a single medium-sized or smaller creature. The ice is not supernaturally cold, and inflicts no cold damage to people smashing through it in this fashion. On the upside, it only uses up a 2nd level spell slot.

75. Wall of Lice - this glistening white wall looks like ice, but is composed entirely of lice, precariously balanced upon each other. If disturbed, the wall collapses, filling a 10 ft. path along it's entire length with a swarm of lice that remains present for 10 minutes, causing negligible damage, but inflicting a sickened condition to those afflicted until they manage to clean the infestation from their bodies, hair and equipment, which could take hours...

76. Beaglesoul - this spell acts like Eaglesoul, but infuses the recipient with the spirit of a friendly dog, reducing his Int to 2 and giving him the following special qualities;
*Scent
*Slobbery Tongue
*Puppy Dog Eyes
*Consume food that hits the floor as an Immediate Action


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77 Divine Flavor. You taste and smell absolutely delicious, and everything wants to eat you.

I've seen a few compilations of silly spells on the web, though many of the above might be new.


78. Irresistible Dunce - This functions as Feeblemind (no save) cast on yourself, along with Charm Monster, Mass cast on everybody else within close range.


79. False Hope - this spell instills powerful hope in the subjects, encouraging them to the point of suicidal optimism. They take a +2 morale bonus to various rolls for 1 round, and lose their Dexterity bonus to AC for the full duration of the spell.


80. Crime Stop: Instead of stopping time, the caster is polymorphed into an anthropomorphic dog wearing a trench coat and fedora, who immediately runs of to "take a bite out of crime".

Shadow Lodge

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81. Intense Transformation: The caster enters a bout of violent anger, refusing to cast spells or activate magic items, but doesn't gain increases to physical stats nor Base Attack Bonus.

82. Literal Burning Hands: The caster's hands catch fire, causing 1d4*2 levels fire damage (max 5d4) per round unless the caster succeeds at a Reflex save.


83. The Diss Spell-

you believe it will break down other magic and it DOES! Through a series of horribly catty and snide remarks- as you cast it the spell anthropomorphizes into an 8th grade popular girl and begins calling out the opposed magic: "I wouldn't touch this magic with a 10 ft' pole! Talk about magic that totally makes me gag on my FORT save! Spells like this should have been outlawed with that lame Shadowcaster class from 3.5!"

'She' continues for 1 minute/caster level.


84. Faerie Ire - Summons a mob of angry fey that immediate swarm and attack the caster. They remain for a number of rounds per caster level.

85. Uncontrollable Giggles - The caster begins to snicker and giggle uncontrollably at every comment and event. After the spell effect ends (1 round/caster level), the caster must make additional saving throws every round for the next hour (at a +4 bonus, its just not as funny) or continue to giggle.


86. Stinking Loud - Causes uncontrollable, excessively loud, and pungent flatulence to everybody in a 20' radius burst (pun intended). Doesn't end until each victim of the spell has a decent bowel movement.


87. Genuine Invisibility. Light no longer interacts with any part of the target's body, rendering them both invisible and totally blind.


88. Money Blood - Causes your blood to turn to precious gems and metals, which makes you really valuable (HD squared * 100) and probably also kills you. These precious gems and metals can be used as material components for spells, just in case you were wondering.


Planar Ally- the plane you target select is now your ally. This does not protect you from friendly fire, but you do get the sense that the plane regrets hurting you


89. Marked by the Prismatic (cursed version of Mark of the Prismatic):
Every time the caster moves for the of this spell, they are immediately harmed as if they had attempted to walk through all seven layers of a prismatic sphere. Unlike the usual Mark of the Prismatic spell, this cursed spell cannot be discharged by casting Prismatic Ray--it lasts until dispelled or until the duration runs out.

Liberty's Edge

Black-Barred tentacles - You must immediately perform a scene from some well-known hentai movie, but others gain partial cover from what you are doing.

Stink Eye -As in evil eye, but is applied to the caster after the caster’s previous spell hosed the party at the most inopportune moment.

Wind Blades - Your slashing weapon becomess a clockwork. You must now give it’s key several turns (a standard action which provokes attacks of opportunity) before you can attack with it.

Gaze/Quest - You see something… you go and get it.

Monster Summons 1 - An accuser devil hands you a huge scroll telling you when you must appear in court.

Aura of Greater Corkage - The paladin becomes unable to open his mouth, thereby successfully maintaining his membership in the Society.


92. Summon Monster eX - Summons a 20th level Barbarian who promptly accosts you and sunders all your possessions.


93. Ant Hauled - A swarm of ants arrives and attempts to drag you to their nest. The swarm gains the benefits of the ant haul spell.

Liberty's Edge

98. Numerological dismissal - Scribe can no longer rationalize what number to put before each item in an itemized list, then convinces herself that there is nothing she can do about it.

99. Detest Thoughts - Your Int drops to 2. Any advice from others is meaningless. You become a murder hobo.

100. Hulled Person - Your equipment, teeth, bones, skin, hair, entrails and especially your eyes, all spring away from your corpse, leaving only the edible parts. ('cause no-one wants to eat your eyes.)


Aethernaut wrote:
'cause no-one wants to eat your eyes.)

Actually, it's quite good on toast.

101. Break Whole. As Make Whole, complete with the 10 minute casting time. Deals 1d6 damage per level to an unattended object.

102. Raise Bread As Raise Dead, complete with casting time and material components. Any food preparation within one mile of the casting, is made easier by small, serendipitous events for 1 hour/level. The target of the spell remains dead.


103. Limited Wash - As Prestidigitation, but costs 1500 gp and a 7th level spell slot. And it only cleans half a garment instead of the whole thing.

104. Wash - As Prestidigitation, the whole thing, but costs 25000 gp and a 9th level spell slot.

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