When can you detect a curse?


Rules Discussion


Got a player who was bitten by a werewolf, but I rolled his fort save as a secret check. But then I realized the curse would probably ping the next time Detect Magic was used, right? It is hard to realize a cursed item is cursed, but a curse on a person would be considered "magic you’re fully NOT aware of" and I don't see anything suggesting it wouldn't register even while still "dormant."

Sovereign Court

Interesting!

You could mutter something about ordinary people not having access to detect magic. But that's a bit feeble, it's just a cantrip.

Detect Magic also has some language about illusions:

detect magic wrote:
You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.

Given that "who is the werewolf?" is an important trope, you could decide that the curse can only be detected during dormant moon phases by sufficiently heightened Detect Magic. It already should have a level for counteracting purposes, so just extend that to detection.


With similar metaphysical reasoning as wolfsbane only acting as a cure before the first change, it would be reasonable to say the curse is only 'active' before the first change.

On the other hand, what really happens if somebody detects as magical? If one PC has an unknown magical aura, all the caster can learn is that there is magic somewhere within 30' of them. Even if they are high enough level to narrow it down to specifically the PC it only means that they have a magical aura somewhere in their square. They'd have to strip down to confirm that the magical aura is emanating from their person and even then for all the party knows, they've swallowed a magic rock. At least, if the curse is the most powerful aura within 30'.

Of course, both these thoughts seem to run the opposite way you're thinking--the character not having a way to confirm a suspected curse on themselves. For this I don't necessarily mind the players being able to figure it out by cleverness before the curse takes them, but again I think it seems fair to say that the curse is able to 'shield' itself from basic detection like traps and illusions are already known to do.


The players know they were mauled by a werewolf, so they won't exactly be surprised. But it happened the day after the full moon so it won't kick in for a month. I think I like the idea of using illusion detection rules. They were attacked by a 6th level wolf and just turned 5th level. So it will be interesting to see if they hit 7th before the next full moon, at which point they will detect the curse and their cleric can remove it.

I suppose the party is lucky it was a Thaumaturge that got turned. None of his damage boosters seem usable in a berserk form, unlike, say, a fighter or barbarian.

Sovereign Court

Getting a Detect Magic done by a high level caster could also drive a small sidequest of course. Since it's just a casting of a cantrip it doesn't have to cost the moon, but it could be a memorable scene or two.


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Wouldn't this spoiler lots of info?

Eventually, even randomly ( for example, what if a character is cursed and the wizard uses detect magic to explore a room after the fight? Finding out that a character is cursed while looking for magic loot may not be the best deal ).


That's the reason for the inquiry, yes. But having the spell only detect curses of a lower level makes that much less of a problem. It can still spoil weaker sources, but odds are lower level afflictions will be less satisfying than higher level ones.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Don't you need critical successes to detect curses?

EDIT: Ah yes, here's the relevant rule.

Identify Magic
Concentrate, Exploration, Secret

Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn’t increase the DC to identify it.

Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.
Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect’s name and what it does. You can’t try again in hopes of getting a critical success.
Failure You fail to identify the magic and can’t try again for 1 day.
Critical Failure You misidentify the magic as something else of the GM’s choice.

If it was crucial to the story for the PCs to remain unaware, I'd just say it's impossible to determine using this action, per the above text.

Horizon Hunters

Just cast Status.


Status only works with Conditions. It doesn't tell you if you are Cursed, as being Cursed isn't a Condition. It would work with things like being Wounded, or Doomed, but it doesn't notify current health or well-being beyond that.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Even if status did work, it might tell you that they are cursed or diseased or whatever, and not tell you anything about the kind of curse or disease.


Ravingdork wrote:
Even if status did work, it might tell you that they are cursed or diseased or whatever, and not tell you anything about the kind of curse or disease.

That's true, but it's kinda irrelevant in this 2e.

Curses ( at least the one available to players ) are a joke, and whatever the curse/disease affecting the character, they are going to remove it anyway.

"I sense you are afflicted by a curse/disease."
"Oh God, what kind of curse/disease?"
"I don't have any Idea, but I'll just remove it anyway."


Ravingdork wrote:
Even if status did work, it might tell you that they are cursed or diseased or whatever, and not tell you anything about the kind of curse or disease.

I could see a crafty lycanthrope leader putting in traps with harmless curses so being cursed becomes a non-issue beforehand.

"Nah, cursed? That's pretty normal. No worries."
"But you just fought an enormous wolf!"
"What's your point?"


Ravingdork wrote:

Don't you need critical successes to detect curses?

EDIT: Ah yes, here's the relevant rule.

Identify Magic
Concentrate, Exploration, Secret

Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn’t increase the DC to identify it.

Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.
Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect’s name and what it does. You can’t try again in hopes of getting a critical success.
Failure You fail to identify the magic and can’t try again for 1 day.
Critical Failure You misidentify the magic as something else of the GM’s choice.

If it was crucial to the story for the PCs to remain unaware, I'd just say it's impossible to determine using this action, per the above text.

The issue is that you can only Identify Magic you're aware of. If you detect an unknown necromancy aura on your team mate, you'll likely treat it as a curse regardless of the Identify check.

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