Bard Magic • Spell Reference
Bestow Curse Spell
The Burdened Fortune

Bestow Curse turns a touch into a lasting burden on a creature’s abilities, attacks, or actions. The permitted effects and ways to end them depend on the edition.
Bestow Curse at a Glance
| School | Necromancy |
|---|---|
| Bard level | 2024 / 2014: 3; legacy: absent from standard Bard lists |
| Range | Touch |
| Purpose | One chosen curse effect |
| Duration | Modern: varies by spell slot; legacy: permanent |
| Browse | Cleric spells • Cleric class |
Spell Rules by Edition
Bestow Curse — 5.5e / 2024
Bard and Cleric spell level 3. Edition source.
| Spell | Level 3 Necromancy (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.
Bestow Curse — 5e / 2014
Bard and Cleric spell level 3. Edition source.
| Spell | 3rd-level necromancy (Bard, Cleric, Wizard) |
|---|---|
| Casting Time | 1 action |
| Range | Touch |
| Components | V, S |
| Duration | Concentration, up to 1 minute |
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
- While cursed, the target has disadvantage on attack rolls against you.
- While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.
Bestow Curse — Pathfinder 1e
Not on the standard Bard spell list; Cleric spell level 3. Edition source.
| School | Necromancy [Curse] |
|---|---|
| Level | Adept 3, Antipaladin 3, Arcanist 4, Bloodrager 4, Cleric 3, Medium 2, Mesmerist 3, Occultist 3, Oracle 3, Shaman 3, Sorcerer 4, Spiritualist 3, Warpriest 3, Witch 3, Wizard 4 |
| Casting Time | 1 standard action |
| Components | V, S |
| Range | touch |
| Target | creature touched |
| Duration | permanent |
| Saving Throw | Will negates |
| Spell Resistance | yes |
You place a curse on the subject. Choose one of the following.
- –6 decrease to an ability score (minimum 1).
- –4 penalty on attack rolls, saves, ability checks, and skill checks.
- Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You may also invent your own curse, but it should be no more powerful than those described above.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow curse counters remove curse.
Bestow Curse — D&D 3.5e
Not on the standard Bard spell list; Cleric spell level 3. Edition source.
| School | Necromancy |
|---|---|
| Level | Cleric 3, Sorcerer/Wizard 4 |
| Components | V, S |
| Casting Time | 1 standard action |
| Range | Touch |
| Target | Creature touched |
| Duration | Permanent |
| Saving Throw | Will negates |
| Spell Resistance | Yes |
You place a curse on the subject. Choose one of the following three effects.
- –6 decrease to an ability score (minimum 1).
- –4 penalty on attack rolls, saves, ability checks, and skill checks.
- Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You may also invent your own curse, but it should be no more powerful than those described above.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow curse counters remove curse.
Edition Differences
| Bard access | Bard 3 in 2024 and 2014. Neither Pathfinder’s standard Bard list nor the 3.5 core Bard list includes this spell. |
|---|---|
| Saving throw | Modern: Wisdom. Legacy: Will, with spell resistance. |
| Lost action | 2014 wastes the target’s action on a failed turn-start save. 2024 forces Dodge instead. Legacy uses a 50% chance to take no action. |
| Duration | Modern base casting: Concentration, up to 1 minute; higher-level slots extend it and level 5+ removes Concentration. Legacy: permanent until removed. |
| Custom curses | 2014 and the legacy versions expressly allow equally powerful alternatives under the referee’s judgment. The 2024 spell text lists four fixed choices. |
| Dispel and removal | Legacy text explicitly prevents ordinary dispelling and names curse-removal spells. The 2014 text expressly mentions Remove Curse; use your edition’s rules for removing curses. |
Using Bestow Curse
Choose the burden that supports the encounter: weaken a crucial ability, make attacks against the caster less reliable, interfere with actions, or increase the caster’s damage under the modern rules. Only the selected option applies; the spell does not grant every curse effect at once.
A touch-range casting requires access to the target, and a failed initial saving throw is needed before the curse takes hold. Higher-level modern slots can turn a brief combat effect into an obstacle that lasts beyond the encounter. In the older rules, permanent duration still permits the specifically listed remedies.
Agree on any custom curse before using a version that allows one. Its severity should match the listed effects. A narrative demand, omen, or visible mark can explain the curse in the story without quietly adding new mechanical penalties.
Bestow Curse in the World
A broken oath, a stolen heirloom, or a feud between travelling performers can become more than a rumour when a curse follows the offender. Finding its caster may reveal why it was bestowed, while finding a healer with the right remedy can draw the party into a second dispute over repayment or reconciliation.
Rules Sources and Licensing
This work includes material from the System Reference Document 5.2.1 and/or 5.1 by Wizards of the Coast LLC. The original documents are available at D&D Beyond and are licensed under CC BY 4.0. Presentation and formatting have been changed.
The Pathfinder and 3.5 spell mechanics and their tables are Open Game Content under the Open Game License v1.0a. Artwork and original setting prose are excluded from that designation.
Open Game License v1.0a and copyright notices
Permission to copy, modify and distribute the files collectively known as the System Reference Document (“SRD”) is granted solely through the use of the Open Gaming License, Version 1.0a.
This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material.
The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself.
The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever-Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti.
All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.
More information on the Open Game License can be found at www.wizards.com/d20.
The terms of the Open Gaming License Version 1.0a are as follows:
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. END OF LICENSE
Keep this reference growing
If this page helped with your reading or game, you can support its upkeep or explore the curated books.
Explore the Bookshop — epics, classics and stories behind imagined worlds.
