The rules are already written.

Curse Is Not a Debuff

In Shadowdark, Curse is a tier 3 Priest spell with a range of Close and a duration of Permanent. That last word is the whole spell. It does not deal damage, it does not stack initiative math, and it does not expire when the fight ends. Cast it, and the game state changes until something removes it.

Players misread this constantly. They spend a permanent effect chasing a temporary advantage, using it as a stopgap penalty in a single round of combat when the same slot could have rewired an encounter for good. The spell’s own examples point elsewhere: afflict a target with relentless nightmares, or turn one of their allies against them. Those are not combat debuffs. They are lasting problems for whoever you cursed, and they persist across sessions.

The value is leverage over time, not swing on one roll. A cursed lieutenant who now serves the party is worth more than a few points of temporary misery, and the enemy has to reorganize around the loss.

At the table: Curse the warlord’s most trusted captain so their loyalty flips, then let the warlord spend the next session discovering the betrayal instead of fighting the party directly.

More: Latest · Issues · RTFM


Daily field notes, weekly Issues. Follow @ItsAlrdyWritten or subscribe via RSS.