Curses are the spells of witches and those who practice forbidden magics. While other spells are largely formless the Curses are old and have personality, one who peers into the ethereal realm can see the Maledictions afflicting their targets.
Cantrip: Paranoia
A character you can see will become suspicious and convinced they are being watched for the rest of the day. This effect becomes more powerful the longer it effects them, by the end of a week of constant casting they will be unable to sleep.
1. Confession
Ritual (2)
You complete a ritual while touching a character, they must answer [dice] questions you ask truthfully, or they take [sum] damage as they are mentally flayed. Trained characters can save MENT to avoid flinching.
2. Crown of Madness
Slow spell
A creature you can see that can hear your words will be struck by madness for [dice] rounds, attacking the nearest creature. They can save MENT each turn to do nothing instead.
3. Feast of Ashes
Fast
You curse a nearby creature, they experience unassuageable hunger for [dice] Days. They will not die, but feel as though they are starving; worse, eating food causes them horrible nausea.
4. Fester
Slow
Reduce a close creatures max HP by [sum] for [dice] minutes. If you cast this spell on a sample of the targets blood the spell lasts for a day, and you may cast the spell on the vial each day to maintain the effect. Each day you extend the spell in this manner, the targets max HP is reduced by a further [sum] as they become more sickly and feverish. Once they are reduced to zero HP they die when you wish it.
5. Lipstitch
Slow
A nearby characters lips are sewn together. Their HD can’t be greater than the [dice] invested. The victim can cut their lips open again, but they take [sum] damage in the process. The victim can unpick their lips over minutes to take no damage from this.
6. Numb
Quick
[dice] willing targets have [dice] wounds numbed for [sum] hours, receiving no penalty from those wounds for the duration and not being incapacitated by a mortal wound. However the targets will gain a new wound when the duration ends as the damage is worsened by their actions.
7. Bind Thrall
Ritual (2), Near Creature, [sum] days
You can bind a nearby creature you can see to be your thrall for [dice] days or save MENT to be bound for [sum] hours instead (the save is modified by the difference between the creatures HD and [dice]). You must know their name and have a lock of their hair or drop of blood. The spell can only effect creatures of less than [dice]×3 HD.
A bound thrall must follow your commands and obey any actions given while bound. If the action would be harmful to it it may save to disobey. This doesn't change the creature's opinions or perspective of you, it just forces obedience onto it.