Archives of Nethys

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Corruptions | Curses | Diseases | Drugs | Poisons


Curses

Source Starfinder Core Rulebook pg. 414
Curses are magical afflictions and usually have a single effect, though some curses use tracks like diseases and poisons do. Removing a curse requires either using remove affliction or fulfilling a special condition that varies by curse (and sometimes differs between individual applications of the same curse).

Curse of Lethargy

Source Starfinder Core Rulebook pg. 418
Type curse; Save Will DC 20
Effect In combat and other stressful situations, the victim is affected as if by a slow spell (see page 377) and is immune to effects that would increase its speed.
Cure The victim must hustle (see Overland Movement on page 258) for 4 consecutive hours each day for 1 week; it must perform this movement to reach a specific destination.

Curse of the Miser

Source Starfinder Core Rulebook pg. 418
Type curse; Save Will DC 20
Effect Each week, the victim loses 10% of its net worth through strange mishaps.
Cure The victim must donate 20% or more of its net worth selflessly, not just to remove the curse.

Curse of the Ravenous

Source Starfinder Core Rulebook pg. 418
Type curse; Save Will DC 20
Effect The victim treats each hour as a day for starvation and thirst (see page 404) and is immune to effects that prevent the need for sustenance or that remove starvation or thirst.
Cure The victim must drink only water and eat only flavorless gruel for 1 month.

Curse of the Ravenous (Lesser)

Source Starfinder #7: The Reach of Empire pg. 35
Type curse; Save Will DC 15
Effect The victim treats every 4 hours as a day for starvation and thirst and is immune to effects that prevent the need for sustenance (such as that granted by a clear spindle aeon stone) or that remove starvation or thirst.
Cure The victim must drink only water and eat only flavorless gruel for 1 week.

Curse of the Vainglorious

Source Starfinder Core Rulebook pg. 418
Type curse; Save Will DC 20
Effect After failing an ability check, attack roll, saving throw, or skill check, the victim takes a –2 penalty to that rolls of that type for 1 minute (treat each individual skill check, ability check, and saving throw separately) and can’t try again on rolls of that type. This means the victim can’t take 20.
Cure The victim must spend 1 month humbly and obediently apprenticing to a master in one of its fields of expertise.

Curse of the Zealous

Source Starfinder Core Rulebook pg. 418
Type curse; Save Will DC 20
Effect Each combat, whenever the victim would take its first hostile action, it is instead confused for 1d4 rounds.
Cure The victim must take no hostile actions for 1 month of active adventuring.

Minor Curse of the Restlessness

Source Starfinder #20: The Last Refuge pg. 32
Type curse; Save Will DC 16
Effect When the victim takes a full night’s rest (8 hours of sleep or more), they constantly toss and turn, recovering only 1 HP, instead of 1 HP per character level. If they undergo complete bed rest for 24 hours, they recover only 1 HP per character level, instead of 2 HP per character level.
Cure The victim must remain awake for a continuous 72-hour period, attempting the normal Fortitude saving throws against sleep deprivation. If they fall victim to a spell or effect that causes the asleep condition during this time, they must begin the 72 hours over again when they wake up.