Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration
, up to 1 minute
Damage Type: Necrotic
Save: Wisdom
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 DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10min. A spell slot of 5th or higher, the duration is 8hrs. A spell slot of 7th or higher, the duration is 24hrs. A 9th level spell slot, the spell lasts until dispelled. A spell slot greater than 5th level doesn't require concentration.
Verbal Component:
Impertio Maledictum
Verbal Component (Alternative):
By these words you'll feel much worse, on your form I bestow this curse.
Classes: Bard, Cleric, Wizard, Rogue
Domain: Suffering
Tags: Debuff
Source: Player's Handbook [5th Edition] (page 218)
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).