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A system by Setsugiri.
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A system by Setsugiri.
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Introduction
Sorcerers and Curses is an RPG system that adapts the world of Jujutsu
Kaisen. Adapting a dangerous and lethal universe for sorcerers, threats are
more than necessary, which is why the Grimoire of Curses was created, a
guide book for enemies, dangers and mechanics that aim to make the sorcerers'
journey more difficult.
A system by Setsugiri.
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Credits
Development
Setsugiri
Manga Arts
Gege Akutami
Original Arts
Ale “Sal”
Bittar
Revision
Setsugiri
A system by Setsugiri.
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Book Summary
To access the desired chapter, click on it.
A system by Setsugiri.
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A system by Setsugiri.
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A Cursed World
Jujutsu Kaisen is a work where sorcerers protect society, using mysterious
cursed energy to exorcise cursed spirits, which arise from negative feelings and
traumas. And, in addition to the spirits, there are those who use them and use
energy in an evil way, known as
curse users and there are also sorcerer hunters.
The most important part of this first chapter comes right after, elaborating
more on enemy control, explaining their actions, abilities, possibilities and
details. Assuming a greater level of detail than in the Basic Book, it is
recommended reading for anyone who wants to tell a story with Wizards
and Curses.
A system by Setsugiri.
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Controlling Threats
The threats of Sorcerers and Curses are controlled by the Master or
Storyteller, whatever you prefer to call them. As the challenge level
increases, so do an enemy's complexity and capabilities, which are placed
on your Attribute Sheet.
• Armor Class, which is the value necessary for the creature to be hit
on an attack roll.
• Energy Points, which are spent on certain skills. Although it is not
common for enemies to have it, some whose focus is sorcery do,
making it necessary for the master to write it down and administer it.
• Movement, which is the enemy's ability to move, measured in
meters, as is the standard. It can be divided into different types, such as
flying movement, which is added to the total.
• Attributes, with the raw values of each of the six. They are rarely used,
but may come to light in more specific situations.
• Saving Throws, specifying the bonus to each of the four
types of existing tests.
• Initiative, used as a bonus on the roll to define when the creature
will act within the combat turn order.
• Attention, which is the passive value of perception, necessary to know
whether the creature will automatically detect enemies that try to hide.
• Skills, with a bonus on the skills that the creature masters.
• Resistances and Vulnerabilities, important to measure the damage it
receives, being greater or lesser depending on the type caused.
• Immunities, which are conditions that cannot affect the enemy.
• Shares, with the specified value referring to the number of common
shares that the creature possesses. Unless otherwise specified, every
creature has only one bonus action and one reaction.
• Characteristics, which are traits and abilities of the creature, which can
be both passive and active.
A system by Setsugiri.
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A system by Setsugiri.
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Adapted Threats
This chapter offers the threats from Jujutsu Kaisen, both the anime and the
manga, adapted for the Sorcerers and Curses system. Some more special
threats, like Sukuna, are accompanied by some special mechanics, as
well as other tools to help with their use.
A system by Setsugiri.
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Choso
Choso is a cursed fetus incarnated from death paintings, which masterfully wields the Blood
Manipulation technique, uniting it with his toxic curse blood.
Choso
Special Grade Cursed Spirit (ND20)
Hit Points: 3000 Armor Class: 50
Size: Medium Movement: 12 Meters
Attributes: STR 28 DEX 26 CON 30 INT 20 WIS 18 CHA 16
Saving Throws: Cunning +17 Fortitude +30 Reflex
+23 Will +23
• Supernova [2 Actions]. Choso condenses blood and accumulates into several bullets that
are fired in all directions. Every creature within 15 feet of Choso must make a DC49 Reflex
save, taking 6d10+60
of piercing damage, or only half as much on a success.
• Blood Edge. Choso concentrates the blood and makes it flow quickly in the shape of a
dagger. Range 5 feet, +45 to hit, deals
4d12+52 slashing damage.
• Blood Replacement [1x per Round]. Once per round, Choso can use an action to regain 120
health.
A system by Setsugiri.
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Characteristics
• Cursed Physicist. Being a cursed fetus, Choso has a
peculiar. He is immune to bleeding, poisoning and the effects of poisons.
• Poisonous Blood. Choso's own blood is poisonous. Whenever the attacker
receives a melee hit, he takes 2d6+12 damage.
poisonous.
• Cursed Resistance (5x). Five times per scene, Choso can choose to
automatically succeed a saving throw.
A system by Setsugiri.
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Dagon
Dagon is a disaster curse that arose from people's fear directed toward the
ocean and its mysteries.
Dagon
Special Grade Cursed Spirit (ND20)
Hit Points: 3300 Armor Class: 50
Size: Medium Movement: 9 Meters, 9 Meters Flight
Attributes: STR 28 DEX 24 CON 30 INT 24 WIS 28 CHA 22
Saving Throws: Cunning +23 Fortitude +30
Reflexes +17 Will +23
Initiative: +12 Attention: 39
Skills: Athletics +39 Acrobatics +27
Resistances: Immunity to Cold and Slashing Damage, Damage Resistance
Piercing, RD25 to Other Types, Shocking Damage Vulnerability
Immunities: Frightened, Blind, Confused, Charmed, and Poisoned
A system by Setsugiri.
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Characteristics
• Deadly Swarm. While in his domain expansion, Dagon creates an infinite
swarm of sea creatures, which benefit from his guaranteed hit. At the
beginning of every round, eight sea creatures are created, which can be
divided to attack any creature present in the domain. Each creature
deals 2d10+20 slashing damage, and is guaranteed to hit.
• Cursed Resistance (5x). Five times per scene, Dagon can choose
to succeed on any saving throw.
A system by Setsugiri.
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Eso
First Degree Cursed Fetus (ND15)
Hit Points: 1900 Armor Class: 39
Size: Medium Movement: 12 Meters
Attributes: STR 22 DEX 24 CON 26 INT 20 WIS 18 CHA 20
Saving Throws: Cunning +10 Fortitude +22 Reflex +14 Will +14
• Poison strike. Eso strikes unarmed, covering his body with his poisonous blood. Range 5 feet,
+36 to hit, deals 3d10+12
bludgeoning damage and 3d10+12 poison damage.
• Decay [2 Actions]. Upon decay, any creature that has come into contact with Eso or
Kechizu's blood will become infected, creating various floral pattern markings,
which will begin to decay the person's body. When using the action, every
creature that meets the condition is infected: an infected creature
must make a Fortitude Savings (DC38) at the beginning of every turn,
taking 6d6+30 poison damage, or just half as much on a success. This ability
only ends when Eso decides to deactivate it or if the user or the infected
person
to die.
A system by Setsugiri.
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Characteristics
• If You Look at My Back. When his back is seen, Eso awakens a
deep fury, deciding that he will kill. A creature that has seen Eso's back
becomes the target of his fury: Eso receives +4 to hit and deals +8
damage on attacks against the creature, in addition to saving
throws performed by it having their CD increased by 2.
• Blood Replacement. If Eso loses one of his limbs, he can replace it
with his blood, forming a replica.
• Flesh and Bone. Because it is a cursed object incarnated in a body
Human, Eso is made of flesh and blood, ignoring vulnerability to reverse
energy damage from curses.
• Cursed Resistance (x3). Three times per scene, Eso can choose to
automatically succeed a saving throw of his choice.
A system by Setsugiri.
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Kechizu
First Degree Cursed Fetus (ND15)
Hit Points: 1800 Armor Class: 38
Size: Medium Movement: 12 Meters
Attributes: STR 24 DEX 20 CON 26 INT 16 WIS 16 CHA 10
Saving Throws: Cunning +10 Fortitude +22 Reflex
+14 Will +14
Initiative: +9 Attention: 28
Skills: Athletics +22 Acrobatics +20
Resistances: Immune to Poison Damage, Resistant to Acid Damage, RD18 Others
A system by Setsugiri.
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Characteristics
• Grotesque Appearance. Kechizu has a grotesque and frightening appearance, forcing any
creature that can see him to make a Will save, becoming frightened on a failure or shaken
on a success, for 2 rounds.
• Blood Replacement. If Kechizu loses one of his limbs, he can replace it with his blood,
forming a replica.
• Flesh and Bone. As a cursed object incarnated in a human body, Kechizu is made of flesh
and blood, ignoring vulnerability to reverse energy damage from curses.
A system by Setsugiri.
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Reincarnated Sorcerers
The reincarnated sorcerers were placed in the Game of Slaughter by Kenjaku,
being people from different eras who took on receptacles in the modern era, thus
being able to satisfy their own desires and goals. All those that appeared in the
manga are placed in this section.
Hajime Kashimo
Reincarnated Sorcerer (ND22)
Hit Points: 3000 Armor Class: 50 Energy Points: 66
Size: Medium Movement: 15 Meters
Attributes: STR 26 DEX 30 CON 26 INT 24 WIS 22 CHA 20
Saving Throws: Cunning +23 Fortitude +23 Reflex +30 Will +17
A system by Setsugiri.
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Characteristics
• Electric Cursed Energy. Hajime's cursed energy is
electrified, making it difficult for his attacks to be blocked. All of Hajime's
melee attacks ignore up to 15 Damage Reduction.
• Load Accumulation. Whenever Hajime lands an attack on a creature, it
receives a positive charge, which lasts until the end of the scene or is
spent.
• Parry and Attack. As a reaction, attempt to parry a melee attack by making
a Fighting roll (+47) against the attacker. If he achieves a higher result,
the attack is nullified and Hajime can perform an attack action in
response.
• Tactical Guard. Hajime has a firm guard, using tactics to avoid receiving lethal
blows. Every critical hit has a 50% (1 to 2 in 1d4) chance of being negated.
A system by Setsugiri.
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Ryu Ishigori
Reincarnated Sorcerer (ND20)
Hit Points: 2800 Armor Class: 50 Energy Points: 70
Size: Medium Movement: 12 Meters
Attributes: STR 26 DEX 24 CON 28 INT 20 WIS 20 CHA 26
Saving Throws: Cunning +17 Fortitude +30 Reflex +23 Will +23
A system by Setsugiri.
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Characteristics
Within the work it was revealed that Ryu Ishigori has a domain
expansion, but it was not demonstrated, making it impossible to be sure of its
specifications. However, if you wish, you can add a domain expansion
action.
By default, a domain expansion will consume 3 Actions and 15PE from Ryu,
causing an effect based on your technique.
A system by Setsugiri.
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Takako Uro
Reincarnated Sorcerer (ND20)
Hit Points: 2600 Armor Class: 50 Energy Points: 60
Size: Medium Movement: 9 Meters, 12 Meters Flight
Attributes: STR 22 DEX 28 CON 22 INT 24 WIS 26 CHA 22
Saving Throws: Cunning +23 Fortitude +17 Reflex +30 Will +23
• Fine Icebreaker [2 Actions, 4PE]. Uro strikes the surface of the sky,
shattering it like thin ice, hitting its target with the result, a strong shock
wave. 30 meter range, +45 to hit, deals 6d12+62 force damage on a hit.
• Reverse Energy [2x per Round, 4EP]. Uro uses his reverse energy to heal
himself, recovering 120 health points.
Characteristics
• Assassin Tactics. When making an attack against an unsuspecting
enemy, once per round, Uro can deal an additional 4d8 damage,
in addition to receiving +5 to hit.
• Sky Camouflage. Uro can distort the sky to the
use as camouflage. When performing a stealth roll to hide, Uro
can spend 2PE to gain advantage on the roll and hide even in open
areas.
• Redirect with Distortion. When targeted or hit by a melee or ranged
attack, Uro can use her reaction to, in response, spend 4PE to perform
an acrobatics roll against the attack roll or skill DC and, if successful,
she nullifies the attack, if it is melee, or changes the target, if it is
ranged.
• Cursed Resistance (4x). Four times per scene, Takako Uro can choose
to automatically succeed a saving throw.
A system by Setsugiri.
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Yorozu
Reincarnated Sorcerer (ND22)
Hit Points: 3000 Armor Class: 50 Energy Points: 66
Size: Medium Movement: 15 Meters
Attributes: STR 22 DEX 28 CON 24 INT 22 WIS 26 CHA 20
Saving Throws: Cunning +23 Fortitude +23 Reflex +30 Will +17
• Liquid Metal [2PE]. Yorozu attacks with liquid metal, controlling it as the
medium for the attack. A creature within 60 feet must make a DC50
Fortitude or Reflex save, taking 8d8+55 physical damage of your choice, or just
half as much on a success.
• Insect Armor [2 Actions, 15EP]. Yorozu creates an armor
inspired by the biological functions of different insects, covering themselves.
While your armor is active, your strength becomes 30; your unarmed strike gets
+5 to hit and deals an additional 1d10+10 damage; its
movement increases by 9 meters, Insect Wings is
always active and its DR increases by 10, in addition to
becoming resistant to physical damage. Although it
is resistant, the armor can still be broken, being
destroyed if Yorozu receives more than 1000 damage
while wearing it.
A system by Setsugiri.
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Characteristics
• Defensive Construction. Quickly building a defense to
build once per round, as a reaction, Yorozu can spend 4PE to nullify the
damage of a melee attack he would receive.
• Insect Wings. Yorozu is able to build small insect wings to fly. At the start of
her turn, she can pay 2EP to form wings, transforming her movement
into flight.
• Cursed Resistance (5x). Five times per scene, Yorozu can choose
to automatically succeed a saving throw.
A system by Setsugiri.
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Iori Hazenoki
Reincarnated Sorcerer (ND16)
Hit Points: 2000 Armor Class: 38 Energy Points: 48
Size: Medium Movement: 12 Meters
Attributes: STR 20 DEX 20 CON 26 INT 16 WIS 16 CHA 14
Saving Throws: Cunning +16 Fortitude +23 Reflex +16 Will +11
Initiative: +9 Attention: 29
Skills: Acrobatics +21 Athletics +21
Characteristics
A system by Setsugiri.
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Awakened Sorcerers
The awakened sorcerers had their cursed technique awakened as part of the preparations for
the Game of Slaughter, carried out by Kenjaku.
Hanyu
Awakened Sorcerer (ND13)
Hit Points: 1300 Armor Class: 36
Size: Medium Movement: 18 Meters Flight
Attributes: STR 18 DEX 22 CON 16 INT 14 WIS 12 CHA 12
Saving Throws: Cunning +11 Fortitude +11 Reflexes +19 Will +7
Initiative: +9 Attention: 24
Skills: Acrobatics +19 Athletics +17
Characteristics
• Cursed Resistance (1x). Once per scene Hanyu can
choose to automatically succeed a saving throw.
A system by Setsugiri.
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Haba
Awakened Sorcerer (ND13)
Hit Points: 1300 Armor Class: 36
Size: Medium Movement: 18 Meters Flight
Attributes: STR 20 DEX 20 CON 16 INT 14 WIS 12 CHA 12
Saving Throws: Cunning +11 Fortitude +11 Reflexes +19 Will +7
Initiative: +8 Attention: 24
Skills: Acrobatics +18 Athletics +18
• Tear apart. Haba spins its propellers, tearing apart what is close to it. Every creature within
10 feet must make a DC33 Reflex save, taking 4d10+38 slashing damage or just half as
much on a success.
• Slashing Advance [2 Actions]. Haba adjusts his position and advances, cutting everything
in front of him. When using this action, it advances in a straight 40-foot line and every
creature within it must make a Reflex saving throw.
Characteristics
• Crunch Projectile. When being targeted by a ranged attack with a projectile, Haba crushes
it to avoid the blow. Once per round, as a reaction, the attack's damage is negated and
the projectile destroyed.
• Cursed Resistance (1x). Once per scene Haba can choose to automatically succeed a
saving throw of his choice.
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Charles Bernard
Awakened Sorcerer (ND14)
Hit Points: 1550 Armor Class: 35
Size: Medium Movement: 12 Meters
Attributes: STR 16 DEX 20 CON 14 INT 20 WIS 16 CHA 18
Saving Throws: Cunning +13 Fortitude +8 Reflex +21 Will +13
Initiative: +8 Attention: 27
Skills: Acrobatics +19 Athletics +17 Perception +17
Resistances: RD20 for All Types
Characteristics
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Cursed Grasshopper
The Cursed Locust is a 2nd degree curse, born from humanity's fear of the
locust plague. It has a broad, bipedal and humanoid physique, although it still
strongly resembles a grasshopper, as it uses two of its six legs to stand
upright, while the other four serve as arms.
Cursed Grasshopper
2nd Rank Cursed Spirit (ND10)
Hit Points: 800 Armor Class: 31
Size: Medium Movement: 12 Meters
Attributes: STR 21 DEX 17 CON 21 INT 6 WIS 5 CHA 8
Saving Throws: Cunning +4 Fortitude +15 Reflex +6 Will +6
Initiative: +6 Attention: 17
Skills: Athletics +20 Acrobatics +13
Resistances: RD16 to Physical Damage, RD12 to Other Types
• Mucus Shooting. Shoots black mucus from its mouth, like a projectile,
trying to blind. Range 25 feet, the target must make a DC28 Reflex saving
throw, becoming blinded until the start of the Grasshopper's next turn on a
failure.
Characteristics
A system by Setsugiri.
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Hanami
Hanami is a disaster curse that arose from the fear of natural disasters, with a great desire
to rid planet Earth of humanity due to the way it was treated.
Hanami
Special Grade Cursed Spirit (ND18)
Hit Points: 2800 Armor Class: 45
Size: Medium Movement: 12 Meters
Attributes: STR 26 DEX 24 CON 26 INT 18 WIS 20 CHA 30
Saving Throws: Smarts +14 Fortitude +19 Reflexes
+19 Will +26
Initiative: +12 Attention: 33
Skills: Athletics +26 Acrobatics +25
Resistances: Immunity to Shocking Damage, Resistance to Physical Damage, DR20 to
Other Types, Burning Damage Vulnerability
Immunities: Grappled, Prone, Charmed, Poisoned, Immobile, and Bleed
• Flower field. Hanami creates a circle of pacifying flowers. The circle has an area of
4.5 meters. Every enemy within the circle, if they try to attack Hanami, must make
a Will save with DC42 and, if they fail, they are unable to attack, losing their action.
• Regeneration [1x per Round]. Hanami regenerates, healing herself for 100 health
points.
A system by Setsugiri.
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Characteristics
• Flourish. Hanami's body continues to flourish and regenerate. AND
impossible to cut off Hanami limbs.
• Revealing the Cards. Hanami can reveal her abilities to amplify them.
Every revealed ability deals an additional 2d10 damage and receives
+4 to hit or +2 DC.
• Cursed Resistance (5x). Five times per scene, Hanami can choose
to automatically succeed a saving throw.
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Haruta Shigemo
Haruta Shigemo is a curse user, being a peculiar person, who prioritizes his own
preservation and pleasure above all else. He prefers to fight against weak
opponents, having a cursed technique unknown to the user himself, miracles .
Haruta Shigemo
Second Degree Curse User (ND10)
Hit Points: 800 Armor Class: 31
Size: Medium Movement: 12 Meters
Attributes: STR 16 DEX 20 CON 16 INT 18 WIS 14 CHA 14
Saving Throws: Cunning +15 Fortitude +6 Reflex +6 Will +4
Initiative: +8 Attention: 22
Skills: Acrobatics +15
Resistances: RD12 General
Characteristics
A system by Setsugiri.
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Game
Game is a curse of disaster, with the flames of disaster technique and an appearance
that resembles volcanoes, producing cursed fire.
Game
Special Grade Cursed Spirit (ND22)
Hit Points: 3500 Armor Class: 52
Size: Medium Movement: 12 Meters
Attributes: STR 26 DEX 30 CON 30 INT 24 WIS 20 CHA 20
Saving Throws: Cunning +18 Fortitude +24
Reflexes +32 Will +24
Initiative: +15 Attention: 37
Skills: Athletics +40 Acrobatics +42
Resistances: Immunity to Burning Damage, Resistance to Physical Damage, DR30 to
Elemental Damage and Cold Damage Vulnerability
Immunities: Frightened, Charmed, Immobile, Incapacitated, Slow
A system by Setsugiri.
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• Regeneration [1x per Round]. Game uses your energy to recover your body, healing
yourself for 150 health points.
Characteristics
• Hellish Presence. Jogo's mere presence creates infernal heat. Every creature that starts its
turn within 15 feet of play must make a DC50 Fortitude save, taking 30 burning damage
on a failure, or 15 on a success.
• Cursed Resistance (5x). Five times per scene, Game can choose
succeed on a saving throw of your choice.
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Kenjaku
Kenjaku is an ancient sorcerer, who has existed for over a thousand years
thanks to his technique, inhabiting the bodies of different individuals over the
centuries, assuming their identities and carrying out profane and macabre
actions such as the creation of cursed fetuses . countless murders.
Many refer to him as the most evil sorcerer in history.
There are no limits to how many he can keep, but it is necessary to exorcise
the curse to then possess it. When using Kenjaku, choose as many cursed
spirits as you want that he has already absorbed.
A system by Setsugiri.
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Kenjaku
Curse User (ND30)
Hit Points: 3500 Armor Class: 50 Energy Points: 90
Size: Medium Movement: 18 Meters
Attributes: STR 24 DEX 28 CON 26 INT 30 WIS 30 CHA 26
Saving Throws: Cunning +35 Fortitude +25 Reflex +30 Will +30
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• Reverse Energy [4PE]. Kenjaku uses reverse energy to heal himself, recovering 150
health points. You can also pay 8PE to regenerate a lost limb. Can be used
twice per round.
Characteristics
• Defensive Summon. Kenjaku can quickly cast curses defensively, blocking an attack. When
being targeted by an attack, Kenjaku can use his reaction and 3PE to nullify the attack's
damage, as long as he has at least one curse saved.
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Kurourushi
Kurourushi is a special grade curse, created from collective fear directed at cockroaches, with a
unique physiology, a cursed tool, and a technique in its arsenal.
Kurourushi
Special Grade Cursed Spirit (ND20)
Hit Points: 3000 Armor Class: 50 Energy Points: 60
Size: Medium Movement: 12 Meters, 12 Meters Flight
Attributes: STR 24 DEX 26 CON 28 INT 22 WIS 16 CHA 10
Saving Throws: Cunning +23 Fortitude +30 Reflex +23 Will +17
• Blade of Putrid Life. Kurourushi strikes with a blade that mixes life and death.
Range 5 feet, +45 to hit, deals 6d10+44 necrotic damage. Upon
landing this attack, Kurourushi can, as a reaction,
pay 4EP to fire cursed insect eggs at the target: the eggs hatch
immediately, forcing the affected creature to make a Fortitude
saving throw, losing 4d10+30 life, or just half as much. on a success,
and if failed, the creature receives the Bleed condition for
2 rounds, which deals 2d10+20 damage.
A system by Setsugiri.
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Characteristics
• Insatiable Hunger. Kurourushi has an insatiable hunger, seeking to devour
everyone. Once per round, when killing a creature, Kurourushi can take
an additional action on his turn.
• I like Iron. The taste of iron pleases Kurourushi, encouraging him to
fight more fiercely. Kurourushi attacks made against a target that is
bleeding have advantage.
• Parthenogenesis. Kurourushi is capable of, in the right situations,
reproduce a new cursed spirit identical to yourself if you have energy and
cockroaches. When killed, Kurourushi can spend 30PE to transmit
this energy to one of his cockroaches, preserving his existence and
thus returning to life, but with only half of his maximum life and the
energy he had previously, considering the expense of Parthenogenesis. •
Cursed Resistance
(5x). Five times per scene, Kurourushi can choose to automatically succeed
on a saving throw to his
choice.
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Mahito
Special Grade Cursed Spirit (ND20)
Hit Points: 3000 Armor Class: 50
Integrity: 200
Size: Medium Movement: 12 Meters
Attributes: STR 24 DEX 30 CON 30 INT 20 WIS 18 CHA 24
Saving Throws: Cunning +17 Fortitude +30 Reflex
+23 Will +23
• Adaptive Strike. Mahito adapts his body to deliver a blow that meets the need. Range
40 feet, +45 to hit, deals
4d10+64 damage, of a physical damage type of your choice.
• To sweep. Mahito expands his arm and sweeps everything in front of him. Affects a 15-foot
cone in front of you, every creature in the area must make a Reflex save with DC49,
taking 8d8+52 of a type of physical damage of your choice, or just half on a success.
• Body Reconstitution. Mahito reconstitutes his body from his soul, healing himself for 125
health points. Can be used a maximum of 2 times per round.
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Characteristics
• Adaptation. Once per round, Mahito can use his reaction to negate a condition he
would receive, adapting his body.
• Absolute Awareness of Self. Mahito is perfectly aware of his own body. Instead of
100, he has 200 Integrity.
• Soul Compression. A creature that has its Integrity reduced to 0 by Mahito takes a small
form, which he can store.
• Form Movement. As a free action, Mahito can transform his
movement in any type you desire.
• Defensive Reconstruction. Whenever Mahito receives a critical hit, there is a 75% chance
that the critical hit will become a regular hit (1 to 3 in 1d4). To do this, he rebuilds his
body when receiving a blow.
• Black Lightning. When using Adaptive Strike, if you get 20 on the attack roll, Mahito uses
a Kokusen, receiving the standard benefits.
• Cursed Resistance (5x). Five times per scene, Mahito can choose to automatically
succeed a saving throw.
Mahito is still a young curse, with a lot of potential to evolve, including recognizing the
true essence of his soul. During a
fight, if you have hit at least one Black Bolt, you can choose to evolve Mahito, exchanging
your enemy token for the Distorted Kill Instant Spiritual Body, updating some values
and actions, but without renewing your Integrity or life points.
While in this new form, he can no longer transfigure, and maintains damage and wear,
such as the inability to use domain expansion if he has already done so.
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A system by Setsugiri.
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Characteristics
• Parry Blow. Once per round, Mahito can use his reaction to
parry an attack, using its tentacles and tail to block it, nullifying the damage.
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• Sword of Extermination.
Mahoraga attacks with a
blade imbued with
reverse energy. Range
10 feet, one target,
+50 to hit, deals 6d10+50
damage
reverse energy. You can
also choose to deal force
damage, if the target of
the attack is not vulnerable to
reverse energy.
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Characteristics
• Conditional Adaptation. Mahoraga manages to adapt to the conditions he
receives, starting to ignore them. Mahoraga cannot receive the same
condition more than once, adapting to it as soon as its duration ends.
• Cursed Resistance (6x). Six times per scene, Mahoraga can choose
to automatically succeed on a saving throw.
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Finger Bearer
Finger Bearers are special grade curses that arise from a curse that has consumed one of Sukuna's
fingers, transforming into cursed fetuses until they are born.
They have common abilities from a curse, but they are very powerful due to the finger they
consumed, and are even cruel like Sukuna himself.
They attack any creature that enters their domain. Although they are strong, they do not have any
technique, using only raw energy, which becomes a great limiter.
Finger Bearer
Special Grade Cursed Spirit (ND16)
Hit Points: 1550 Armor Class: 41
Size: Medium Movement: 12 Meters
Attributes: STR 22 DEX 22 COM 18 INT 13 WIS 9 CHA 10
Saving Throws: Cunning +11 Fortitude +16 Reflex +23 Will +16
• Punch. Throws a brutal punch. Range 5 feet, +38 to hit, deals 6d8+42 impact damage.
• Energy Shot. It shoots energy in a raw and raw way. 40 foot range, +38 to hit, deals 8d8+33
force damage.
• Cursed Regeneration. The Finger Bearer heals for 60 health or regains a lost limb. Can be
used twice per round.
Characteristics
A system by Setsugiri.
Machine Translated by Google
It can incarnate in bodies through the consumption of fingers, increasing its power based on the
number of fingers that a possible host has.
Within the Grimoire of Curses, there are several attribute sheets for Sukuna, varying their
power level depending on the number of fingers.
Sukuna (2 Fingers)
The King of Curses (ND18)
Hit Points: 2400 Armor Class: 45
Size: Medium Movement: 18 Meters
Attributes: STR 20 DEX 26 CON 24 INT 28 WIS 28 CHA 28
Saving Throws: Cunning +19 Fortitude +14
Reflexes +19 Will +26
Characteristics
• Cursed Resistance (4x). Four times per scene, Sukuna can choose to automatically
succeed a saving throw.
A system by Setsugiri.
Machine Translated by Google
• Power Punch. Sukuna strikes covered with energy. Range 5 feet, +50 to hit, deals 8d10+60
force damage.
• Dismantle. Sukuna cuts that in front of him. Two visible targets
within 60 feet, +50 to hit, deals 14d8+60 slashing damage.
• Leave. Sukuna breaks it in front of him, adapting to his physical resistance. Range 40 feet,
+50 to hit, deals 2d10+20 slashing damage for each point in the creature's Constitution
modifier.
• Flame Shot [5PE]. Sukuna fires a fire arrow. One target, 120 feet, +50 to hit, deals 12d10+60
burning damage.
• Domain Expansion – Malevolent Sanctuary [3 Actions, 15EP]. Sukuna creates a macabre-
looking sanctuary in a barrier-free domain.
Your dismantle and break actions can be used to affect every creature and object within
200 meters, with a guaranteed hit.
Characteristics
• Impenetrable Defense. Sukuna ignores critical hits whose result is less than 20.
• Cursed Resistance (8x). Eight times per scene, Sukuna can choose to automatically
succeed a saving throw.
A system by Setsugiri.
Machine Translated by Google
• Summon Shadow. Sukuna summons or partially manifests one of the ten shadows, according
to the Invocations (Ten Shadows) section, varying in cost, actions and effect.
A system by Setsugiri.
Machine Translated by Google
Characteristics
• Macabre Existence. Any creature that starts its turn within 12
meters of Sukuna must make a Will save (DC55), becoming shaken on a success
or frightened on a failure, for 1 round.
• King of Curses. Shikigamis have disadvantage when attacking Sukuna.
• Profane Physicist. Sukuna is immune to any type of poison and toxin.
• Untouchable Soul. Sukuna is immune to soul damage.
• Impenetrable Defense. Sukuna ignores critical hits whose result is less than 20.
• Cut the World. Sukuna manages to cut through the world, discovering through Mahoraga the
perfect formula to attack. To be able to use this characteristic, it is necessary to have
spent at least 4 rounds with Mahoraga active on the field, thus being able to get him
to use his cutting technique. When the trait is released, Sukuna can, once in the
scene, use his reaction to amplify a Dismantle, making it a guaranteed hit, ignore
damage reduction, resistance or immunity, and any effect that can reduce or prevent
damage, such as Domain Amplification or Covering Oneself, thus being an indefensible and
inevitable attack. Additionally, a Dismantle that cuts through the world will have its dice
and damage bonuses doubled, dealing 32d8+150 damage, and if it reduces a creature's
hit points to zero, it will be killed immediately, leapfrogging death's door.
A system by Setsugiri.
Machine Translated by Google
A system by Setsugiri.
Machine Translated by Google
• Dismantle [2PE]. Sukuna cuts that in front of him. Two visible targets within 60 feet, +65 to hit,
deals 18d8+80 slashing damage.
• Break [2PE]. Sukuna breaks it in front of him, adapting to his
Physical resistance. Range 40 feet, +65 to hit, deals 3d12+35
slashing damage for each point in the creature's Constitution modifier.
A system by Setsugiri.
Machine Translated by Google
Characteristics
• Absolute Perfection. With a perfect body, Sukuna can perform
hand seals and effortlessly chant incantations. Due to this factor, during his turn, Sukuna
can freely distribute four ritual improvements to his skills, with a maximum of two per skill,
following what is listed in the Cursed Encyclopedia. Treat it as if your mastery bonus were
6 and your actions technique skills were level 5.
• Perfect Existence. Any creature that starts its turn within 12
meters of Sukuna must make a DC60 Will save, becoming shaken on a success or
frightened on a failure, for 1 round.
• Martial Superiority. With twice as many arms and insurmountable strength, Sukuna is in
constant martial superiority: whenever he makes an Athletics or Acrobatics roll, it will be
made with advantage.
• King of Curses. Shikigamis have disadvantage when attacking Sukuna.
• Profane Physicist. Sukuna is immune to any type of poison and toxin.
• Untouchable Soul. Sukuna is immune to soul damage.
• Impenetrable Defense. Sukuna ignores critical hits whose result is less than 20.
• Cut the World. Sukuna knows how to dismantle the world itself,
using enchantments to reinforce your cut. Sukuna can, once every two rounds, use his
reaction to amplify a Dismantle, making it a guaranteed hit, ignore damage
reduction, resistance or immunity, and any effect that can reduce or prevent damage,
such as Domain Amplification or Cover yourself, thus being an indefensible and inevitable
attack. Furthermore, a Dismantle that cuts the world will have its dice and damage
bonuses doubled, and if it reduces a creature's hit points to zero, it will be killed
immediately, leapfrogging death's door.
• Cursed Resistance (12x). Twelve times per scene, Sukuna can choose to automatically
succeed a saving throw.
A system by Setsugiri.
Machine Translated by Google
Sukuna's host
One of the several threats that Sukuna poses occurs not only in its material
presence, but also by assuming a person as its host. This can occur in the rare
case where a person, when consuming one of Sukuna's fingers, manages to
resist, staying alive.
When consuming a finger of Sukuna, a creature must perform two tests to know
the result of such an event, namely a Fortitude test and a Will test . The Fortitude
test represents physical resistance, preventing control from being taken, while the
Will test represents the mental struggle, of keeping your conscience stronger.
The difficulty of the tests is based on the number of fingers ingested at once,
having a base of 20 and increasing by 5 for each consecutive finger. The difficulty
is the same for both tests. When consuming the first finger, however, it is not
possible to perform a test, and it must be completely dominated if it becomes
a host.
• Upon succeeding the fortitude test but failing the will test, Sukuna
will only take control mentally, trying to suppress the
host's actions. The player will continue to perform actions
normally, but Sukuna will be able to
interfere with its actions, granting disadvantage on rolls, in
addition to once per round being able to force a Will test
from the Host, against a Sukuna test and cancel its
action, if it fails.
• By failing both tests, Sukuna takes complete control,
without interference from the host.
A system by Setsugiri.
Machine Translated by Google
In addition to the dispute for control, there are passive effects of being a
Sukuna host, namely: Metamorphosis and Shared Innate Domain. Each of
them influences differently, and requires the participation of the Storyteller to be
effective.
And when referring to the Shared Innate Domain, it is due to the fact that
While having a host suppressing him, Sukuna will be existing in his innate domain,
an internal space, and which appears to coexist with the host's soul. Therefore,
if someone tries to touch a host's soul, they are also trying to touch Sukuna's
soul indirectly.
A system by Setsugiri.
Machine Translated by Google
The fact that Sukuna's soul can be reached at the same time that the host's is
touched means that, in order to preserve himself, he may react if the host
receives damage to the souls, according to the Narrator.
For this to happen, while controlling the body, Sukuna can concentrate his
soul in one of the host's fingers and tear it off, thus creating a new cursed
object that, if consumed by another person, will transform it into the new
host, jumping from a body to the other.
When this occurs, the new host will follow the same standard rules to fight
for control of the body, including immediately losing control when
consuming the first finger. For strength reasons, Sukuna will maintain the
number of fingers consumed when changing hosts so, for example, if he changes
hosts with the previous one having consumed 15 fingers, the new one will
continue to have the equivalent of that.
A system by Setsugiri.
Machine Translated by Google
In short, being a host of Sukuna is a great negative and regret for the one
who keeps such a cruel being inside, with countless machinations
and plans. However, it also causes peculiar developments in the body of a host
that manages to contain it long enough: a character who is a host to
Sukuna is given a peculiar array of cursed abilities to choose from.
You receive these abilities in the same way you receive other cursed abilities –
one per level – but it is also possible to provide them in an alternative way, at the
Narrator's discretion.
A system by Setsugiri.
Machine Translated by Google
Even without energy, it is one of the biggest threats for jujutsu sorcerers, which is
precisely their specialty in combat, with tools ready to eliminate them.
Toji Fushiguro
Sorcerer Slayer (ND20)
Hit Points: 2800 Armor Class: 50 Stamina: 60
Size: Medium Movement: 21 Meters
Attributes: STR 30 DEX 30 COM 30 INT 28 WIS 26 CHA 28
Saving Throws: Cunning +24 Fortitude +30
Reflexes +30 Will +24
Initiative: +15 Attention: 45
Skills: Acrobatics +40 Athletics +40 Fighting +50 Perception +38 Stealth +45
Resistances: Resistant to Physical Damage, RD35 to Other Types
Immunities: Grappled, Frightened, Confused, Off Guard
A system by Setsugiri.
Machine Translated by Google
Characteristics
• Celestial Restraint. Toji is an absolute restricted, with 0 energy
cursed on his body. Toji receives +5 on Stealth rolls.
Toji always makes attacks against sorcerers with advantage. Sorcerer
attacks have a 30% chance to miss Toji (1 to 3 in 1d10). Toji is
treated as an object by domain expansions and can ignore barriers.
• Determined Resistance (6x). Six times per scene, Toji can choose to
automatically succeed any saving throw.
A system by Setsugiri.
Machine Translated by Google
Uraume
Curse User (ND22)
Hit Points: 3000 Armor Class: 50 Energy Points: 66
Size: Medium Movement: 12 Meters
Attributes: STR 22 DEX 28 CON 24 INT 24 WIS 30 CHA 22
Saving Throws: Cunning +30 Fortitude +23 Reflex +23 Will +17
A system by Setsugiri.
Machine Translated by Google
Characteristics
• Break the ice. Focusing on freezing and destroying soon after, if
Uraume deals damage to a frozen creature, it can choose to break the ice to deal 5d10+10
additional damage on the attack. If you land a critical hit on a frozen creature, the
creature will lose a limb, based on a roll of 1d4 (1 or 2 – a leg, 3 or 4 – an arm), as the ice
is destroyed together with the body.
A system by Setsugiri.
Machine Translated by Google
A system by Setsugiri.
Machine Translated by Google
Original Threats
In addition to adapting threats from the manga, Grimoire of Curses offers a wide
range of original threats, created from existing concepts, as well as taking
inspiration from urban legends, folklore, etc.
Use them however you wish! None of this is official, but it could fit into any
mission. To quickly find enemy tokens, along with their CR, use the reference
below, which is in order.
A system by Setsugiri.
Machine Translated by Google
In blank
Cursed Spirit (ND)
Hit Points: Armor Class:
Size: Movement:
Attributes: STR DEX CON INT WIS CHA
Saving Throws: Cunning Fortitude Reflexes Will
Initiative: Attention:
Skills:
Resistances:
• Action 1
• Action 2
Characteristics
• Feature 1
A system by Setsugiri.
Machine Translated by Google
Initiative: -1 Attention: 7
Skills: Acrobatics -2 Athletics -2
Toxic Rat
Cursed Spirit (CR1/4)
Hit Points: 20 Armor Class: 12
Size: Small Movement: 9 Meters
Attributes: STR 6 DEX 8 CON 8 INT 4 WIS 4 CHA 2
Saving Throws: Cunning -1 Fortitude -1 Reflexes +1 Will -2
Initiative: +0 Attention: 7
Skills: Acrobatics -1 Athletics -2
A system by Setsugiri.
Machine Translated by Google
Poisonous Frog
Cursed Spirit (ND1/4)
Hit Points: 20 Armor Class: 12
Size: Small Movement: 9 Meters
Attributes: STR 8 DEX 6 CON 8 INT 4 WIS 4 CHA 2
Saving Throws: Cunning -1 Fortitude +1 Reflex -1 Will -2
Initiative: -1 Attention: 7
Skills: Acrobatics -2 Athletics -1
A larger than normal, robust frog with an exotic, striking color and a spiny tongue
covered in venom.
Spider Spawn
Cursed Spirit (ND1/2)
Hit Points: 25 Armor Class: 13
Size: Small Movement: 9 Meters
Attributes: STR 8 DEX 12 CON 8 INT 4 WIS 4 CHA 2
Saving Throws: Cunning -1 Fortitude -1 Reflexes +2 Will -2
Initiative: +1 Attention: 7
Skills: Acrobatics +1 Athletics -1
A system by Setsugiri.
Machine Translated by Google
Goblin
Cursed Spirit (ND1/2)
Hit Points: 30 Armor Class: 13
Size: Small Movement: 9 Meters
Attributes: STR 6 DEX 12 CON 8 INT 4 WIS 4 CHA 4
Saving Throws: Cunning -2 Fortitude -1 Reflex +2 Will -1
Initiative: +1 Attention: 7
Skills: Acrobatics +1 Athletics -2
Cursed Bird
Cursed Spirit (ND1/2)
Hit Points: 25 Armor Class: 15
Size: Medium Movement: 9 Meters Flight
Attributes: STR 6 DEX 14 CON 10 INT 4 WIS 4 CHA 4
Saving Throws: Cunning -1 Fortitude -1 Reflexes +2 Will -2
Initiative: +2 Attention: 7
Skills: Acrobatics +2 Athletics -2
A system by Setsugiri.
Machine Translated by Google
Cursed Dog
Cursed Spirit (ND1)
Hit Points: 50 Armor Class: 13
Size: Medium Movement: 9 Meters
Attributes: STR 12 DEX 14 CON 10 INT 10 WIS 6 CHA 6
Saving Throws: Cunning +2 Fortitude +2 Reflex +3 Will -2
Initiative: +3 Attention: 11
Skills: Acrobatics +3 Athletics +2
Characteristics
A system by Setsugiri.
Machine Translated by Google
Swarm of Flies
Cursed Spirit (ND1)
Hit Points: 50 Armor Class: 13
Size: Large Movement: 6 Meters
Attributes: STR 12 DEX 12 CON 12 INT 0 WIS 0 CHA 0
Saving Throws: Cunning -2 Fortitude +3 Reflex +2 Will -2
Initiative: +2 Attention: 10
A swarm of small cursed flies, which gain strength by uniting. Their buzzing sound is enough
to alert you to their presence.
Cursed Bear
Cursed Spirit (ND2)
Hit Points: 75 Armor Class: 14
Size: Large Movement: 9 Meters
Attributes: STR 14 DEX 10 CON 16 INT 8 WIS 6 CHA 6
Saving Throws: Cunning -1 Fortitude +5 Reflex +2 Will +2
Initiative: +1 Attention: 12
Skills: Athletics +4
Resistances: RD2 General
A large and resistant bear, but corrupted by cursed energy and fear, with a macabre appearance.
A system by Setsugiri.
Machine Translated by Google
Oni Fighter
Cursed Spirit (ND2)
Hit Points: 110 Armor Class: 13
Size: Large Movement: 9 Meters
Attributes: STR 16 DEX 14 CON 14 INT 8 WIS 6 CHA 4
Saving Throws: Cunning -1 Fortitude +5 Reflex +2 Will +2
Initiative: +3 Attention: 10
Skills: Athletics +5
Resistances: RD4 to Physical Damage
• Punch. The Oni throws a heavy punch. Range 5 feet, +8 to hit, deals 3d6+8 bludgeoning
damage.
• Grab [Bonus Action]. The Oni attempts to grapple a target in melee range.
body.
Characteristics
A huge Oni, armed with its own fists, which are devastating.
Its skin is resistant to physical damage, in addition to having a lot of vital energy and a
willingness to fight.
A system by Setsugiri.
Machine Translated by Google
Oni Archer
Cursed Spirit (ND3)
Hit Points: 75 Armor Class: 14
Size: Large Movement: 9 Meters
Attributes: STR 12 DEX 16 CON 10 INT 8 WIS 16 CHA 8
Saving Throws: Cunning +3 Fortitude +0 Reflexes +6 Will +3
Initiative: +4 Attention: 16
Skills: Acrobatics +6 Marksmanship +8
Resistances: RD2 General
Characteristics
• Precise Look. Once per round, the Oni Archer can make a Marksmanship check with a
DC equal to the AC of the creature he intends to attack.
If its result is greater than AC, it can use Aim as a bonus action against the target creature.
A large Oni, but focused on agility, carrying a huge bow, which is wielded perfectly due to its sharp
gaze and aim.
A system by Setsugiri.
Machine Translated by Google
Robust Oni
Cursed Spirit (ND4)
Hit Points: 150 Armor Class: 18
Size: Large Movement: 6 Meters
Attributes: STR 16 DEX 10 CON 16 INT 8 WIS 8 CHA 6
Saving Throws: Cunning +3 Fortitude +7 Reflexes +1 Will +3
Initiative: +1 Attention: 14
Skills: Athletics +9
Resistances: RD6 General
Characteristics
• Infallible Guard. Any effect that reduces the Robust Oni's Armor Class will
only reduce it to half its normal value.
A burly Oni, brandishing only a shield and looted pieces of armor. His focus
is to protect his allies, but he can attack with his heavy shield.
A system by Setsugiri.
Machine Translated by Google
Choke
Cursed Spirit (ND3)
Hit Points: 110 Armor Class: 16
Size: Medium Movement: 6 Meters, 12 Meters Swim
Attributes: STR 16 DEX 18 CON 12 INT 8 WIS 6 CHA 6
Saving Throws: Cunning +0 Fortitude +3 Reflex +6 Will +3
Initiative: +5 Attention: 13
Skills: Athletics +8 Acrobatics +10
Resistances: RD3 General
Characteristics
• Water Physicist. The Drowner does not need to breathe, ignoring the
need to hold air while submerged. Even when in water, it receives a
bonus of +4 on rolls to grab and grabbed creatures receive -4 on rolls
to escape.
A curse similar to that of a sea creature, distorted into a humanoid appearance that
is disturbing. It is common in spaces with bodies of water, drowning people after
trapping them with several filaments.
A system by Setsugiri.
Machine Translated by Google
Possessed Statue
Cursed Spirit (ND3)
Hit Points: 225 Armor Class: 13
Size: Medium Movement: 6 Meters
Attributes: STR 20 DEX 6 CON 20 INT 0 WIS 0 CHA 0
Saving Throws: Cunning +0 Fortitude +6 Reflex +3 Will +0
Initiative: -1 Attention: 10
Skills: Athletics +8
Resistances: Immune to Poison Damage, DR6 to Physical Damage
Characteristics
• Stone Body. The Possessed Statue cannot be poisoned, and ignores the effect
of any poison item.
A sturdy stone statue, possessed by cursed energy until it becomes a cursed body.
Slow but almost indestructible.
A system by Setsugiri.
Machine Translated by Google
Hungry Shoal
Cursed Spirit (ND4)
Hit Points: 150 Armor Class: 18
Size: Medium Movement: 7.5 Meters Flight, 9 Meters Swim
Attributes: STR 12 DEX 18 CON 16 INT 6 WIS 4 CHA 6
Saving Throws: Cunning +1 Fortitude +3 Reflex +7 Will +3
Initiative: +5 Attention: 14
Skills: Acrobatics +8
Resistances: RD4 General
Characteristics
• Hunger of the Shoal. If Hungry Shoal deals enough damage to knock a target
down, it gains 30 temporary health.
A huge school of cursed fish, which can both float and swim, savagely consuming
its target.
A system by Setsugiri.
Machine Translated by Google
Scorched Spirit
Cursed Spirit (ND4)
Hit Points: 150 Armor Class: 18
Size: Medium Movement: 9 Meters
Attributes: STR 12 DEX 14 CON 18 INT 8 WIS 8 CHA 6
Saving Throws: Cunning +1 Fortitude +7 Reflexes +3 Will +3
Initiative: +3 Attention: 14
Skills: Athletics +5
Resistances: Immune to Burning Damage, DR5 General
• Flame Breath. The Scorched Spirit releases a puff of flames. Affects a 10-foot cone,
forcing every creature in it to make a DC17 Fortitude save, taking 6d6+9 burning
damage, or just half as much on a success.
Characteristics
• Burning Presence. The very presence of the Scorched Spirit burns
its surroundings. Every creature that starts its turn within 5 feet of the Scorched Spirit must
make a DC17 Fortitude save, taking 2d6+4 burning damage on a failed save, or just
half as much damage.
in a success.
A cursed spirit in constant flame, burning and melting everything in its proximity. It is common in
places where people have died from fires, perpetuating screams of agony.
A system by Setsugiri.
Machine Translated by Google
Initiative: +5 Attention: 13
Skills: Acrobatics +8 Athletics +14
Resistances: RD5 to Physical Damage
Characteristics
• Arms Advantage. An additional pair of arms reveals itself as a
great martial advantage. Once per round, when making a grapple attempt, the Cursed
Monkey may choose to gain advantage on it.
A huge monkey-shaped curse, carrying an additional pair of arms and a devastating punch.
A system by Setsugiri.
Machine Translated by Google
Giant Frog
Cursed Spirit (ND5)
Hit Points: 290 Armor Class: 18
Size: Large Movement: 9 Meters
Attributes: STR 20 DEX 16 CON 16 INT 8 WIS 6 CHA 6
Saving Throws: Cunning +3 Fortitude +8 Reflexes +3 Will +1
Initiative: +5 Attention: 13
Skills: Acrobatics +8 Athletics +10
Characteristics
A system by Setsugiri.
Machine Translated by Google
Giant Wasp
Cursed Spirit (ND5)
Hit Points: 225 Armor Class: 21
Size: Large Movement: 10.5 Meters Flight
Attributes: STR 16 DEX 20 CON 16 INT 8 WIS 8 CHA 10
Saving Throws: Cunning +1 Fortitude +3 Reflex +8 Will +3
Initiative: +7 Attention: 14
Skills: Athletics +8 Acrobatics +10
Characteristics
• Cursed Stinger. The giant hornet's cursed stinger is imbued with heavy venom. Every
creature that receives a Sting attack must make a DC18 Fortitude save. If it fails,
the creature becomes Poisoned, repeating the test at the end of each of its turns,
getting rid of the poison on a success. A creature affected by poison once cannot be
affected again.
The Giant Wasp is nothing more than a wasp that emerged from fear of such a creature, armed with
a huge stinger, large wings with a frightening buzzing noise and a distorted appearance.
A system by Setsugiri.
Machine Translated by Google
Cutting Agglomerate
Cursed Spirit (ND6)
Hit Points: 290 Armor Class: 21
Size: Medium Movement: 9 Meters
Attributes: STR 18 DEX 12 CON 20 INT 6 WIS 4 CHA 4
Saving Throws: Cunning +1 Fortitude +10 Reflex +4 Will +4
Initiative: +3 Attention: 13
Skills: Acrobatics +7 Athletics +10
Resistances: Immune to Slashing Damage, DR2 to Others
Characteristics
• Body of Blades. If a creature grabs the Slashing Cluster, it takes 2d10+5 slashing damage at
the start of every turn. Additionally, whenever a creature attacks Slashing Cluster melee,
it will take 5 slashing damage.
A curse whose body is just a cluster of blades, which can extend by tensing the body.
A system by Setsugiri.
Machine Translated by Google
Acid Scorpio
Cursed Spirit (ND6)
Hit Points: 225 Armor Class: 24
Size: Medium Movement: 9 Meters
Attributes: STR 16 DEX 14 CON 20 INT 6 WIS 6 CHA 6
Saving Throws: Cunning +4 Fortitude +10 Reflex +4 Will +1
Initiative: +4 Attention: 14
Skills: Acrobatics +8 Athletics +9
Resistances: Immune to Acid Damage, DR5 to Others
• Acid Sting. The scorpion advances quickly with its stinger. One
creature within 10 feet must make a Reflex saving throw, gaining
3d10+10 acid damage, or only half as much on a success.
Characteristics
A curse that takes the shape of a large scorpion, with acid running down its
entire body and concentrated in its claws and stinger.
A system by Setsugiri.
Machine Translated by Google
Dark Stalker
Cursed Spirit (ND6)
Hit Points: 290 Armor Class: 22
Size: Medium Movement: 9 Meters
Attributes: STR 12 DEX 20 CON 14 INT 14 WIS 14 CHA 10
Saving Throws: Cunning +1 Fortitude +4 Reflex +10 Will +4
Initiative: +7 Attention: 18
Skills: Acrobatics +11 Stealth +14
Resistances: RD12 for All Types
Characteristics
• Attuned to Shadows. If the Shadow Stalker succeeds on a stealth check
against all enemies' Attention, he may choose to hide in the shadow of
any creature within 20 feet.
If you attack a creature from within a shadow, the target will be flat-
footed and will take an additional 2d8 damage. The Pursuer is expelled from
the shadow if it disappears.
A system by Setsugiri.
Machine Translated by Google
Curse User
Cursed Spirit (ND6)
Hit Points: 225 Armor Class: 21 Energy Points: 10
Size: Medium Movement: 9 Meters
Attributes: STR 12 DEX 14 CON 12 INT 20 WIS 16 CHA 16
Saving Throws: Cunning +4 Fortitude +2 Reflex +4 Will +11
Initiative: +4 Attention: 19
Skills: Acrobatics +8 Sorcery +16
Resistances: RD12 to Energy Damage, RD8 to Others
Characteristics
• Jujutsu knowledge. The Curse User knows techniques well
jujutsu. If you make a saving throw to resist a technique effect, you receive
+3 on the test.
A Curse User is a sorcerer who has decided to use jujutsu for evil.
This example focuses on ranged attacks and staying safe.
A system by Setsugiri.
Machine Translated by Google
Electrified Spirit
Cursed Spirit (ND7)
Hit Points: 360 Armor Class: 24
Size: Medium Movement: 12 Meters
Attributes: STR 16 DEX 20 CON 16 INT 8 WIS 6 CHA 4
Saving Throws: Cunning +4 Fortitude +4 Reflex +11 Will +2
Initiative: +7 Attention: 15
Skills: Acrobatics +12 Athletics +10
Resistances: Immune to Shocking Damage, DR3 to Others
Characteristics
• Electrified Aura. The aura of the electrified spirit carries the same
attribute of its body, forcing every creature that starts its turn within 10
feet of the spirit to make a DC22 Fortitude Savings, taking 2d10+5 shocking
damage, or just half as much on a success.
• Enhance Reflexes. The electrified spirit can enhance
their reflexes with an acceleration through electrification. Once per round,
the Electrified Spirit can choose to gain advantage on a Reflex saving throw.
A curse of distorted physique, with an electrification throughout his body and energy.
A system by Setsugiri.
Machine Translated by Google
Initiative: +3 Attention: 16
Skills: Athletics +17 Acrobatics +9
Resistances: RD12 to Physical Damage, RD8 to Other Types
Characteristics
• Presence of War. The Oni's presence attracts war.
Every “Oni” creature within 30 feet of the Master
A system by Setsugiri.
Machine Translated by Google
Pestilent
Cursed Spirit (ND7)
Hit Points: 360 Armor Class: 24
Size: Medium Movement: 7.5 Meters
Attributes: STR 20 DEX 10 CON 20 INT 6 WIS 6 CHA 6
Saving Throws: Cunning +4 Fortitude +11 Reflexes +2 Will +4
Initiative: +2 Attention: 15
Skills: Athletics +8
Resistances: Immune to Acid Damage, Resistant to Poison Damage, DR10 to Others
Types, Vulnerable to Burning Damage
Characteristics
• Disgusting Aura. The Pestilence emanates a disgusting and uncomfortable
aura. A creature that starts its turn within 10 feet of the Plague must make
a DC22 Fortitude save or take 2d8+4 acid damage.
• Cloying Presence. The very presence of the Pestilence makes any creature's
stomach turn. A creature that starts its turn within 20 feet of the Plague must
make a DC22 Fortitude save.
If it fails, the creature is sickened for 1 round.
The Pestilento is a humanoid figure, but with a swollen body, with its pores leaking
a green, smelly and grotesque liquid. A swarm of flies and beetles always
accompanies him. Its odor alone is capable of making ordinary civilians faint,
threatening their lives greatly with its course of plague and disease.
A system by Setsugiri.
Machine Translated by Google
Initiative: +4 Attention: 16
Skills: Acrobatics +9 Athletics +11
Resistances: Immune to Acid Damage, DR8 to Others
• Acid Bubble. The walker creates a corrosive bubble, which explodes and
covers a creature. A creature within 30 feet must make a saving throw
Characteristics
• Acid Explosions. The pockets of acid in the Walker's body
can explode to cause damage. Twice per round, upon receiving an
attack, a bag explodes, forcing all creatures within 10 feet to make a
DC24 Fortitude save, taking 2d10+10 acid damage, or just half as
much on a failed save.
• Corrosion Track. The Acid Walker leaves a trail wherever he goes.
Whenever you pass a place, moving, that place is covered in acid, becoming
difficult terrain and dealing 2d6+6 acid damage to a creature that steps in
the wake.
A curse that carries several pockets of acid in its body and an aura
corrosive.
A system by Setsugiri.
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Ten Views
Cursed Spirit (ND10)
Hit Points: 800 Armor Class: 31
Size: Medium Movement: 9 Meters
Attributes: STR 12 DEX 8 CON 18 INT 16 WIS 16 CHA 8
Saving Throws: Cunning +15 Fortitude +6 Reflex +6 Will +4
Initiative: +2 Attention: 28
Skills: Acrobatics +9 Athletics +11 Perception +18
Resistances: Resistant to Psychic Damage, RD10 to Other Types
Characteristics
• Unfailing Attention. Holding a huge amount of eyes, it is almost impossible to
go unnoticed by his gaze. Ten Glances makes Perception rolls with
advantage to search for creatures.
• Multiple Eyes. With multiple eyes, Ten Glances is immune to the Blind
condition unless he receives it four times in the same scene.
A curse with the body covered by a dozen eyes, which seem to be able to destroy
just by observing.
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Life Decomposer
Cursed Spirit (ND12)
Hit Points: 1000 Armor Class: 34
Size: Medium Movement: 12 Meters
Attributes: STR 18 DEX 16 CON 24 INT 8 WIS 6 CHA 6
Saving Throws: Cunning +6 Fortitude +17 Reflexes +9 Will +9
Initiative: +6 Attention: 20
Skills: Acrobatics +15 Athletics +16
• Death Release. The Decomposer releases death through the cracks in its body. All creatures
within 15 feet of him must make a DC31 Fortitude save, taking 3d10+28 necrotic damage,
or just half as much on a success. A creature that fails the save gains the Fragile
condition for 1 round.
Characteristics
• Absolute Decomposition. With the main purpose of decomposing and ending life, the
Decomposer presents a great risk. When reducing a creature to 0 hit points, it
enters death's door with 2 failures marked, having its life decay quickly.
• Hunger for Life. The hunger to absorb life, when satisfied, gives power to the Decomposer.
When managing to kill a creature, the Decomposer recovers 100 life points.
A curse with a savage appearance, with countless cracks that spill a liquid that seems to
decompose any life.
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Mind Scourger
Cursed Spirit (ND13)
Hit Points: 1300 Armor Class: 36
Size: Medium Movement: 12 Meters
Attributes: STR 16 DEX 10 CON 18 INT 16 WIS 20 CHA 12
Saving Throws: Cunning +11 Fortitude +11 Reflexes +7 Will +19
Initiative: +3 Attention: 28
Skills: Acrobatics +13 Athletics +16 Intimidation +14
Resistances: Immune to Psychic Damage, DR13 to Others
Characteristics
• Disconcerting note. When being targeted by an attack, once per round, the
Scourger can use his reaction to release a note that disconcerts the attacker,
forcing him to make a DC33 Smarts saving throw, with the attack being
nullified on a fail.
• Disjointed Mind. The Mind Scourger has an already disjointed and meaningless
mind, being immune to mind control and the Frightened, Confused
and Charmed conditions.
The Mind Scourger is a curse with what appear to be bizarre, distorted instruments
attached to his body, the sound of which is destructive.
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Initiative: +4 Attention: 26
Skills: Athletics +19 Sorcery +21
Resistances: Resistant to Elemental Damage, DR5 to Others
• Prismatic Shot. The Reflector uses its energy to produce light in its body and
perform a prismatic shot. 40 foot range, +38 to hit, deals 4d10+44 radiant
damage.
• Reflect [Reaction]. The Reflector focuses energy into your body to
reflect something created from it. When being the target of an energy
attack or skill, it consumes energy to reflect it, returning it to the user or
reversing the path. The energy cost depends on the level of the
reflected skill: 2 for level one; 4 for level two; 6 for level three; 10 for level
four and 20 for level five.
Characteristics
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Aka Manto
1st Rank Cursed Spirit (ND18)
Hit Points: 2500 Armor Class: 45
Size: Medium Movement: 12 Meters
Attributes: STR 24 DEX 30 CON 26 INT 20 WIS 16 CHA 16
Saving Throws: Cunning +14 Fortitude +19 Reflex +26 Will +19
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Characteristics
• Red or Blue? At the beginning of every turn, Aka Manto must ask a
creature “Red or Blue?”, and the creature suffers consequences depending
on the answer: ÿ If it answers red, the next
bloodthirsty slash against the creature
The creature will ignore resistance and immunity to damage, in addition to
applying two marks instead of one.
ÿ If you answer blue, the next bloodthirsty cut will generate water to suffocate
the target, who must make a Fortitude save with DC44 or receive the
Disoriented condition for 1 round and receive 4d10 additional impact
damage.
ÿ If the person does not respond or tries to get around it with another
response, they will receive both effects.
• Bloodlust. Aka Manto has an insatiable thirst for blood,
feeding him. Whenever you land a bloodthirsty cut, Aka Manto heals for half the
damage caused.
• Cursed Resistance (4x). Four times per scene, Aka Manto can choose to
automatically succeed on a saving throw.
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Hungry Lurker
Cursed Spirit (ND18)
Hit Points: 2800 Armor Class: 45
Size: Large Movement: 18 Meters
Attributes: STR 26 DEX 30 CON 26 INT 20 WIS 12 CHA 14
Saving Throws: Cunning +19 Fortitude +19 Reflexes +26 Will +14
• Devour [2 Actions]. The Hungry Lurker attempts to devour a creature with its sturdy jaw.
The target must make a Reflex save
with DC44, taking 6d10+60 piercing damage, or just half as much on a success. A grappled
creature makes the saving throw with disadvantage.
If the creature fails to resist, the Lurker devours part of its body, managing to evolve,
receiving a Metamorphosis characteristic, until it has all of them.
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Characteristics
• Adaptive Movement. The Hungry Lurker can adapt
very well to move in any situation. It ignores difficult terrain and can use
its movement to climb walls and stick to the ceiling without any harm.
Armed with sharp claws and several paws that resemble human hands, its
versatility in combat is remarkable and it will follow a mysterious path in its
metamorphosis.
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Curse of Weapons
Cursed Spirit (ND19)
Hit Points: 3000 Armor Class: 47 Energy Points: 57
Size: Medium Movement: 18 Meters
Attributes: STR 26 DEX 30 CON 24 INT 22 WIS 18 CHA 16
Saving Throws: Cunning +21 Fortitude +21 Reflex +27 Will +15
• Assault Discharge [2 Actions, 4EP]. The weapons curse creates two machine guns
and discharges them forward. Affects a 10-foot cone in front of you, forcing all
creatures in it to make a DC47 Reflex save, taking 8d12+48 piercing damage or just half
as much on a success.
piercing damage or just half of it on a success, which comes from shots. After the shots,
the explosion occurs, forcing a Fortitude save with DC47, taking 7d12+52 force damage,
or just half on a success; a creature that fails the save also gains the Disoriented condition
for 2 rounds, due to the shockwave.
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Characteristics
• Inevitable Destruction. Destruction from gunfire is inevitable. Once per
round, Curse of Weapons can spend its reaction to cause an attack to
transform immunity into resistance, in addition to ignoring 30 DR.
A humanoid curse with the special ability to manifest different firearms in its
body, firing concentrated energy to the limit or common projectiles
manifested from it.
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Yuki-Onna
1st Rank Cursed Spirit (ND18)
Hit Points: 2800 Armor Class: 45
• Ultimate Technique – Blizzard Fury [1x Per Scene, 3 Actions]. Yuki-Onna focuses all her
power on bringing the blizzard to the battlefield.
Every creature within 40 feet must make a Fortitude saving throw with
DC44, taking 12d10+40 cold damage, or only half as much on a success. A creature that
fails the save is frozen, being incapacitated until the ice is broken, which has 200 HP.
Characteristics
• Storm Aura. A constant stormy blizzard surrounds Yuki-Onna. Any creature that starts its
turn within 10 feet of the Yuki-Onna must make a DC44 Fortitude save or take 4d8+18
damage.
• Frozen Coating. Yuki-Onna constantly coats her body with ice. At the beginning of every
round, she gains 200 temporary health points.
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Characteristics
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Dark Watch
Special Grade Cursed Spirit (ND22)
Hit Points: 3300 Armor Class: 30 Energy Points: 66
Size: Large Movement: 9 Meters
Attributes: STR 30 DEX 24 CON 30 INT 24 WIS 20 CHA 16
Saving Throws: Cunning +25 Fortitude +30 Reflex +25 Will +19
• Sonic Wave [5PE]. With energy and brute strength, the Watcher causes a sonic wave
when he claps his hands. All creatures within 30 feet of the Watcher must make a DC49
Fortitude save, taking 5d12+68 force damage, or just half as much on a success. A
creature that fails also gains the Disoriented condition for 1 round.
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Characteristics
• Insist on Strength. The Watchman can insist on seeking success that
involves his strength. Once per round, you can pay 2PE to reroll a test
that uses strength, getting the best result.
• Extreme Physique. Big, burly and strong, the Watcher cannot be
grabbed by creatures that are a smaller size category than
your.
• Breaking Necks. With his large hands, breaking a creature's neck is the same
as simply breaking a stick. When performing the Smash action without
being noticed, it will be a guaranteed critical, also multiplying the
damage bonus.
• Cursed Resistance (6x). Six times per scene, the Dark Watcher can choose
to automatically succeed a saving throw of his choice.
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Creation Guide
Although there are several threats and enemies in the Grimoire of Curses, a
master may still end up having ideas that are not found here or needing
something very specific to the situation. And creating an enemy is not always simple.
Step 1: Concept
Before putting together the systematic part of a creature, placing the numbers, it
is necessary to think about its basis, its concept. What defines the creature as
a threat? How is she dangerous to the group? What are your main weapons?
Your combat strategy?
Ask yourself about its characteristics and write it down, to later translate it into
the RPG. Good threats can be described in a simple and effective way, such
as Sukuna, who is “a cruel sorcerer, capable of producing almost invisible cuts
that can easily destroy anyone ”. Although it is summarized, it highlights its
main form of destruction, which is its cuts.
Another important factor is that, for the most part, threats will appear only once
or a few times, needing to show the maximum of their capabilities in a single
combat as, normally, the characters will want to neutralize the threat at once.
Prioritize quality over quantity, because just as a creature with few abilities can
become boring, one with many can become exaggeratedly complex.
Furthermore, think about the function of the creature, as there are those
enemies faced in groups, such as lesser curses, and those that are made for
the group to face alone, such as the Jujutsu disaster curses, which are extremely
powerful alone, thus requiring ways to defend yourself and lots of life points, to
last against an entire group.
Remember something important, too: curses are cruel and extremely powerful.
Sorcerers are sometimes easily taken down by those of higher level, who are
feared by all and faced only by those who take their abilities to the maximum.
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The size affects, mechanically, the space it occupies, its natural reach and in combat,
granting bonuses in stealth or fighting maneuvers.
Movement is also linked to size, as normally larger creatures will have a greater displacement
as well, since the step of a colossal creature takes it much further than that of a small creature.
First, you need to choose between one of the six size categories which are, respectively, tiny,
small, medium, large, huge and colossal.
Below, there is a table with the properties of each size.
Space
Category of Modifier
Example Busy and
Size Stealth/Maneuver
Range
Tiny Fly Curse 1.5m +5/-5
Small Divine Dog 1.5m +2/-2
Average Humanoids 1.5m 0
Big Mahoraga 3m -2/+2
Huge Ganesha 4.5m -5/+5
Colossal Rainbow Dragon 9m -10/+10
When talking about the space occupied by the creature, it is relevant on maps that use the grid
system. A creature that occupies 3m occupies 3m x 3m, which becomes 2x2 squares on a
map, since one square is equal to 1.5m.
After choosing the size, the only thing left to do is choose its movement capacity. In the next
table, average movement values will be indicated that account for two factors: creature size
and speed. Even within
an equal size category, there are creatures that are faster than others, and this is common.
Just be careful with the extremes, as a very low movement is a huge disadvantage while a
large movement allows strategies and makes combat difficult for those with little reach.
Another important factor is that quadrupedal creatures can usually move faster than bipedals.
Curses with a less human body may have this possibility.
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To define these values, the ND chosen for the threat is used, being
placed in the table an average of each value based on each level value
challenge. However, of course only an average is offered, providing values that can just be entered
directly, without any calculations and you can even customize them.
An easy, quick and practical way to customize values is by adjusting a value to be like that of a
threat 1 or 2 challenge levels higher, based on the imagined concept. For example, if you imagined
a very tough threat, you could increase its hit points or armor class by 1 or 2 levels. However,
it is necessary to balance, decreasing some other value by 1 or 2 levels, compensating
a stronger point with another weaker point.
Below, each of the attributes, their values and application will be explained.
Endurance Tests. The table presents three values per ND, representing the greatest threat
resistance, the two average ones and the weak one. Thus, you must distribute these values
among the 4 saving throw skills.
necessary for the creature to be hit, which can be either physical resistance or the use of energy to
protect itself, for example. Your hit points represent your ability to keep fighting, in general.
Hit Bonus. The default bonus value to the creature's attack rolls, standardized for all
actions that require one.
Medium Damage. Average damage represents how much damage the creature has the potential to
do within its turn, divided between its various actions. Typically, creatures that are not designed
to be faced alone will have fewer attack options. Average damage does not consider critical
hits or damaging skills. You can divide the average damage as you wish between the actions,
including deciding the dice used and the modifiers, making it interesting to create a balance
between the possible damage, with the dice roll, and the guaranteed damage, with the modifiers.
Difficulty Class. Indicates the DC to resist the creature's attacks and abilities that require a
saving throw.
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Additionally, an unspecified value that, although not commonly used, may turn out
to be necessary or interesting is energy points. A threat would have energy points equal to
its CR x 3.
For cases where a threat exceeds ND20, it is difficult to create an exact parameter,
leaving you to increase the values of what you think is most necessary for the creature
to have at more extreme levels.
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Attacks are the main source of damage, using the actions that a threat possesses.
The average damage shown in the table, as mentioned, boils down to the damage
that the creature can cause on its turn, which can be divided between several
or a few attack options.
There is no exact standard for how each attack can work, it is possible to
create attacks that deal less damage but apply conditions or attacks with
massive damage, but that's it. In addition to the possibility of creating more
attack options to achieve a greater range of types of damage that the creature
can inflict, increasing its versatility.
Normally, a threat will have a number of common actions that it can perform
within its turn, with a standard of 1 action for each tier, totaling 5 actions for
special tier enemies. When it says X actions, it refers to common actions,
while a creature will normally only have one bonus action and one reaction.
With the attacks made, let's move on to the skills, which are the special traits of
each threat, placing their characteristics on your sheet. Before defining what the
skills are, think about how many there will be, based on your concept.
A good rule of thumb to follow is that a creature can gain one to two abilities
per rank. Therefore, a third-tier creature (ND5-7) could have between two and
four abilities, for example.
Take this just as a general rule, as it is also possible for a creature to have
few powerful abilities or more moderate abilities, making it difficult to balance
how strong the abilities are.
You can either create your own skills or use one of the skills listed,
after the creation guide.
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In Wizards and Curses, there are also some aspects that are recommended and,
sometimes, even necessary, which are:
Although not necessary, all of these characteristics can help create a really
strong and dangerous threat, especially against high-level characters.
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Finally, all that remains is to decide the creature's skill bonus, finalizing its sheet.
When it comes to a creature's skills, they can be either common or
overpowered.
The standard calculation for a creature's skill bonus is half the CR + attribute
modifier used in the skill. However, just like player characters, there are skills
where the creature stands out, these being the mastered skills.
You choose which skills the creature masters, changing the calculation to CR
+ attribute modifier used in the skill.
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Playing as Curses
In Sorcerers and Curses, players will normally be sorcerers, fighting the
curses. However, there is still the possibility of allowing players to be the curses
within the game. To achieve this, this chapter will explain how to raise this
possibility.
Creating a Curse
Being an alternative found in a book intended for Storytellers, it is precisely
necessary that it be something allowed by the narrator and discussed with the player,
since it is a different dynamic from the standard.
Curses are divided into three different types, with their peculiarities:
• Vengeful Cursed Spirit: Which are curses that arise from a human who
became a curse after his death, with a spirit corrupted and transformed
into something evil. They are more common to arise from sorcerers who
were not killed with cursed energy.
An example is Rika Orimoto and Michizane Sugawara.
• Imaginary Vengeful Cursed Spirit:
Curses that manifest themselves from the cumulative
fears of the masses, since when many people share
a fear, such as yokais and macabre stories, a
curse can form. Kuchisake-Onna is an
example, arising from an urban legend.
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Curse
A curse appears in different ways and can take on different types, which is
decided based on its history and reason for existing. They are peculiar beings,
formed completely by cursed energy, appearing in all possible grotesque
shapes and sizes, in addition to having the instinct to curse humans.
It is natural that curses can utilize cursed energy, as it is what makes up your body.
In addition to having unique skills and techniques, they can also use other
capabilities that involve energy, such as domain expansions. They are naturally
stronger than humans.
Origin Skills
If you are a Curse, you gain the following traits:
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A curse can also choose cursed skills from the standard list, except for reverse energy
skills.
Anatomy Skills
Your own anatomy and body are cursed, so you can develop them from energy in different
ways.
Elemental Absorption
You can absorb the element that makes it up, in order to reinvigorate yourself. When you take
damage from your chosen element in Elemental Composition, you can use your reaction to gain
temporary hit points equal to half the damage taken. [Prerequisite: Level 8, Elemental
Composition]
Natural Weapons
Aiming for combat, its anatomy developed natural weapons. Your natural weapon has a
shape of your choice, and deals 1d6 damage, of one of 3 physical types of your choice. You can
use both strength and dexterity with your natural weapon and, every 5 levels, your damage
increases by 1d6.
Elemental Composition
You are made up of an element, which dictates a lot about your own existence. When
obtaining this ability, you must choose a type of elemental damage to be composed of: you
receive immunity to the chosen type of damage, in addition to being able to cause it in
unarmed or weapon attacks. [Prerequisite: Level 4]
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Body Growth
Your body grows and develops at an accelerated rate. When you gain this ability, you increase
one size category. From 10th level onwards you can obtain this ability again, up to the maximum
category of Huge. [Prerequisite: Level 5]
Physical Development
You achieve superior physical development, with your own energy strengthening you. When
obtaining this ability, a physical attribute (Strength, Dexterity or Constitution) of your choice increases
by 2. Every 4 levels you can take this ability again, but increasing the attribute only by 1, instead of 2.
[Prerequisite: Level 4]
Additional Eyes
Strangely, more eyes begin to appear on his body, sharpening his sense of vision. You gain a +2
bonus to Perception, which increases by +1 at levels 5, 10, 15, and 20; Furthermore, your attention is
now based on 12 instead of 10.
Coating
Its body is covered in a coating, effective against physical damage. You take RD to physical damage
equal to your Constitution modifier. [Prerequisite: Level 4, Constitution 14]
Evolved Coating
Physical Superiority
His body is adapted to be naturally superior in a martial way, forming based on the needs of
combat. You receive a bonus
+2 to Athletics and Acrobatics rolls, which increases by +1 at levels 10, 15 and 20; Additionally, once
per round, you can pay 2PE to gain advantage on a maneuver roll, such as grapple or push.
[Prerequisite: Level 5, Fighting Mastery]
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Cursed Absorption
You can absorb traces of energy left by those who wield it. When you
kill an energy user, you regain an amount of energy equal to your mastery
bonus. [Prerequisite: Sorcery Mastery]
Expanded Stock
By recognizing the essence of energy well, due to your connection with it, you
expand your stock. Your maximum cursed energy increases by an amount
equal to your mastery bonus. [Prerequisite: Level 10]
Potential Extraction
You focus on extracting your potential to manipulate and control the cursed
energy that makes you up. If you don't have one, you gain mastery in Sorcery;
If you have it, you become an expert in sorcery. Additionally, you gain an
additional technique ability, gaining one more at 10th level.
[Prerequisite: Level 5]
Constant Protection
You constantly strengthen your body, generating constant protection from the
energy that flows. At the beginning of each round, you gain temporary hit
points equal to your Constitution modifier multiplied by your mastery
bonus. [Prerequisite: Level 10, Constitution 20]
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Special Abilities
Special Abilities are specific and more different in their functioning.
A portion of them involves the replacement of Reverse Energy, using the peculiar
regeneration of curses.
Body Regeneration
Using pure energy, you can regenerate your body from it, healing from injuries. You
become able to spend energy points to heal yourself. As a common action, you can
spend up to 4 points of cursed energy to heal yourself; for every 2 points spent, you
heal yourself for 1d6 + your Constitution or Charisma modifier. At levels 5, 10, 15,
and 20, healing increases by 1d6. You cannot heal other people this way, with your
energy being used exclusively to heal you.
Augmented Regeneration
Its regenerative capacity was greatly expanded, developing better. Your healing die
with Body Regeneration increases to d8, and you now add twice your constitution or
charisma modifier. The maximum amount of points that can be spent to heal yourself
is now equal to twice your mastery bonus. [Prerequisite: Level 10, Body Regeneration]
Maximum Regeneration
Your regenerative capacity is pushed to the maximum, demonstrating how you
master the ease of regenerating from curses. Your healing die with Body Regeneration
increases to d10. The maximum amount of points that can be spent to heal increases
by 2. [Prerequisite: Level 16, Enhanced Regeneration]
Limb Regeneration
You become able to regenerate your limbs with energy, which is done more easily.
You can, as a common action, spend 16 points of cursed energy to regenerate a lost
limb or internal wound.
[Prerequisite: Level 12, Enhanced Regeneration]
Unstoppable Flow
Energy constantly flows throughout your body, to the point where your
regeneration is almost unstoppable. At the start of your turn, you can heal yourself with
bodily regeneration as a free action. If you don't, you may heal as a reaction to having
your health reduced. [Prerequisite: Level 12, Body Regeneration]
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Domain Area
You tap into one of the areas of cursed abilities, making it your domain. The
level requirements of cursed skills of the selected type decrease by 1; By
obtaining this skill, you can take a cursed skill of this type. [Prerequisite:
Level 10, Sorcery Specialization]
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Characteristics
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• Energy Boost. Itadori is always defensively reinforcing his body with energy. At the
beginning of every round, Itadori gains 100 temporary health points.
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Megumi Fushiguro
Jujutsu Sorcerer (ND16)
Hit Points: 1800 Armor Class: 38 Energy Points: 48
Size: Medium Movement: 12 Meters
Attributes: STR 18 DEX 22 CON 18 INT 26 WIS 20 CHA 18
Saving Throws: Cunning +23 Fortitude +11 Reflex +16 Will +16
Characteristics
• Comfortable in the Shadows. Megumi is proficient in
stealth, and this proves even stronger while in the shadows. If
you are in an environment suffering from the effects of darkness,
Megumi gains advantage on stealth tests.
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• Maximum Elephant. Megumi summons the ultimate elephant, her most robust
invocation, in the form of an elephant capable of firing devastating jets of
water. The sheet for this invocation is not yet adapted as an enemy, use your
sheet from the Cursed Encyclopedia as a basis. • Divine
General Mahoraga. Megumi summons the Divine General Mahoraga, a
shikigami he cannot control, but demonstrates great power as an emergency
resource. When invoking, use the Divine General Mahoraga token
present in this book, and he will attack all creatures included in the
exorcism ritual, including Megumi himself.
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Nobara Kugisaki
Jujutsu Sorcerer (ND16)
Hit Points: 2000 Armor Class: 40
Size: Medium Movement: 12 Meters
Attributes: STR 20 DEX 22 CON 20 INT 20 WIS 16 CHA 22
Saving Throws: Cunning +11 Fortitude +16 Reflex +23 Will +16
• Hair clip. Nobara remotely explodes one of the nails attached to the environment, causing an
explosion of energy. When using this action, a nail of your choice explodes, affecting a
spherical area of 3 meters; Every creature within the area must make a Fortitude saving
throw with
Characteristics
• Resonance. If you have a trace or piece of a
creature, Nobara can combine it with her straw doll, allowing the use of
Hammer Blow on the doll, where the damage will be reflected back to the
creature.
• Cursed Resistance (2x). Twice per scene Nobara can choose to automatically
succeed a saving throw of her choice.
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Yuta Okkotsu
Jujutsu Sorcerer (ND30)
Hit Points: 3000 Armor Class: 50 Energy Points: 120
Size: Medium Movement: 15 Meters
Attributes: STR 26 DEX 30 CON 24 INT 30 WIS 24 CHA 20
Saving Throws: Cunning +25 Fortitude +25 Reflex +30 Will +18
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Characteristics
• Copy. Yuta is capable of copying cursed techniques, as long as Rika
manages to bite the user of the technique while summoned. Whenever
Rika hits a creature with a bite, if it has a technique, Yuta becomes able
to use her skills: if this happens, Yuta can use his actions and energy
to perform actions and use the creature's technique. You can also
decide that Yuta already has certain techniques copied from before, adding
to his standard actions.
• Superior Defensive Reinforcement. Yuta makes up for his simple
physique with an intense boost of energy in his body. At the beginning
of every round, Yuta gains 200 temporary health points.
• Black Lightning. Yuta is able to achieve black lightning. If you get a 20
on a melee attack roll, the attack will have its critical multiplier increased
by +1x and will ignore any type of resistance or immunity.
• Cursed Resistance (5x). Five times per scene, Yuta can choose to
automatically succeed a saving throw of his choice.
A system by Setsugiri.
Machine Translated by Google
Kento Nanami
Jujutsu Sorcerer (ND20)
Hit Points: 2850 Armor Class: 50 Energy Points: 60
Size: Medium Movement: 12 Meters
Attributes: STR 26 DEX 24 CON 24 INT 22 WIS 20 CHA 18
Saving Throws: Cunning +23 Fortitude +30 Reflex +23 Will +17
A system by Setsugiri.
Machine Translated by Google
Characteristics
• Like a Wall. Nanami is resilient, and sometimes hitting her is like attacking a wall. At the
beginning of every round, Nanami gains 150 temporary health points.
• Black Lightning. Nanami is able to place black sparks in certain strikes. When you
get a 20 on an attack test, the attack multiplier increases by +1x and it ignores any
resistance or immunity.
A system by Setsugiri.
Machine Translated by Google
Naobito Zenin
Jujutsu Sorcerer (ND20)
Hit Points: 2800 Armor Class: 55
Size: Medium Movement: 24 Meters
Attributes: STR 20 DEX 30 CON 20 INT 20 WIS 20 CHA 18
Saving Throws: Cunning +23 Fortitude +23 Reflex +30 Will +17
Characteristics
• Quick Reflex. Naobito has a quick reflex due to his technique,
being able to perform 2 reactions per round.
Impeccable movement. Naobito's movement is impeccable,
leaving no gaps. Naobito's move does not cause attacks
of opportunity.
• Emotion of the Decaying Petal. Naobito succeeds
use the cursed ability Emotion of the Decaying Petal.
A system by Setsugiri.
Machine Translated by Google
Satoru Gojo
Jujutsu Sorcerer (ND40)
Hit Points: 4500 Armor Class: 60 Energy Points: 120
Size: Medium Movement: 30 Meters, 18 Meters Flight
Attributes: STR 30 DEX 30 CON 30 INT 30 WIS 30 CHA 30
Saving Throws: Cunning +40 Fortitude +30 Reflex +30 Will +30
• Blue: Implosion [4PE]. Gojo uses blue to cause a creature to implode. A target creature
within 60 feet must make a saving throw.
Fortitude, taking 10d10+100 force damage, or just half as much on a success. If the
creature succeeds on the test, it receives the sickened and slowed conditions;
if she fails, she also loses a limb.
a success.
A system by Setsugiri.
Machine Translated by Google
Characteristics
• Infinite. Gojo is the user of infinity, the neutral state of his technique that makes
him untouchable. Gojo is immune to damage, as nothing can touch him, being
slowed down. This immunity can only be circumvented through: use of domain
amplification within the attack, guaranteed hit from domain expansion or something
that completely nullifies immunity/ resistance.
• Six Eyes. Gojo has six eyes, a rare ocular jujutsu that gives him mastery over
energy and perfect vision. In addition to reduced energy expenditure and
immunity to blindness, Gojo performs perception tests with advantage and,
when he sees a creature with a technique, he can use an action to read its
technique, understanding it. • Black Lightning. Gojo is capable
of using black lightning. If you get 20 on one
attack test with Unarmed Combat, your critical multiplier for this attack increases
by +1x, in addition to ignoring any type of resistance or immunity.
A system by Setsugiri.
Machine Translated by Google
Aoi Todo
Jujutsu Sorcerer (ND18)
Hit Points: 2800 Armor Class: 45 Energy Points: 54
Size: Medium Movement: 12 Meters
Attributes: STR 26 DEX 24 CON 26 INT 20 WIS 16 CHA 20
Saving Throws: Cunning +14 Fortitude +26 Reflex +19 Will +19
• Boogie Woogie. Aoi Todo claps his hands and swaps the places of two
creatures or objects that have cursed energy, as long as he can see them.
• Quick Switch [Reaction]. Aoi Todo uses his technique defensively, quickly
changing places when he is the target of an attack. If there is an object imbued
with energy visible to Todo, when using this reaction Todo swaps places with
the object, nullifying the damage and changing places.
Characteristics
• Sharp reflexes. Aoi Todo has two reactions per round.
• Defensive Reinforcement. Aoi Todo constantly reinforces your body
with energy. At the beginning of every round, Aoi Todo gains 125
temporary health points.
• Simple Domain. Aoi Todo can use the cursed skill
Simple Mastery. • Black Lightning. Aoi
Todo is capable of using black lightning.
When rolling 20 on an attack test, he uses
kokusen, increasing the damage multiplier by 3x and
ignoring any type of resistance and immunity.
A system by Setsugiri.
Machine Translated by Google
A system by Setsugiri.