TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  Vengeful 
  Curses
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
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  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
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  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Introduction
   
  The curses of fairy tales and fantasy media are 
  often much more specifically tailored to the story than 
  are the spells found in the Pathfinder Roleplaying Game 
  Core Rulebook. In fiction, a particularly vain and pompous 
  princess might be cursed with ugliness, while a remorseless 
  thief might be doomed to always live the life of a pauper, no 
  matter how much gold he might steal.
   
  There’s plenty of reason for this: an author needs 
  only to worry about making his spells fit the specific story he 
  has in mind, but a game designer must present game rules 
  that can cover a wide variety of situations. As such, the spells 
  that she makes must, by nature, be more generic, and lose 
  some of the whimsy and wonder of magic in fiction. Spells 
  like bestow curse are fairly open-ended, and allow for players 
  with a certain amount of creativity to use their magic in 
  similar ways, but such spells have limitations, and are not a 
  perfect answer.
   
  This book presents 11 new curses that are specifically 
  designed to try to emulate these kinds of situations, by 
  inflicting a dire punishment, but only if the victim committed 
  an associated crime. In addition to the great satisfaction of 
  having just the spell prepared to punish those who might 
  mock you, attempt to steal from you, or dare to cast a spell 
  upon you, these spells also offer those who would cast them 
  great power, although that power can only be accessed if one’s 
  enemies open themselves up to it.
   
  Because of this limitation, these curses are incredibly 
  tenacious, and much more difficult to remove than many 
  other curses, which also mirrors the curses of fairy tales and 
  fantasy media, which take much more than a simple remove 
  curse to resolve. Some can only be removed in special ways, 
  while others can only be removed at special times. The exact 
  details vary from spell to spell.
  New Spells
   
  The following spells are presented in alphabetical 
  order, with the exception of those whose names begin with 
  “greater.”
  CURSE OF BLASPHEMER’S END
  School necromancy [curse, disease]; Level antipaladin 4, 
  cleric/oracle 4, druid 4, shaman 4
  Casting Time 1 round
  Components V, S
  Range close (25 ft./2 levels)
  Target one creature; see text
  Duration permanent (D)
  Saving Throw Will negates, see text; Spell Resistance yes
   
  This spell has no effect unless the target has in some 
  way blasphemed or otherwise offended a deity in the last 24 
  hours. This includes verbally mocking the deity, the deity’s 
  faith, or an important agent of the deity, but also includes 
  physically or magically defiling the sanctity of a place or 
  object important to the deity. At the GM’s discretion, this 
  may also apply to blasphemies directed at faiths or belief 
  systems which are not directly associated with a deity, 
  such as druidism or a particular shaman spirit. The target 
  immediately contracts a magical form of leprosy. The disease 
  is contracted immediately (the onset period does not apply). 
  The disease’s saving throw DC is equal to the spell’s saving 
  throw DC, or its normal DC, whichever is higher. Because the 
  disease is magical in nature, no number of successful saving 
  throws cures it.
   
  This curse cannot be dispelled. It can be removed 
  with remove curse, remove disease, or break enchantment, 
  but only under a new moon. Alternatively, an atonement 
  spell cast by any worshiper of the faith that was blasphemed 
  against allows remove curse, remove disease, or break 
  enchantment at any time, and also allows the disease to be 
  cured from achieving the required number of consecutive 
  successful saving throws. It can be removed with limited wish, 
  miracle, or wish at any time.
   
  If the deity or faith that was blasphemed against 
  was yours, the target suffers a -2 penalty on all saving throws 
  made to resist the disease’s effects, including the initial 
  saving throw.
  CURSE OF CUTPURSE’S BANE
  School necromancy [curse]; Level bard 2, cleric/oracle 2, 
  sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature; see text
  Duration 1 hour/level (D)
  Saving Throw Will negates, see text; Spell Resistance yes
   
  This spell has no effect unless the target has stolen 
  something worth at least 1 gp in the last hour (the GM is 
  the final arbiter of what constitutes “stealing,” and may also 
  choose to allow the spell to affect the target if he stole an item 
  of no material value, but great personal value). The target 
  immediately drops any objects he is holding. Additionally, 
  any steal or disarm combat maneuvers made against the 
  target gain a +4 bonus to CMB, and the target’s movement 
  speed is halved for the spell’s duration.
   
  This curse can be removed with dispel magic or 
  remove curse, but only if those spells are cast while on 
  hallowed ground (ground affected by a hallow or unhallow 
  spell). It can be removed with break enchantment, limited 
  wish, miracle, or wish at any time. If the character returns all 
  items that he has stolen in the last 24 hours to their rightful 
  owners, the spell ends immediately. Even if the target cannot 
  identify the spell’s effects, he feels a strong urge to return 
  such possessions (though the urge is easy enough to resist, 
  even if he fails his Will save).
   
  If the item that the target stole was stolen from 
  you, or is worth at least 500 gp, he suffers a -2 penalty on his 
  saving throw.
  
  3
  CURSE OF EMPTY WORDS
  School necromancy [curse]; Level bard 3, cleric/oracle 3, 
  inquisitor 3, witch 3
  Casting Time 1 round
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature; see text
  Duration 1 day/level (D)
  Saving Throw Will negates, see text; Spell Resistance yes
   
  This spell has no effect unless the target has insulted 
  you, made a joke at your expense, or otherwise acted in a 
  disrespectful or offensive manner towards you within the last 
  24 hours (the GM is the final arbiter of what is considered to 
  be disrespectful or offensive behavior for the purposes of this 
  spell). The target’s throat constricts, making it impossible 
  for him to speak, and difficult for him to breathe. The target 
  is incapable of speech, including casting spells with verbal 
  components. Further, the target must spend a move action 
  each round in order to breathe, and failing to do so causes 
  him to hold his breath for that round (failure to spend a 
  move action to breathe for extended periods of time leads to 
  suffocation, as normal for holding one’s breath).
   
  This curse can be removed with dispel magic or 
  remove curse, but only within an hour of midnight. It can be 
  removed with break enchantment, limited wish, miracle, or 
  wish at any time.
   
  If this spell is cast within 1 round of when the insult 
  or disrespectful behavior occurred, the target suffers a -2 
  penalty on his saving throw.
  CURSE OF HAUNTED DREAMS
  School necromancy [curse, mind-affecting]; bard 3, sorcerer/
  wizard 4, witch 4
  Casting Time 1 round
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature; see text
  Duration permanent (D)
  Saving Throw Will negates, Fortitude partial, Will partial, 
  see text; Spell Resistance yes
   
  This spell has no effect unless the target killed one 
  of your friends, family members, or allies within the last 
  week (the GM is the final arbiter of which characters qualify 
  as friends, family, and allies for the purposes of this ability, 
  but you must have had a strong tie to the slain creature). The 
  spell forges a mental link between the slain creature and the 
  target, allowing the slain creature’s spirit to haunt the target’s 
  dreams.
   
  Each night, when the target rests, he does not regain 
  any hit points or heal any ability score damage unless he 
  succeeds on a Fortitude save. Failure on this Fortitude save 
  also leaves the target fatigued for the next 24 hours. Similarly, 
  if the target is a spellcaster, he must succeed on a Will save, or 
  he does not regain his daily spells after resting.
   
  This curse cannot be dispelled. It can be removed 
  with break enchantment or remove curse, but only on 
  a Sunday (or the equivalent, in settings with different 
  calendars). An atonement spell cast by a good-aligned 
  character on the target can allow the spell to be removed by 
  break enchantment or remove curse at any time, and grants 
  the target a +4 bonus on all saving throws made to resist 
  the curse’s daily effects until the curse is removed. It can be 
  removed with limited wish, miracle, or wish at any time. If the 
  character that was slain by the target is returned to life by any 
  means (including reincarnate, but not animate dead or other 
  effects that cause him to become undead), the curse is lifted 
  automatically.
   
  If the person slain by the target was your immediate 
  family member (brother, daughter, father, mother, sister, or 
  son), or was married to you, the target suffers a -2 penalty on 
  all saving throws made to resist the spell’s effects.
  CURSE OF HUNTER’S CRAVING
  School necromancy [curse]; Level druid 3, shaman 3, witch 3
  Casting Time 1 round
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature; see text
  Duration permanent (D)
  Saving Throw Will negates, see text; Spell Resistance yes, 
  see text
   
  This spell has no effect unless the target has 
  successfully used the engulf or swallow whole universal 
  monster abilities on a sentient creature (one with an 
  Intelligence score of 3 or higher) in the last 24 hours. The 
  target is afflicted with a terrible, unsatisfiable hunger. No 
  matter what the target consumes, or how much, he is unable 
  to gain any nourishment from what he eats. Unless the curse 
  is lifted, the target inevitably begins to starve: after three 
  days, the target must make a Constitution check each day 
  (DC 10, +1 per previous check), or take 1d6 points of nonlethal 
  damage. If the target suffers an amount of nonlethal damage 
  in this way equal to his maximum hit points, he begins to 
  take lethal damage, instead. Damage inflicted in this way 
  (whether lethal or nonlethal) can’t be recovered until the 
  curse is lifted and the target consumes at least one days’ 
  worth of food—not even magic that restores hit points heals 
  this damage, nor does regeneration, fast healing, or similar 
  abilities. Finally, as long as the target has at least 1 point of 
  nonlethal damage as a result of this curse, he is fatigued.
   
  This curse cannot be dispelled. It can be removed 
  with break enchantment or remove curse, but only on 
  a Sunday (or the equivalent, in settings with different 
  calendars). It can be removed with limited wish, miracle, or 
  wish at any time.
   
  If the sentient creature that the target engulfed or 
  swallowed is you, and you cast this spell while still engulfed 
  or swallowed by that creature, then no saving throw is 
  allowed, and spell resistance does not apply.
  
  4
  CURSE OF MIRRORED HARM
  School necromancy [curse]; Level bard 5, cleric/oracle 5, 
  sorcerer/wizard 5, witch 5
  Casting Time 1 round
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature; see text
  Duration permanent (D)
  Saving Throw Will negates, see text; Spell Resistance yes, 
  see text
   
  This spell has no effect unless the target has cast 
  a harmful spell in the last 24 hours. For the purposes of 
  this spell, a harmful spell is any spell that inflicts hit point 
  damage, ability damage, ability drain, or negative levels, 
  which imposes a negative condition on the target, or any spell 
  that allows a saving throw but is not denoted as harmless. 
  The target’s aura is altered to attract any hostile magic that he 
  casts, turning it back upon himself.
   
  Whenever the target casts a harmful spell that has 
  one or more targets, there is a 25% chance that he is affected 
  as though he were one of those targets. Whenever the target 
  casts a harmful spell that has an area of effect, there is a 25% 
  chance that he is affected as though he were in that area. In 
  either case, the spell still has its full effect, and this does not 
  prevent the target’s spell from affecting its normal target or 
  having its normal area of effect.
   
  This curse cannot be dispelled, nor can it be 
  removed with remove curse. It can be removed with break 
  enchantment, but only if the target abstains from casting any 
  harmful spells for 3 consecutive days beforehand. It can be 
  removed with limited wish, miracle, or wish at any time.
   
  If the harmful spell that the target cast before you 
  cast this spell affected you (you were the target, or were 
  within the spell’s area of effect), then the target suffers a 
  -4 penalty on his saving throw, and you may roll twice to 
  overcome his spell resistance and take the better result. 
  CURSE OF MIRRORED HARM, GREATER
  School necromancy [curse]; Level cleric/oracle 9, sorcerer/
  wizard 9, witch 9
  Casting Time 1 round
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature; see text
  Duration permanent (D)
  Saving Throw Will negates, see text; Spell Resistance yes, 
  see text
   
  This functions as curse of mirrored harm, except that 
  whenever the target is affected by one of his own spells, that 
  spell affects the target three times. The effects of the spell do 
  not stack, unless they would ordinarily (for example, if the 
  target was affected by his own fireball, he would suffer damage 
  for three different fireball spells, each rolled separately, but if 
  he were affected by ray of enfeeblement, he would only suffer 
  the Strength penalty from the highest of three different rolls). 
  Note that in the case of spells with a duration longer than 
  instantaneous, if one of them is dispelled, the other two 
  remain, and must be dispelled or ended separately.
  CURSE OF SPELLSLAVE’S REBELLION
  School necromancy [curse]; Level bard 4, cleric/oracle 5, 
  sorcerer/wizard 5, summoner 4, witch 5
  Casting Time 1 round
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature; see text
  Duration 1 day/level (D)
  Saving Throw Will negates; Spell Resistance yes
   
  This spell has no effect unless the target summoned 
  a creature (whether with a spell, a spell-like ability, a 
  supernatural ability, or a magic item) in the last 24 hours. 
  Any time that the target summons a creature, there is a 50% 
  chance that the summoned creature is hostile towards him, 
  and spends its time attacking him, rather than doing what 
  it is supposed to do. If this occurs, the target cannot dismiss 
  the spell, although he can attempt to banish the summoned 
  creature by other means. This does not affect any creatures 
  that the target had already summoned at the time that this 
  spell is cast.
   
  This curse cannot be removed with dispel magic. It 
  can be removed with remove curse or break enchantment, but 
  only if the caster is an outsider from a different plane than the 
  target is from. It can be removed with limited wish, miracle, 
  or wish at any time.
  CURSE OF SPILT BLOOD
  School necromancy [curse]; Level bard 3, magus 3, sorcerer/
  wizard 4, witch 4
  Casting Time 1 round
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature; see text
  Duration 1 day/level (D)
  Saving Throw Will negates, see text; Spell Resistance yes
   
  This spell has no effect unless the target has, in the 
  last hour, made an attack against a character that was either 
  flat-footed or flanked. The target’s body attracts harm and 
  violence like a magnet: he suffers a -4 penalty to AC, and 
  any critical hits made against him are treated as though the 
  weapon’s critical multiplier were 1 higher than it actually is.
   
  This curse cannot be removed with dispel magic. 
  It can be removed with remove curse, but only in the open, 
  under the noonday sun (any obstruction, including cloud 
  cover, prevents the spell from working). It can be removed 
  with break enchantment, limited wish, miracle, or wish at any 
  time.
   
  If the character that the target attacked was you, he 
  suffers a -2 penalty on his saving throw to resist the spell.
  
  5
  CURSE OF THE WAYWARD SCION
  School necromancy [curse]; Level cleric/oracle 5, sorcerer/
  wizard 5, witch 5
  Casting Time 1 round
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature; see text
  Duration permanent (D)
  Saving Throw Will negates, see text; Spell Resistance yes, 
  see text
   
  This spell has no effect unless the target has been 
  romantically unfaithful in the last month (the GM is the final 
  arbiter of what constitutes being “romantically unfaithful,” 
  but any romantic activity with one person while in a long-
  term relationship with another should generally qualify). The 
  spell has no immediate effect, but taints any further romance 
  between the target and anyone else (including the one to 
  whom he was unfaithful), causing any children formed from 
  such a union to result in terrible tragedy.
   
  If the target is female, then any children she 
  conceives while under the effects of this spell become 
  warped and twisted in the womb. Signs that the pregnancy 
  has gone wrong can be detected as early as three months 
  into the pregnancy with a successful Heal or Knowledge 
  (arcana) check (DC 15). A successful Spellcraft check (DC 
  25) is needed to identify the source of the disturbance, and 
  its exact nature. While the discomforts of pregnancy are 
  greatly exacerbated by this curse, this has no mechanical 
  effect. However, instead of resulting in a normal child, the 
  pregnancy results in a quasit. This has two effects: first the 
  birthing process is incredibly dangerous. It takes 2d8 hours, 
  and each hour the target suffers 2d4 points of damage. 
  Whether the target survives this or not, a fully grown quasit 
  then emerges and begins wreaking havoc. Once the target 
  dies or the quasit is born, any child that would have resulted 
  is forever lost, and no amount of magic can turn the quasit 
  into the child it would otherwise have been. If the target is 
  male, then any children he conceives while under the effects 
  of the spell are similarly warped and twisted, though he is not 
  the one who suffers the immediate consequences. However, 
  any quasits born in this way seem to have an instinctual 
  knowledge of who their “fathers” are, and how to find them, 
  and almost inevitably go on to cause problems for them.
   
  This curse cannot be dispelled, nor can it be 
  removed with remove curse. It can be removed with break 
  enchantment, but only on the first day of the year. It can 
  be removed with limited wish, miracle, or wish at any time. 
  Removing the curse will prevent any future pregnancies from 
  being affected by this spell, but will not in and of itself affect 
  any pregnancies that were conceived under the spell’s affects. 
  In order for that to occur, both the mother and father must 
  be together, and must have the curse removed from each of 
  them simultaneously (by any of the means outlined above). 
  Doing this at any time during the pregnancy allows the child 
  to be born without any complications from the spell.
   
  If the person that the target was romantically 
  unfaithful to was you, then the target suffers a -4 penalty on 
  his saving throw, and spell resistance does not apply.
  CURSE OF TWISTED FORM
  School necromancy [curse]; Level cleric/oracle 4, sorcerer/
  wizard 5, witch 4
  Casting Time 1 round
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature; see text
  Duration permanent (D)
  Saving Throw Will negates, see text; Spell Resistance yes
   
  This spell has no effect unless the target has told a lie 
  in your presence within the past week (at the GM’s discretion, 
  this spell may be able to affect targets who lied more than a 
  week ago, if that lie was particularly harmful in nature). The 
  target’s body rapidly ages, and their form becomes twisted 
  and hideous. The target increases in age by two categories. 
  He does not gain any of the benefits of aging in this way, 
  but suffers all of the penalties. This cannot increase the 
  target’s age category beyond venerable. Additionally, the 
  target’s exceptional ugliness imposes a -4 penalty on all 
  Charisma-based skill checks (except Use Magic Device), and 
  the starting attitude of all characters towards the target is 
  decreased by one step (helpful becomes friendly, friendly 
  becomes neutral, and so on).
   
  This curse cannot be dispelled. It can be removed 
  with break enchantment or remove curse, but only under a 
  new moon. It can be removed with limited wish, miracle, or 
  wish at any time.
   
  If the lie that the target told was told to you 
  specifically, or was told about you, then the target suffers 
  a -4 penalty on his saving throw, and you may roll twice to 
  overcome his spell resistance and take the better result. 
  
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  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, 
  Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Mythic Adventures Copyright 2013, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis 
  Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, 
  Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, 
  Russ Taylor, and Ray Vallese. 
  Pathfinder Roleplaying Game Bestiary 3 Copyright 2011, Paizo Publishing, LLC; Authors 
  Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob 
  McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ 
  Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Brood of the Spider Queen: Spider Bloodlines Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Lords of the Leaves: Elven Archetypes Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Wells of Wonder: Arcane Fonts Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Magic of the Mire: Lizardfolk Spells Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Kings of the Mountain: Dwarven Archetypes Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Vengeful Curses Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  Powerful Magic to 
  Punish Those Who Wronged You
   
  In folklore and mythology, and often in more modern 
  fantasy media, curses are powerful things, and not to be 
  taken lightly, and there are few things that have as much 
  potential to ruin your life than a witch or wizard who feels 
  that you have wronged them in some way. In Pathfinder, 
  however, curses often lack much bite to begin with, and are 
  quickly dealt with by casting remove curse. What is it that 
  makes the curses in the fairy tales so much more powerful 
  makes the curses in the fairy tales so much more powerful 
  than the curses you have access to in the game? There are 
  many answers to that question, but one of them, is the 
  power of vengeance.
   
  The eleven spells contained within this book are far more 
  powerful�and much harder to get rid of�than most curses in the 
  game. Inflict the target with an instant and all-but-incurable 
  magical form of leprosy. Steal his ability to speak entirely. Have each 
  harmful spell he casts turned back upon him (at a three-for-one 
  ratio)! Fill him with an endless, insatiable hunger, or taint his seed, 
  so that all of his progeny are horrifying demons. This magical power 
  has a catch, however: each curse in the book functions only if the 
  has a catch, however: each curse in the book functions only if the 
  target performed some specific action to wrong you (or someone else), 
  thus leaving themselves open to the curse’s power. What exactly it 
  takes to be vulnerable to the curse varies from spell to spell: for some, 
  simply casting a harmful spell, or attacking a flat-footed creature is 
  enough. For others, the target might need to mock a god or religion, 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Vengeful Curses.pdf