
The Red Crown's Fervour-powered spells, split into six families that range from screen-clearing fireballs to a two-second invincibility button.
Curses are the closest thing to a panic button in a crusade, and one of them literally makes you invincible for two seconds. They are the Red Crown's spells, cast whenever you have enough Fervour, and the right one can turn a losing room around instantly.
They come in six families. According to the wiki, every curse belongs to a type such as Fireballs, Blasts, Slashes, Splatters, Tentacles, or Teleport, and you can only equip one curse at a time.
Their power scales with your build. The wiki specifies that curse damage multiplies with your Fleece, Tarot cards, and the curse's own level, so a curse you invest in keeps up with your weapon.
This guide covers how curses and Fervour work, all six types with their default curse, the strongest picks to equip, and how to unlock the rest.
Fervour-powered spells, one equipped at a time.
Six families, from Fireballs to Teleport.
Divine Guardian, two seconds of invincibility.Curses are spells the Lamb casts using Fervour, the energy you build up by attacking during a crusade. Per the wiki, only one curse can be equipped at a time, so your choice is a real commitment for the run.
They sit alongside your weapon. A curse is the ranged or utility half of your loadout, pairing with whatever
weapon you carry, and it is cast by the
Red Crown.
Their damage scales with your whole build. According to the wiki, curse damage multiplies with your
Fleece, your
Tarot cards, and the curse level, so an invested curse never feels weak.
Every curse belongs to one of six families, and each family has a default curse plus several unlockable variants. The table below lists the six types with the starting curse the wiki assigns to each.
| Type | Default Curse | What It Does |
|---|---|---|
Fireballs | Flaming Shot | Piercing fire bolts you can hold to make explosive. |
Blasts | Divine Blast | Close-range bursts that knock back and damage. |
Slashes | Death's Sweep | Chargeable devastating melee sweeps. |
Splatters | Ichor Thrown | Aimed projectiles that spread damaging black Ichor. |
Tentacles | Touch of Turua | Eruptions of tentacles or elemental pillars. |
Teleport | Godly Stride | Escape tools that blink you to a safe spot. |
Within each family the variants change the effect, not the delivery. Per the wiki, a Blasts curse can knock back and freeze (Divine Blizzard), poison (Divine Blight), or burn (Divine Pyre), while a Slashes curse can freeze, burn, summon ghosts, or possess enemies.
Divine Guardian is the standout for survival. Per the wiki, it grants two seconds of invincibility and deflects projectiles back as damage, which makes it a defensive reset in tough boss phases.
The Enfolding does the same thing while repositioning you. According to the wiki, this Teleport curse blinks you to a safe spot and gives three seconds of invincibility, so you escape and stall a bad situation at once.
For raw offense, seeking and crowd control win. The wiki notes Hounds of Fate fires projectiles that hunt enemies down, while Divine Blizzard freezes crowds, both of which stack well with a
legendary weapon that needs a moment to land its combo.
In practice a defensive curse like Divine Guardian or The Enfolding outperforms a damage curse on hard bosses. Your weapon already carries the damage, so the curse slot is best spent buying yourself invincibility frames.
Most curses come from Sermons. According to the wiki, curse variants unlock through the Curse Doctrines chosen during
Doctrines, including Curse of the Horde, Occultist, Tundra, Necromancer, and Beguiler.
Each Doctrine adds a curse to several families. The wiki specifies that Curse of the Tundra, for example, grants the freezing curse in the Blasts, Slashes, and Tentacles types at once, so one unlock touches multiple families.
A few sit outside Sermons. Per the wiki, Burning Curses and Teleporting Curses are their own unlocks, which is how you get burning options like Divine Pyre and every
Teleport curse.
Curses are one half of your crusade loadout. These guides cover the weapons they pair with, the Doctrines that unlock them, and the cards that make them hit harder.







Game data and screenshots adapted from cult-of-the-lamb.fandom.com, used under CC BY-SA 3.0. Original content remains the property of the wiki contributors and Massive Monster and Devolver Digital.