What would your cursed technique be?
Eight questions. A hundred techniques. Free, no account. Then paint the sorcerer who has it.
Question 1 of 8
A curse is loose in the school. Your first move?
Pick one thing to carry.
Your technique should feel like…
What are you willing to pay for it?
Your teammate messes up. You…
Where does your power live?
The fight is lost. Your last move?
Pick a word.
The 100 cursed techniques you can get
Threadbind
It turns any line you draw into cutting wire.
The catch: the wire snaps if you blink.
Stillwater
It stops every sound within ten steps of you.
The catch: you can't hear either.
Hollow Ledger
It erases one thing you saw in the last minute.
The catch: you forget it too.
Ember Debt
It sends any pain you take back at them, doubled.
The catch: it takes ten seconds to arrive.
Paper Ward
It turns anything you write on paper into a wall.
The catch: the wall lasts one breath.
Second Shadow
It moves your shadow one second before you move.
The catch: only works in light.
Salt Road
It keeps curses off any ground you have walked.
The catch: you can't run.
Borrowed Hands
It copies the last move that hit you.
The catch: once, then it's gone.
Glass Tongue
It makes any promise made to you unbreakable.
The catch: yours can't be broken either.
Cold Ink
It hardens your blood into blades.
The catch: every blade costs you blood.
Quiet Coin
It flips a coin: you land the hit or you take it.
The catch: you never know which.
Lanternkeep
It shows you every curse within a mile.
The catch: every curse sees you back.
Root Call
It makes plants grab whatever you point at.
The catch: needs living ground.
Loanword
It steals one word so they can't say it.
The catch: you have to say it first.
Ashfall
It lets you burn again anything you burned once.
The catch: you need the first fire.
Slow Bell
It rings once and time crawls for three steps.
The catch: you crawl too.
Mirror Debt
It puts every cut on you onto them.
The catch: only while you're bleeding.
Hushed Weight
It makes one thing ten times heavier.
The catch: you feel the weight in your arms.
Tidepull
It drags them one step toward you.
The catch: you take one step toward them.
Foxlight
It makes a copy of you out of light.
The catch: it can't touch anything.
Late Echo
It lands your punch again five seconds later.
The catch: it lands where you were.
Kite String
It ties you to anything you can see.
The catch: the string cuts both ways.
Wintermark
It stops anything you touch from moving.
The catch: it moves again when you let go.
Open Door
It lets you step through any wall.
The catch: the wall closes behind you.
Pocket Rain
It makes it rain on one person.
The catch: just water, but it never stops.
Unsent Letter
It hides one thought so no technique can read it.
The catch: you can't say it out loud.
Iron Lullaby
It bends metal toward you while you hum.
The catch: you can't stop humming.
Stone Count
It makes you harder to cut with every step.
The catch: and slower with every step.
Straw Trade
It swaps you with anything you have named.
The catch: you have to name it first.
Long Breath
It keeps you unhurt while you hold your breath.
The catch: only as long as you hold it.
Wickfire
It lights a small flame nothing can put out.
The catch: it burns on your finger.
Doorframe
It turns any gap into a way through.
The catch: the gap has to be real.
Heavy Laugh
It drops everyone near you to a knee when you laugh.
The catch: you drop too.
Silver Ledge
It makes a floor out of thin air.
The catch: it holds one step.
Owl Hour
It shows you every heartbeat at night.
The catch: in daylight you see nothing.
Bone Chalk
It keeps anything out of a circle you draw.
The catch: nothing leaves it either.
Snapline
It cuts whatever is between your two hands.
The catch: your hands must stay apart.
Ferryman
It carries one person anywhere you have been.
The catch: you both arrive tired.
Dust Lantern
It turns dust into a light that burns curses.
The catch: needs dust.
Plainsong
It makes curses forget why they came when you sing.
The catch: so do your friends.
Redthread
It tells you where one person is, always.
The catch: they know where you are.
Kilnheart
It makes you stronger the hotter it gets.
The catch: and weaker in the cold.
Riverwrit
It floats your words and lands them like stones.
The catch: you can only whisper.
Moth Trade
It trades your sight for one minute of flight.
The catch: sight comes back slowly.
Tallyman
It lets you dodge one move for every move you count.
The catch: you must count out loud.
Shuttercatch
It freezes one picture of the world in front of you.
The catch: you're frozen in it too.
Palm Storm
It throws them back with wind when you clap.
The catch: it throws you back too.
Wellspring
It heals anyone standing in water.
The catch: it drains you instead.
Cinder Hound
It calls a hound made of embers.
The catch: it bites whoever is closest.
Latch
It locks any door, box or mouth.
The catch: you hold the key in your hand.
Ninefold
It splits one hit into nine small ones.
The catch: each is weaker.
Cloudstep
It lets you walk on anything that floats.
The catch: including smoke, so be careful.
Grave Quiet
It stops curses near you from speaking or screaming.
The catch: you can't either.
Bright Debt
It lends you strength now, due back at dawn.
The catch: dawn always comes.
Needle Rain
It turns every hair you drop into a needle.
The catch: you're running out.
Lockstep
It lets them move only when you move.
The catch: you can only move when they do.
Turnkey
It undoes one thing you did in the last minute.
The catch: once a day.
Sootveil
It lets you vanish into any smoke.
The catch: no smoke, no vanish.
Wren Call
It sends small birds to warn you before a hit.
The catch: only outdoors.
Hearthstone
It makes anywhere you sleep safe ground.
The catch: you have to sleep there first.
Ink Debt
It writes every wound you deal into a ledger you can cash in later.
The catch: the ledger burns at midnight.
Hollow Bell
It rings and empties cursed energy from whatever hears it.
The catch: empties yours too.
Second Skin
It lets your shadow take the hits for you.
The catch: until it tears.
Tally
It makes you stronger for every promise kept.
The catch: and weaker for every one broken.
Moth Light
It burns brightest where a curse is looking at you.
The catch: dark when nobody is.
Salt Line
It keeps anything cursed from crossing a line drawn in your blood.
The catch: your blood, every time.
Loan
It lends your strength to an ally.
The catch: comes back with interest, or not at all.
Echo
It repeats the last technique used against you, once.
The catch: only the last one.
Deadweight
It makes anything you name too heavy to lift.
The catch: you can't lift it either.
Wet Paint
It lets you redraw one thing you touch.
The catch: it smears if you rush.
Backstep
It sends you three seconds into your own past.
The catch: you keep the bruises.
Rust
It ages anything metal ten years in a touch.
The catch: your own blades go first.
Glasswalk
It lets you walk through any window.
The catch: not through walls, ever.
Candlevow
It keeps one promise burning as a shield.
The catch: the shield dies when the promise does.
Threshold
It makes any doorway you stand in unpassable.
The catch: you have to stand in it.
Stitch
It closes any wound you can see.
The catch: opens a small one on you.
Trapdoor
It opens a hole under whoever you point at.
The catch: one hole a day.
Cinder Tongue
It turns any lie you hear into smoke you can see.
The catch: you smell every one.
Anchor
It pins you to one spot so nothing can move you.
The catch: you can't move either.
Splitpath
It lets you be in two places for one breath.
The catch: you come back tired from both.
Hourglass
It turns time on one object as slow as sand.
The catch: only objects, never people.
Cold Read
It tells you what someone will do next.
The catch: only three seconds ahead.
Fogbank
It fills any room with a fog only you can see through.
The catch: only rooms.
Bellows
It makes any fire twice as big when you breathe on it.
The catch: including the one on you.
Kindling
It turns anything you break into fuel.
The catch: you have to break it first.
Cradle
It puts anyone you hold to sleep.
The catch: you get sleepy too.
Puppet String
It moves one limb of theirs like it's yours.
The catch: your own goes limp.
Hush
It takes one sound out of the world for a minute.
The catch: you pick blind.
Halfstep
It makes every attack on you land a half-step off.
The catch: yours too.
Riptide
It pulls everything loose toward you.
The catch: including their blades.
Ashwalk
It lets you walk unharmed on anything burnt.
The catch: only after the fire.
Pinhole
It lets you see through any wall, one eye wide.
The catch: the wall sees you back.
Undertow
It drags whoever stands still under the floor.
The catch: standing still counts you too.
Quicklime
It turns water on your skin to burning dust.
The catch: rain is a problem.
Backdraft
It sends any technique back the way it came.
The catch: once per fight.
Marrow
It makes your bones as hard as iron for one minute.
The catch: you can't bend for a minute after.
Crossroads
It offers them two choices and makes both true.
The catch: you live with both too.
Dusk
It makes it night for everyone within your sight.
The catch: you can't see either.
Fixed Point
It makes one thing impossible to move or break.
The catch: you pick it forever.
Whisper Chain
It passes a message through any curse that can hear.
The catch: the curse hears it too.
JJK quiz FAQ
- How does the cursed technique quiz work?
- Eight questions, four answers each. Every answer leans you toward a few traits: bold, quiet, clever, wild, kind or dark. At the end you get the cursed technique whose lean matches yours best: what it does and what it costs. It takes about a minute. No account, nothing to sign.
- Are these real cursed techniques from Jujutsu Kaisen?
- No. All hundred are original, so the one you get can be yours. Limitless, Ten Shadows and Cursed Speech belong to the show. Threadbind, Stillwater and Slow Bell belong to whoever rolls them.
- Can I take the cursed technique quiz again?
- Yes, as many times as you like. Tap take it again under your result. Answers change the result, so try answering as the person you are on a bad day.
- What happens after I get my technique?
- You can share it, or paint the sorcerer who has it. The make button opens the JJK character maker with your technique already typed in, so the first drawing is a sorcerer with your power, not a blank one. You sign up to keep the drawing, not to see your result.