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All 7 Cursed Possessions and Their Effects in Phasmophobia

Updated on November 1, 2026 (3 days ago)

Phasmophobia is a co-op ghost hunting game where you and your team take on jobs, called contracts, to investigate haunted places, gather evidence, and work out which ghost is there. Cursed possessions are special objects that can appear during a contract and give your team a real edge, like pointing you toward the ghost or showing you its evidence. Most of them cost sanity, the meter that shows how calm each player is, and a careless move can set off a cursed hunt, a ghost attack that can start even when sanity is high. Each one works differently, so learn what it does before you grab one.

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Group

Items

7 items

Monkey Paw

A wish-granting paw that gives a favor with a drawback.

How to Use
Pick it up and speak a recognized wish through local voice chat, or open the text UI and choose a wish.
Effect
Grants a wish that can reveal the ghost, change its activity or room, unlock a hiding spot, revive a teammate, alter the weather, or change a player’s state. Every wish also applies a drawback.
Sanity Cost and Hunt Risk
There is no single cost for every wish. A weather wish removes 25% sanity; “I wish to be sane” sets all players to 50% and raises passive sanity drain by 50%. Some wishes trigger a cursed hunt, obscure vision, or muffle hearing.
Uses per Contract
3–5 wishes: 5 at a 0×–1× reward multiplier, 4 at 1.01×–2×, and 3 at 2.01× or higher. Each wish type can be used once.
Map Spawn Locations
6 Tanglewood Drive: Garage wheelbarrow.; 10 Ridgeview Court: Boy’s Bedroom, on a table.; 42 Edgefield Road: Nursery in the Orange Bedroom, on the blue dresser.; Grafton Farmhouse: Dining Room.; Nell's Diner: Kitchen.; 13 Willow Street: Studio bookcase.; Camp Woodwind: Lovers’ Bench, beside the two marshmallow sticks.; Bleasdale Farmhouse: Study bookshelf.; Prison: Entrance, on the table beside the blue crate.; Prison (Restricted): Entrance Lobby table beside the grey Tarot box.; Maple Lodge Campsite: Staff Storage Area barrel.; Point Hope: Maintenance Room desk with the wooden horse.; Point Hope (Restricted): Living Room table between the two couches, beside the Tarot Cards.; Brownstone High School: Lobby box in front of the right column.; Brownstone High School (Restricted): First-floor variants: Lobby, in front of the right column. Second-floor variants: bench in the First Floor Main Corridor, in front of the stairs.; Sunny Meadows Mental Institution: Chapel, at the foot of the large crucifix.; Sunny Meadows Mental Institution (Restricted): Chapel, at the foot of the large crucifix; the Chapel is open in every restricted wing variant.

Voodoo Doll

A pin-studded doll that forces the ghost to interact.

How to Use
Pick it up and interact with it to push in a randomly chosen pin.
Effect
Each pin forces a ghost interaction, which can help reveal where the ghost is or produce an EMF or UV reading.
Sanity Cost and Hunt Risk
Each pin costs 5% sanity; the heart pin costs 10% and immediately starts a cursed hunt while pushing in the other pins. Using it at 0% sanity also pushes in every remaining pin and starts a cursed hunt.
Uses per Contract
Up to 10 pin presses; the heart pin or 0% sanity can end use early by pushing in the remaining pins.
Map Spawn Locations
6 Tanglewood Drive: Nancy’s Room, in front of the large teddy bear.; 10 Ridgeview Court: Downstairs Hallway bench.; 42 Edgefield Road: Large Blue Bedroom bed.; Grafton Farmhouse: Work Room.; Nell's Diner: Dining Area.; 13 Willow Street: Master Bedroom, on the cat cave.; Camp Woodwind: In front of the small cyan tent beside the Red Tent.; Bleasdale Farmhouse: Master Bedroom, in front of the bed.; Prison: Entrance, on the table between the crates.; Prison (Restricted): Entrance Lobby brown table between the item boxes.; Maple Lodge Campsite: Campfire A, leaning against a log.; Point Hope: Child Bedroom wooden chest of drawers.; Point Hope (Restricted): Living Room chest under the stairs.; Brownstone High School: Lobby bench at the back, toward the Main Corridor.; Brownstone High School (Restricted): First-floor variants: Lobby bench at the back. Second-floor variants: bench in the First Floor Main Corridor, in front of the stairs.; Sunny Meadows Mental Institution: Chapel, on one of five points around the large floor symbol.; Sunny Meadows Mental Institution (Restricted): Chapel, on one of five points around the large floor symbol; the Chapel is open in every restricted wing variant.

Ouija Board

A board that answers questions about the ghost at a sanity cost.

How to Use
Activate it, then ask a recognized question with voice chat or the text UI. Say “Goodbye” to deactivate it safely.
Effect
The planchette answers questions about the ghost, such as its current room, distance, age, or the bone’s room.
Sanity Cost and Hunt Risk
A successful question costs 5%–50% sanity depending on its type; hide-and-seek costs no sanity but starts a cursed hunt. The board also breaks and starts a cursed hunt if the player cannot pay for a question or if everyone leaves it active beyond 5 metres.
Uses per Contract
Reusable for questions until deactivated or broken; there is no fixed question limit.
Map Spawn Locations
6 Tanglewood Drive: Basement, on the train table.; 10 Ridgeview Court: Utility shelf.; 42 Edgefield Road: Utility, under the metal rack.; Grafton Farmhouse: Attic.; Nell's Diner: Janitor’s Closet.; 13 Willow Street: Basement Living Room cabinet beside the Basement Utility door.; Camp Woodwind: Games Tent.; Bleasdale Farmhouse: Living Room, beside one of the couches.; Prison: Entrance, on the floor behind the table with the crates.; Prison (Restricted): Entrance Lobby floor behind the table on the left as you enter.; Maple Lodge Campsite: Cleaning Closet shelf.; Point Hope: Games Room shelf.; Point Hope (Restricted): Dining Room, under the ottoman.; Brownstone High School: Lobby floor behind the left column.; Brownstone High School (Restricted): First-floor variants: Lobby, behind the left column. Second-floor variants: bench in the First Floor Main Corridor, in front of the stairs.; Sunny Meadows Mental Institution: Chapel, on one of five points around the large floor symbol.; Sunny Meadows Mental Institution (Restricted): Chapel, on one of five points around the large floor symbol; the Chapel is open in every restricted wing variant.

Music Box

A wind-up box that lets you hear the ghost and draw it into view.

How to Use
Pick it up and activate it once inside the investigation area; the track plays for up to 30 seconds.
Effect
The ghost sings if it is within 20 metres. Within 5 metres, it appears and walks toward the box, helping you locate the ghost and take a photo.
Sanity Cost and Hunt Risk
Players within 3 metres lose 2.6% sanity per second, up to 77% over the full song. A cursed hunt can start if the ghost gets within 1 metre, walks for over 5 seconds during the event, the box is thrown while playing, or the user has 0% sanity.
Uses per Contract
One activation per contract; the song cannot be replayed after it stops.
Map Spawn Locations
6 Tanglewood Drive: Master Bedroom closet.; 10 Ridgeview Court: Girl’s Bedroom table.; 42 Edgefield Road: Living Room table with the lamp.; Grafton Farmhouse: Twin Bedroom.; Nell's Diner: Manager’s Office.; 13 Willow Street: Living Room bookcase.; Camp Woodwind: Yellow Tent.; Bleasdale Farmhouse: Tea Room shelf.; Prison: Entrance, inside the black crate.; Prison (Restricted): Entrance Lobby table on the left, inside the black-and-yellow box.; Maple Lodge Campsite: Cut log in Campfire B.; Point Hope: Master Bedroom vanity table.; Point Hope (Restricted): Dining Room sideboard.; Brownstone High School: Lobby bench along the right wall.; Brownstone High School (Restricted): First-floor variants: Lobby bench along the right wall. Second-floor variants: bench in the First Floor Main Corridor, in front of the stairs.; Sunny Meadows Mental Institution: Chapel, on one of five points around the large floor symbol.; Sunny Meadows Mental Institution (Restricted): Chapel, on one of five points around the large floor symbol; the Chapel is open in every restricted wing variant.

Haunted Mirror

A dark mirror that shows the ghost’s favourite room.

How to Use
Pick it up and use it to view its live image of a room.
Effect
Shows a moving view of the ghost’s favourite room so you can identify where to set up equipment.
Sanity Cost and Hunt Risk
Each view costs at least 20% sanity, or 7.5% per second if that is higher. Using it below 20% sanity or reaching 0% while viewing breaks the mirror and starts a cursed hunt.
Uses per Contract
It can be viewed multiple times until it breaks; each view has a minimum 20% sanity cost.
Map Spawn Locations
6 Tanglewood Drive: Foyer wall beside the Master Bedroom door.; 10 Ridgeview Court: First-floor Hallway, above the lamp by the stairs.; 42 Edgefield Road: Downstairs Hallway, in front of the upstairs stairs.; Grafton Farmhouse: Master Bedroom.; Nell's Diner: Break Room.; 13 Willow Street: Gym wall between the main room and its bathroom.; Camp Woodwind: Tree with string lights beside the Campfire.; Bleasdale Farmhouse: Trophy Room, beside a cabinet.; Prison: Entrance, under a row of chairs.; Prison (Restricted): Entrance Lobby, under the rear-right benches.; Maple Lodge Campsite: Reception Building.; Point Hope: Dining Room, beside a cupboard.; Point Hope (Restricted): Dining Room, beside the cupboard; unchanged from the full map.; Brownstone High School: Lobby floor behind the right column.; Brownstone High School (Restricted): First-floor variants: Lobby, behind the right column. Second-floor variants: bench in the First Floor Main Corridor, in front of the stairs.; Sunny Meadows Mental Institution: Chapel, on one of five points around the large floor symbol.; Sunny Meadows Mental Institution (Restricted): Chapel, on one of five points around the large floor symbol; the Chapel is open in every restricted wing variant.

Summoning Circle

A five-candle floor ritual that briefly makes the ghost appear.

How to Use
Use a lit igniter or firelight to light all five candles around the circle.
Effect
Summons the ghost in full form at the circle and holds it there for 5 seconds before it hunts.
Sanity Cost and Hunt Risk
Each candle costs nearby players 16% sanity, up to 80% for all five. Completing the circle triggers a cursed hunt after the appearance; lighting the final candle below 16% sanity skips the appearance and starts the hunt, and lighting it during a hunt teleports the ghost to the circle.
Uses per Contract
One completed summoning per circle; it cannot be used again after all five candles are lit.
Map Spawn Locations
6 Tanglewood Drive: Basement floor.; 10 Ridgeview Court: Basement, in front of the stairs.; 42 Edgefield Road: Basement storage, behind the door.; Grafton Farmhouse: Child Bedroom.; Nell's Diner: Men’s Bathroom.; 13 Willow Street: Kitchen floor.; Camp Woodwind: Food Tent.; Bleasdale Farmhouse: Utility Room floor.; Prison: Entrance hallway floor at the far end.; Prison (Restricted): Entrance Lobby floor near the north/back double doors.; Maple Lodge Campsite: Cabin Kitchen floor.; Point Hope: Bathroom floor.; Point Hope (Restricted): Kitchen floor.; Brownstone High School: Lobby floor at the back, toward the Main Corridor.; Brownstone High School (Restricted): First-floor variants: Lobby floor at the back, toward the Main Corridor. Second-floor left: upstairs Main Corridor before Classroom 21; right: before Classroom 24.; Sunny Meadows Mental Institution: Chapel, at the centre of the large floor symbol.; Sunny Meadows Mental Institution (Restricted): Chapel, at the centre of the large floor symbol; the Chapel is open in every restricted wing variant.

Tarot Cards

A deck of ten random cards whose effects can help or harm the team.

How to Use
Draw one card at a time while inside the investigation area.
Effect
Each card randomly triggers one of ten effects, including changing sanity, causing ghost activity, starting a hunt, reviving a dead teammate, or killing the player who drew it.
Sanity Cost and Hunt Risk
There is no fixed draw cost. The Wheel of Fortune changes sanity by 25%, The Sun sets it to 100%, and The Moon sets it to 0%. Death starts a cursed hunt; The Hanged Man kills the drawer.
Uses per Contract
10 draws per deck. Card types are randomly generated and may repeat.
Map Spawn Locations
6 Tanglewood Drive: Living Room table beside the couch.; 10 Ridgeview Court: Foyer table beside the entrance.; 42 Edgefield Road: Hallway table beside the front door.; Grafton Farmhouse: Library.; Nell's Diner: Counter Area.; 13 Willow Street: Basement Bar end table between the armchairs.; Camp Woodwind: Picnic Area table.; Bleasdale Farmhouse: Attic Bedroom table.; Prison: Entrance, inside the blue crate.; Prison (Restricted): Entrance Lobby table on the left, inside the grey box.; Maple Lodge Campsite: Picnic Area table with scattered playing cards.; Point Hope: Living Room table between the two couches.; Point Hope (Restricted): Living Room table between the two couches, beside the Monkey Paw.; Brownstone High School: Lobby bench along the left wall.; Brownstone High School (Restricted): First-floor variants: Lobby bench along the left wall. Second-floor variants: bench in the First Floor Main Corridor, in front of the stairs.; Sunny Meadows Mental Institution: Chapel, on one of five points around the large floor symbol.; Sunny Meadows Mental Institution (Restricted): Chapel, on one of five points around the large floor symbol; the Chapel is open in every restricted wing variant.

How Cursed Possessions Work in Phasmophobia

Each cursed possession is a special object you use during an investigation. It gives your team something that would normally take a lot of effort, like finding out where the ghost likes to be or getting a clearer look at its evidence. The effects vary widely, from answering questions about the ghost to tracking it down, and some depend on luck.

Because sanity is what keeps you safe from the ghost, spending it is a real decision and not a free bonus. A good result at the wrong moment can still backfire, so learn what each one does before you use it.

Where Cursed Possessions Appear and How to Carry Them

Each one has its own fixed spot on each map, so it turns up in the same place every time for that map. On the regular difficulties, a contract may or may not have one, and Insanity has none by default.

The Summoning Circle is different from the rest. It's fixed in place, so you can't carry it, and its candles have to be lit with a fire source before it works. Using most of them also ends the setup period early, so you lose the quiet time to get your team ready.

What Is a Cursed Hunt in Phasmophobia?

A cursed hunt is a ghost attack that a cursed possession sets off. A normal hunt only starts once sanity falls low enough, but a cursed hunt can start even when everyone's sanity is still high. That makes it the main risk to understand before you touch any of them. The Summoning Circle is followed by one, the Haunted Mirror starts one if it's activated below 20% sanity, a Tarot Death card forces one, and some Monkey Paw wishes lead to one.

Your usual safety tools work differently here. Only a Tier III Crucifix can stop a cursed hunt, and only when it's in range, since lower tiers can't. Incense can't stop one from starting, but it can still help once the hunt is on.

How to Use Cursed Possessions Safely

Many of the riskiest moves happen when sanity is already low. Check your team's sanity before you use anything, and tell everyone what you're about to do.

Learn how each one is switched off or put down before the contract starts, not in the middle of it. Several can start a hunt if you handle them the wrong way, and skipping that step is an easy way to cause one by accident.

Plan for a hunt before one starts. Your usual safety tools may not save you, so decide ahead of time who is holding the possession and what everyone will do if a hunt begins.

Which Cursed Possessions Matter Most

The Ouija Board and the Monkey Paw have the biggest effect on a contract. The Ouija Board can answer questions about the ghost, including where it is, but asking for its location drains a large share of sanity. The Monkey Paw grants wishes that can change the whole run, though nearly every wish comes with a downside, and tougher, higher-paying contracts give you fewer wishes.

The Haunted Mirror shows a live view of the ghost's favorite room, including its items, lights, and players, so you can see what's going on before you commit to a search. The Summoning Circle is useful for a clear look at the ghost, since the fully formed ghost stays still for about five seconds and can't harm anyone during that time.

The Music Box and Voodoo Doll are narrower tools. The Music Box can reveal where the ghost is by singing along, and the Voodoo Doll can produce a piece of evidence, but neither one swings a contract the way the Ouija Board or Monkey Paw can. The Tarot Cards are the gamble. Each draw is random, some cards restore sanity while others drain it, and one card is an instant kill.

Whether to use one comes down to your team. Use one only when you have a clear reason, such as a piece of evidence you're missing, and everyone knows what might follow. If the normal hunt rules still feel new, it's fine to leave them alone for now.

FAQ

Q.

How many times can you use a cursed possession?

It depends on the item. The Summoning Circle can only be used once, and Tarot cards burn after they're drawn, though the cards in a deck may repeat. The Monkey Paw gives fewer wishes on contracts with a higher reward multiplier. Each wish can be granted once per contract, and every use bends one finger, so the paw stops working when all of its fingers are bent.

Q.

Can you choose which cursed possessions appear?

Yes, on Custom difficulty. Its contract settings include a Cursed Possessions quantity option and a Cursed Possession choice option, so you can decide how many show up and which ones.

Q.

Can a cursed possession trap the ghost?

Yes, in two ways. One Monkey Paw wish sends the ghost to its favorite room and locks its doors for one minute, and it also locks your room and the connected exit doors for the same time. The Tarot Hermit card sends the ghost back to its room and traps it for a minute too, though it has no effect during a hunt.

Q.

What happens if you drop a cursed possession?

It depends on the item. Dropping or throwing a Music Box while it's playing can start a hunt, so set it on the ground before you switch it on.

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More Phasmophobia collections

  • GhostsEvery Phasmophobia ghost type explained: how to identify each one from its clues, when it starts a hunt, and how to stop it before it attacks.
  • EvidenceEvery Phasmophobia evidence type, how three clues identify each ghost, and how to find them quickly during an investigation, even if you're new.
  • EquipmentEvery Phasmophobia equipment item explained: which tools you start with, how upgrade tiers work, and how to load and carry gear for each contract.
  • MapsEvery Phasmophobia map explained: how small, medium and large sizes shape a ghost hunt, how to unlock new maps and how Restricted versions differ.
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