Difference between revisions of "Remove Curse (spell)"

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: '''Attack die''' suffers a penalty of -2 [[Roll to Hit|to hit]]. The victim's strikes consistently fall short, glance or misjudge their mark, reflecting a persistent interference with aim and execution.
 
: '''Attack die''' suffers a penalty of -2 [[Roll to Hit|to hit]]. The victim's strikes consistently fall short, glance or misjudge their mark, reflecting a persistent interference with aim and execution.
  
''Remove curse'' is able to banish any of these effects.
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'''Remove curse''' is able to banish any of these effects.
  
  
 
[[Category: Bardic Spells]][[Category: Clerical Spells]][[Category: Magical Spells]][[Category: Reviewed]]
 
[[Category: Bardic Spells]][[Category: Clerical Spells]][[Category: Magical Spells]][[Category: Reviewed]]

Latest revision as of 01:02, 21 March 2026

Remove Curse (spell).jpg

Remove curse is a spell that releases the recipient from a specific curse, whether its origin comes from a spell, a malevolent entity, an enchanted item or was somehow obtained through the recipient's prior actions. A curse is an imposed supernatural affliction that alters a creature’s abilities, behaviour or fate in a persistently harmful way; it is not a transient condition but an ongoing state that resists ordinary remedies and requires specific magical intervention.

Remove Curse
Range touch
Duration permanent
Area of Effect 1 creature
Casting Time 2 rounds
Saving Throw none; see text
Level bard (2nd); cleric (3rd);
mage (4th)

Limitations

Repeated curses can be removed once per day per individual. The cleric's ability to affect a is governed by the relative strength of the dweomer that sustains it. A cleric may remove or suppress any curse that has been laid through magic or other supernatural agency, provided the originating force does not exceed twice the cleric's own level. Thus, a 3rd level caster may successfully contend with curses emplaced by persons or effects of up to 6th level. Where the origin is uncertain, the referee should assess the effective level of the curse according to its persistence, severity and the means by which it was imposed.

Curses bound into objects are generally of a higher order. A cursed sword or similar weapon is to be treated as a 12th level enchantment for purposes of removal, reflecting the depth and permanence of its binding. Other enchanted items bearing curses may range from 13th to 16th level in strength, depending on the potency and complexity of the magic involved. In such cases, remove curse will only succeed if the cleric's capacity meets or exceeds the required threshold; otherwise, the spell may at best weaken the effect temporarily, as determined by the referee.

Unholy Spaces

Remove curse has the power to restore places where the emanation of evil has become so great that it defies such spells as protection from malevolence, dispel magic, chant, prayer or bless. All malevolent creatures within the space must first be killed or dispelled, whereupon the caster may begin to reclaim the area.

Reclamation proceeds at a rate of up to 100 square feet per level per casting, the cleric methodically stripping away the entrenched dweomer and restoring the ground to a neutral state. This process does not merely suppress the effect but breaks its hold entirely within the affected space, though deeply rooted sites may require repeated castings over successive days to be fully cleansed.

Reverse

The reverse of the spell, curse, enables the caster to bestow a hex or a jinx upon another creature. The caster must define the intended victim before casting; this designation cannot be altered once the dweomer is set in motion. Upon casting, the spell instils a palpable dread in the target, unsettling the will and making resistance uncertain. To complete the enchantment, the caster must roll to hit in order to lay a hand upon the victim, needing only to strike armour class 10. So long as the victim remains within range, repeated attempts may be made until contact is achieved.

Once the victim is touched, a saving throw is permitted against magic. If the throw fails, the curse takes hold and is fixed upon the subject.

Curse Forms

Casters using the reverse spell are empowered to bestow one of the following curses, each remaining in place until removed and resisting all ordinary attempts at mitigation.

Persistent tangling of ropes, bow strings, harnesses, straps or laces (by choice of the caster), such that whenever the victim attempts to make use of them they will be found knotted, twisted or otherwise fouled. The condition manifests repeatedly and without visible cause, requiring time to correct and often rendering the item useless at the moment of need.
Fumbles occur on an attack roll of 1 or 2 on a d20, instead of only a 1, with friendly fire occurring on a 3. The victim's coordination and timing are subtly undermined, producing frequent mishaps that place both the victim and nearby allies at risk.
Friendly fire occurs on an attack roll of 2 or 3, instead of only a 2. The victim's judgement of distance and placement is impaired, increasing the likelihood that blows or missiles will strike companions rather than the intended target.
Hair growth occurs at three times the victim's normal rate, thickening and lengthening in a manner that becomes intrusive within days. Without constant cutting, the hair will obscure vision, foul equipment or draw unwanted attention, and may be interpreted as a visible sign of affliction.
Food spoils with a 1 in 6 chance per day when carried by the character; roll once for a single random food, with up to 3 lbs. spoiling when it occurs. The corruption is immediate and unmistakable, producing rot, foul odour or infestation, and cannot be prevented by sealing or preservation.
Chosen ability stat is lowered by 1–3 points, as determined at the time of casting. This reduction represents a direct weakening of the victim's essential capacity, whether physical or mental, and persists without fluctuation until the curse is lifted.
Attack die suffers a penalty of -2 to hit. The victim's strikes consistently fall short, glance or misjudge their mark, reflecting a persistent interference with aim and execution.


Remove curse is able to banish any of these effects.