Difference between revisions of "Remove Curse (spell)"

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| range = touch
 
| range = touch
 
| duration = permanent
 
| duration = permanent
| area of effect = special
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| area of effect = 1 creature
 
| casting time = 2 [[Combat Round|rounds]]
 
| casting time = 2 [[Combat Round|rounds]]
 
| save = none; see text
 
| save = none; see text
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}}
 
}}
  
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Repeated curses can be removed once per day, per individual.  Where the curse is attached to an item rather than a living creature, as with a [[Cursed Sword|cursed sword]], the dweomer is too strong for a 2nd or 3rd level spell.  However, remove curse will lift the curse long enough for the afflicted individual to rid themselves of the item and its direct influence.
  
Any cursed item which is so cast upon will be able to save vs. magic as though it were an 11th level wizard.
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== Evil Spaces ==
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Remove curse has the power to restore places where the [[Evil Spaces|emanation of evil]] has become so great that it can defy protection against malevolence and other spells.
  
 
The reverse of the spell, curse, has some limitations. The cleric may:
 
The reverse of the spell, curse, has some limitations. The cleric may:

Revision as of 03:35, 3 January 2022

Remove Curse (spell).jpg

Remove curse releases the recipient from a specific curse, whether its origin came from a spell, a malevolent entity, and enchanted items or was somehow obtained through the recipient's prior actions.

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)

Repeated curses can be removed once per day, per individual. Where the curse is attached to an item rather than a living creature, as with a cursed sword, the dweomer is too strong for a 2nd or 3rd level spell. However, remove curse will lift the curse long enough for the afflicted individual to rid themselves of the item and its direct influence.

Evil Spaces

Remove curse has the power to restore places where the emanation of evil has become so great that it can defy protection against malevolence and other spells.

The reverse of the spell, curse, has some limitations. The cleric may:

  • cause ropes, bow strings, harnesses and straps to be invariably tangled whenever desperately needed
  • cause the creature to drop weapons on a rolled 1 or 2
  • cause the creature to strike others with friendly fire on a 2 or a 3
  • cause the creature’s hair to grow at three times the normal rate
  • cause the creature’s presence to curdle & spoil food at twice the normal rate
  • lower a creature’s abilities (strength, intelligence, wisdom, constitution, dexterity or charisma) by 2-5 points
  • reduce the creature's attack die by 1-4 points


Once cast, only remove curse will serve to remove the curse (dispel magic will be ineffective).