Remove Curse
Spell — see Magic and Spellcasting for the rules and the Spell Index for the full list.
Divine 3 Type: healing
Range: 45’ Duration: instantaneous (perpetual)
This spell can instantaneously remove any or all curses on a recipient creature. The caster must make an attack throw versus each curse on the recipient. Each curse is considered to have an armor class equal to 10 plus the difference in caster level between the creator of the curse and the caster of remove curse. If the attack throw against a particular curse succeeds, that curse is removed. If the attack throw fails, that curse continues, and, if the creator of the curse has a higher caster level than the caster of remove curse, the caster cannot try again to remove the curse until he has gained a level of experience.
Remove curse can be used to extinguish curses made permanent by ritual magic, but only if the caster is of higher level than whoever made the effect permanent. Some powerful curses may have additional restrictions on who can remove them and how.
A recipient who was cursed to retain and use a particular item (such as a sword -1) has one turn after this spell is cast to discard and/or destroy the item. If the recipient has not discarded the item by then, the curse returns. The curse on the object is not itself removed and can afflict future possessors.
The reverse of this spell, bestow curse, allows the caster to place a curse on a target creature or unattended object. The target must make a Spells saving throw. If the save succeeds, the spell has no effect. If the save fails, or the target was an unattended object, the curse takes effect. The caster can choose one of the following five effects, which will apply to the target creature or to the future possessor(s) of the target object:
-
The affected creature’s seed is despoiled. Any children it births or sires are monstrous in some way (Judge’s choice).
-
The affected creature’s mind frays and cracks. Immediately upon being cursed, and each day thereafter upon awakening, it must make a Spells saving throw. If the save fails, it goes mad for 1d6 days (as the spell incite madness). If the save succeeds, the creature retains its mind until the next time it rests and awakens.
-
The affected creature’s body is afflicted with a wasting disease for which blood is the only cure. It immediately loses 1d3 points of CHA and 1d3 points of CON and loses an additional 1 point of CHA and 1 point of CON every month thereafter until it dies. However, if the affected creature sacrifices a sapient Lawful victim and consumes its blood, the wasting disease does not worsen that month. A delay disease or cure disease spell can prevent the wasting for one day but does not dispel the effect. When the curse is removed, the creature immediately recovers 1d3 lost CHA and CON and regains an additional point each month thereafter until his normal score is restored.
-
The affected creature’s natural gifts are taken away from it. Its highest key attribute is halved, and it loses one rank of its highest-ranked general proficiency. If it has several eligible attributes or proficiencies, the creature’s favorite is affected (Judge’s call).
-
Something wicked takes an interest in the affected creature. A cacodemon spawn (as conjured by the spell) begins to interfere in the creature’s day-to-day activities. If the cacodemon spawn is harmed, the affected creature suffers equal damage itself. If the cacodemon spawn is dispelled or destroyed, a new one arrives the following sunset.
The caster may also invent his own curse, but it should be no more powerful than those described above. The curse thus bestowed cannot be dispelled, but it can be removed with dispel evil or remove curse spell. If desired, the spellcaster can dictate a special condition under which the curse will automatically be lifted. Returning a stolen treasure to the tomb it was taken from is the most well-known condition; others are left to the caster’s imagination and the Judge’s discretion. The condition must be spoken aloud when the spell is cast and must be something actually possible without resort to magic. A special condition is not required, but if one is offered it strengths the curse; a curse with a special condition can only be removed by a caster of greater caster level than the original spellcaster. A divination or fate spell cast upon the affected creature will reveal the specific condition to lift the curse (if any).
There is no limit to the number of different curses a character may suffer from. If not removed, the curse is perpetual, lasting until the caster dies or decides to stop sustaining it. (However, curses inflicted by magic items end with the death of the target rather than the death of the creator of the item.)