Dungeons and Dragons Wiki
m (Armor Piercing Weapon (DnD Other) moved to Armor Piercing Weapon (3.5e Other): Added edition)
 
m (Template:Spell -> Template:3.5e Spell and other fixes (bot-assisted))
 
Line 1: Line 1:
  +
{{OGL Top}}
{{author
 
  +
{{3.5e Spell
|author_name=Sulacu
 
  +
| name=Remove Curse
|date_created=June 18, 2008
 
  +
| school=Abjuration
|status=Complete
 
  +
| lvl=[[SRD:Bard Spell List|Brd]] 3, [[SRD:Cleric Spell List|Clr]] 3, [[SRD:Paladin Spell List|Pal]] 3, [[SRD:Liberation Domain|Liberation]] 3, [[SRD:Sorcerer/Wizard Spell List|Sor/Wiz]] 4
  +
| comp=V, S
  +
| casttime=1 [[SRD:Standard Actions|standard action]]
  +
| range=Touch
  +
| tsea=t
  +
| subj=Creature or item touched
  +
| dur=Instantaneous
  +
| save=[[SRD:Saving Throw|Will]] negates (harmless)
  +
| sr=Yes (harmless)
 
}}
 
}}
   
  +
''Remove curse ''instantaneously removes all curses on an object or a creature. ''Remove curse ''does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.
Some weapons are built for the purpose of piercing armor, such as powerful cannons or a rifle. In the olden days, weapons like the [[Arbalest, Heavy (3.5e Equipment)|arbalest]] were considered 'dishonorable', because with it, even a peasant untrained for war could take down an armored knight. However, when it comes to armor and piercing it, D&D has always been rather sketchy on the execution. As a result, many of such attacks or powers are channeled as a [[SRD:Touch Attack|touch attack]], which is a simple but unelegant solution to the problem. In this section I attempt to describe a way to implement an armor piercing factor to certain weapons without sacrificing much of the simplicity you would desire from D&D.
 
   
  +
''Remove curse ''counters and dispels ''[[SRD:Bestow Curse|bestow curse]]''.
== Armor-Piercing Weapons ==
 
   
  +
{{SRD Spell Footer}}
Weapons that pierce armor have the 'Armor Piercing' quality. This quality can only be given to weapons that deal [[SRD:Piercing Weapon|piercing]] damage. Armor piercing weapons are almost always [[SRD:Ranged Weapon|ranged]] weapons, although certain weapons that deal extra damage when used in a [[SRD:Charge|charge]], such as the [[SRD:Lance|lance]], could apply for the armor piercing quality also.
 
  +
[[Category:Bard 3|{{BASEPAGENAME}}]]
 
  +
[[Category:Cleric 3|{{BASEPAGENAME}}]]
An armor piercing weapon bypasses varying types of armoring. There is a limit to how much armor can be bypassed; armor piercing weapons bypass [[SRD:Armor|armor]] bonus, [[SRD:Shields|shield]] bonus and [[SRD:Natural Armor|natural armor]] bonus to [[SRD:Armor Class|AC]], up to a total maximum of the effective [[SRD:Breaking and Entering#Hardness|hardness]] of the weapon (or [[SRD:Ammunition|ammunition]]). An armor-piercing projectile fashioned from [[Steel (3.5e Equipment)|steel]] bypasses a maximum of 10 points of armor bonus, shield bonus, and natural armor. That same projectile fashioned from [[SRD:Adamantine|adamantine]] bypasses a maximum of 20 points of these kinds of armor. Regardless of the type of material the weapon or its ammunition is made of, an armor piercing weapon cannot bypass more armor than a creature has.
 
  +
[[Category:Paladin 3|{{BASEPAGENAME}}]]
 
  +
[[Category:Sorcerer/Wizard 4|{{BASEPAGENAME}}]]
===Examples===
 
  +
[[Category:Abjuration School|{{BASEPAGENAME}}]]
 
  +
[[Category:Liberation Domain|{{BASEPAGENAME}}]]
*A [[SRD:Fighter|fighter]] attacks a [[SRD:Hill Giant|hill giant]] (AC 20, of which +9 is [[SRD:Natural Armor|natural armor]] bonus and +3 comes from a worn [[SRD:Hide Armor|hide armor]]; total armor +12) with an armor-piercing weapon. A [[Steel (3.5e Equipment)|steel]] projectile bypasses 10 points of armor, leaving the hill giant with a total armor bonus of +2, and an [[SRD:Armor Class|AC]] of 10.
 
 
*The same [[SRD:Fighter|fighter]] attacks the same [[SRD:Hill Giant|hill giant]], but now with [[SRD:Adamantine|adamantine]] ammunition. Adamantine has a hardness of 20, and can bypass up to 20 points of armor. The hill giant only has 12 points of armor, so the amount of armor bypassed is 12. The fighter may attack the hill giant at an [[SRD:Armor Class|AC]] of 8.
 
 
 
----
 
{{3.5e Others Breadcrumb}}
 
[[Category:DnD]]
 
[[Category:3.5e]]
 
[[Category:User]]
 
[[Category:User Sulacu]]
 
[[Category:Other]]
 

Latest revision as of 03:17, 9 January 2010

This material is published under the OGL

Abjuration
Level: Brd 3, Clr 3, Pal 3, Liberation 3, Sor/Wiz 4
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: Creature or item touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)


Remove curse instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.

Remove curse counters and dispels bestow curse.



Back to Main PageSystem Reference DocumentSpells