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{{author
 
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{{3.5e Spell
|author_name=Ghostwheel
 
  +
| name=Remove Curse
|date_created=December 4, 2009
 
  +
| school=Abjuration
|status=<-how close to completion->
 
  +
| 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
|editing=
 
  +
| comp=V, S
|balance=Rogue
 
  +
| 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.
{{#set:Summary=Calling upon the spirits of animals, demons, long-dead saints and elements, the spiritualist binds them into various forms that do a number of things for him.
 
|Length=20
 
|Base Attack Bonus Progression=Poor
 
|Fortitude Save Progression=Poor
 
|Reflex Save Progression=Poor
 
|Will Save Progression=Good
 
|Class Ability=Alternate Magic
 
}}
 
{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
 
 
<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
 
 
 
==Spiritualist==
 
 
<-general description->.
 
 
===Making a Spiritualist===
 
 
The spiritualist is the master of spirits, binding forth a variety of different beings depending on their orientation. While some who have a connection to nature might call upon the spirits of plants and animals, others might call upon the essences of elementals, others bind demons and devils to their uses, while others still call upon saints and long-dead heroes to their aid.
 
 
'''Abilities:''' While spiritualists require [[Constitution]] first and foremost in order to power the rest of their abilities, they also require [[Intelligence]] in order to formulate the patterns necessary to get bring spirits forth to do things for them, [[Wisdom]] to impress spirits into people and objects, and [[Charisma]] to bind spirits into material representations. [[Dexterity]] is sometimes needed in order to dodge attacks and move swiftly, and [[Strength]] is rarely needed by the spiritualist.
 
 
'''Races:''' A being of any race can become a spiritualist, though those who have a deeper connection to otherworlds make for better spiritualists. Races that venerate physical strength and prowess like the orcs rarely become spiritualists though, preferring to beat their foes down themselves rather than allow spirits to do it for them.
 
 
'''Alignment:''' Any.
 
 
'''Starting Gold:''' 4d4&times;10 gp (100)
 
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex
 
 
{| class="zebra d20"
 
|+
 
<div>{{Anchor|Table: The Spiritualist}}</div>
 
Hit Die: d8
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | [[#Bindings|Bindings<br/>Known]]
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|-
 
|1st||class="left" | +0 || +0 || +0 || +2
 
| class="left" | [[#Sight of Spirits|Sight of Spirits (Deathwatch)]]
 
| 3
 
|-
 
|2nd||class="left" | +1 || +0 || +0|| +3
 
| class="left" | [[#Release the Burden|Release the Burden]]
 
| 4
 
|-
 
|3rd||class="left" | +1 || +1 || +1 || +3
 
| class="left" | [[#Turn Spirits|Turn Spirits]]
 
| 5
 
|-
 
|4th||class="left" | +2 || +1 || +1 || +4
 
| class="left" | [[#Insight of Spirits|Insight of Spirits]]
 
| 5
 
|-
 
|5th||class="left" | +2 || +1 || +1 || +4
 
| class="left" | [[#Sight of Spirits|Sight of Spirits (See Invisibility)]], [[#Speak with Spirits|Speak with Spirits (Speak with Dead)]]
 
| 6
 
|-
 
|6th||class="left" | +3 || +2 || +2 || +5
 
| class="left" | [[#Force Manifestation|Force Manifestation]]
 
| 6
 
|-
 
|7th||class="left" | +3 || +2 || +2 || +5
 
| class="left" | [[#Tongue of Spirits|Tongue of Spirits]], [[#Vision Quest|Vision Quest]]
 
| 7
 
|-
 
|8th||class="left" | +4 || +2 || +2 || +6
 
| class="left" | [[#Spirit Mask|Spirit Mask (Invisibility)]]
 
| 7
 
|-
 
|9th||class="left" | +4 || +3 || +3 || +6
 
| class="left" | [[#Visage of Spirits|Visage of Spirits]]
 
| 8
 
|-
 
|10th||class="left" | +5 || +3 || +3 || +7
 
| class="left" | [[#Beckon the Spirits|Beckon the Spirits]]
 
| 8
 
|-
 
|11th||class="left" | +5 || +3 || +3 || +7
 
| class="left" | [[#Sight of Spirits|Sight of Spirits (Darkvision)]], [[#Speak with Spirits| Speak with Spirits (Commune with Nature)]]
 
| 9
 
|-
 
|12th||class="left" | +6 || +4 || +4 || +8
 
| class="left" | [[#Double Incantation|Double Incantation]]
 
| 9
 
|-
 
|13th||class="left" | +6 || +4 || +4 || +8
 
| class="left" | [[#Spirit Mask|Spirit Mask (Greater Invisibility)]]
 
| 10
 
|-
 
|14th||class="left" | +7 || +4 || +4 || +9
 
| class="left" | [[#Banish Spirits|Banish Spirits]]
 
| 10
 
|-
 
|15th||class="left" | +7 || +5 || +5 || +9
 
| class="left" | [[#Return to the Grave|Return to the Grave]], [[#Speak with Spirits|Speak with Spirits (Contact Other Plane)]]
 
| 11
 
|-
 
|16th||class="left" | +8 || +5 || +5 || +10
 
| class="left" | [[#Spirit Mask|Spirit Mask (Ethereal)]]
 
| 11
 
|-
 
|17th||class="left" | +8 || +5 || +5 || +10
 
| class="left" | [[#Sight of Spirits|Sight of Spirits (True Seeing)]]
 
| 12
 
|-
 
|18th||class="left" | +9 || +6 || +6 || +11
 
| class="left" | [[#Triple Incantation|Triple Incantation]]
 
| 12
 
|-
 
|19th||class="left" | +9 || +6 || +6 || +11
 
| class="left" | [[#Spirit Mask|Spirit Mask (Incorporeal)]]
 
| 13
 
|-
 
|20th||class="left" | +10 || +6 || +6 || +12
 
| class="left" | [[#Incarnation of Spirits|Incarnation of Spirits]]
 
| 13
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
'''Class Skills ([[Skill Points::4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
{{Property Link|Skill|SRD:Appraise Skill|Appraise}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),
 
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Decipher Script Skill|Decipher Script}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Forgery Skill|Forgery}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Heal Skill|Heal}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (all skills individually) ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
 
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),
 
|}
 
 
====Class Features====
 
 
All of the following are class features of the spiritualist.
 
 
'''Weapon and Armor Proficiency:''' Spiritualists are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Light armor does not, however, interfere with the incantation of [[#Bindings|bindings]]]], while medium and heavy armor do.
 
 
'''{{Anchor|Bindings}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' From the very start, spiritualists learn to bind spirits in different forms; there are four different categories of bindings, which are spirits, essences, fetishes and incantations. All of these last for a number of rounds equal to three times the Spiritualist's [[Constitution]] modifier unless noted otherwise (minimum two rounds). A spiritualist knows a number of bindings equal to the number listed on the table above, and at level four and every even level afterwards he may switch out one binding he knows for another. Unlike other spell-like abilities, bindings have both somatic components and have a chance of failure as per arcane spell failure when the spiritualist is in medium or heavier armor.
 
 
Prestige classes that advance casting (either arcane or divine) advance the spiritualist's effective level as far as bindings go, but do not grant the spiritualist any more bindings known.
 
 
''Spirits:'' The spiritualist binds a spirit to do his bidding, causing it to appear in any adjacent square. It takes one round to bring a spirit into being, and another for every additional spirit already on the field. (So if the spiritualist has two spirits out, bringing another one into being requires three rounds of binding.) Any saves creatures must make in response to spirits have a DC equal to 10 + 1/2 the spiritualist's level + the spiritualist's [[Wisdom]] modifier. If a spiritualist binds a spirit of the same type which is already out, the first one disappears as though killed.
 
 
Spirits are [[Medium]] creatures that have the same saves as the spiritualist, effectively the same number of HD, and are considered [[Outsiders]]; they have a touch and flat-footed AC equal to 10 + 3/4 the spiritualist's level + the spiritualist's [[Wisdom]] modifier, and their effects are considered emanations with a range of 10' per spiritualist level (begins at 40'). Spirits are weightless and cannot move or be moved from the spot from which they were summoned by any means, and have a number of HP equal to the (5 + the spiritualist's [[Wisdom]] modifier) times the spiritualists level; thus, a level 6 spiritualist with 12 [[Wisdom]] would bind spirits that have 36 HP. They are also immune to ability drain, ability damage, and negative levels, as well as to mind-affecting effects.
 
 
''Essences:'' Essences bind a spirit into a creature, which grants the creature bonuses or penalties depending on the specific spirit. Charisma governs the power of essences, and any saves creatures must make to resist essences have a DC equal to 10 + 1/2 the spiritualist's level + the spiritualist's [[Charisma]] modifier.
 
 
''Fetishes:'' Fetishes bind a spirit into the physical form of an item; upon binding a fetish, a physical manifestation of the spirit appears in one of the spiritualist's hand, and anything wielded in that hand disappears into the deep ethereal plane. Once the fetish leaves the spiritualist's hand, it disappears completely and the item that was there before reappears unchanged. [[Intelligence]] is the key ability for fetishes, and the DC of the effects of fetishes is equal to 10 + 1/2 the spiritualist's level + the spiritualist's [[Intelligence]] modifier.
 
 
''Incantations:'' Incantations are all the miscellaneous abilities that spiritualists gain, and often grow in power if the spiritualist is holding a fetish or near a bound spirit which he created. Their DC is equal to 10 + 1/2 the spiritualist's level + the spiritualist's highest mental ability modifier.
 
 
'''{{Anchor|Sight of Spirits}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The spiritualist is closely connected to the spirits they interact with constantly, and gains a measure of their ability to see beyond the pale, his eyes adjusting to higher planes of existance. This ability increases with the Spiritualist's class level, allowing him to gain a greater understanding of the true nature of reality.
 
 
*At first level, the spiritualist is constantly under the effect of the [[SRD:Deathwatch|Deathwatch]] spell.
 
*At fifth level, the spiritualist is constantly under the effects of the [[SRD:See Invisibility|See Invisibility]] spell.
 
*At eleventh level, the spiritualist is constantly under the effects of the [[SRD:Darkvision|Darkvision]] spell and can even see through magical darkness.
 
*At seventeenth level, the spiritualist is constantly under the effects of the [[SRD:True Seeing|True Seeing]] spell.
 
 
'''{{Anchor|Release the Burden}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A spiritualist knows when to hold on to the fetishes they summon, and when to let go and allow their effects to pass; at second level, a spiritualist may drop a held fetish as an Immediate action.
 
 
'''{{Anchor|Chastise Spirits}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Beginning at third level a spiritualist may shake the very fabric of the meta-reality within which spirits exist in order to damage enemy spirits in the area. Activating Chastise Spirits is a standard action which deals 1d6 damage per class level to all hostile spirits within 30' of the spiritualist; spirits may make a saving throw for half damage with a DC equal to 10 + 1/2 spiritualist level + the spiritualist's [[Charisma]] modifier. This ability automatically bypasses the 50% miss chance that Incorporeal creatures usually enjoy from magical effects, and may be used a number of times per day equal to 3 + the spiritualist's [[Charisma]] modifier.
 
 
For the purposes of this ability, a "spirit" is defined as any of the following:
 
*Incorporeal undead
 
*Fey
 
*Elementals
 
*Creatures in astral form or with astral bodies (though not creatures that are physically on the Astral Plane
 
*Anything else that the DM counts as a "spirit"
 
 
'''{{Anchor|Insight of Spirits}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Constantly whispering in the spiritualist's ear, friendly spirits constantly advise the spiritualist on how to best move in order to evade large explosions and similar effects. At fourth level, spiritualists gain an Insight bonus to Reflex saves equal to their [[Charisma]] modifier.
 
 
'''{{Anchor|Speak with Spirits}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A spiritualist's connection with spirits grows, allowing him to speak with the spirits of the dead, the land, and at higher levels even spirits so far removed from reality that they can make out where the different threads of reality lead. At certain levels, the spiritualist gains the following abilities:
 
 
*At fifth level, the spiritualist may use [[SRD:Speak with Dead|Speak with Dead]] once per hour and only once per dead creature.
 
*At eleventh level, the spiritualist may use the spirits to gain an understanding of the surrounding environment, and gains the ability to use [[SRD:Commune_with_Nature|Commune with nature]] once per day.
 
*At fifteenth level, the spiritualist gains a connection to otherworldly spirit entities who have great knowledge; however, disturbing the spirits can often anger them, leading to backlash against the spiritualist. The spiritualist may use [[SRD:Contact Other Plane|Contact Other Plane]] once per day.
 
 
'''{{Anchor|Force Manifestation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Enemies that can't be seen or have special protection against the spiritualist and their allies are most troublesome; in order to counteract these troublesome spirits, spiritualists gain the ability to force them to become manifest. At level six as a standard action with a Medium range a spiritualist may force any [[Incorporeal]] creature to lose its 50% miss chance against attacks and be unable to go through solid objects, deny creatures with the supernatural ability to become [[Ethereal]] to do so, and force [[SRD:Ghost|Ghosts]] who are currently manifest to remain manifest against their will. To resist against this the target must pass a Will save with a DC equal to 10 + 1/2 the spiritualist's level + the spiritualist's highest mental ability modifier.
 
 
'''{{Anchor|Tongue of Spirits}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Spirits constantly whisper into the spiritualist's ear, translating what he hears and speak through his mouth, allowing him to converse with strange creatures of unknown origin. At seventh level, the spiritualist is constantly under the effect of the [[SRD:Tongues|Tongues]] spell.
 
 
'''{{Anchor|Vision Quest}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As the spiritualist gains in power, he gains the ability to follow friendly spirits on quests through which they learn new abilities. After resting for eight hours, the seventh level spiritualist may spend an hour in meditation while burning incense worth at least 100 gold to gain one of the following benefits:
 
 
*The Hunter: The spiritualist gains the [[SRD:Track|Track]] feat, and is treated as though he had a number of ranks in [[SRD:Survival|Survival]] equal to his class level + 3.
 
*The Lorekeeper: The spiritualist gains the [[SRD:Bard#Bardic_Knowledge|Bardic Knowledge]] ability, and for the purposes of this ability has a number of levels in bard equal to his class level.
 
*The Mage: All of the spiritualist's mental ability scores count as being 2 higher for all of the spiritualist's abilities.
 
*The Warrior: The spiritualist gains proficiency and [[Weapon_Focus,_Grimoire_(3.5e_Feat)|Grimoire Weapon Focus]] with all bows, the [[SRD:Point Blank Shot|Point Blank Shot]] and [[SRD:Precise Shot|Precise Shot]] feats, is treated as having the BAB of a rogue when making attacks with bows, and gains bonus damage to all attacks made with bows equal to 1d6 for every two class levels he possesses.
 
 
Any feats gained through this ability may not be used to qualify for abilities such as feats or prestige classes.
 
 
'''{{Anchor|Spirit Mask}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' The spiritualist continues to unlock the power of spirits, and may don some of their abilities, gaining the ability to cast the following spells as spell-like abilities:
 
 
*At eigth level, the spiritualist may cast [[SRD:Invisibility|Invisibility]] at will, though he may only target himself and the spell lasts a number of rounds equal to his class level.
 
*At thirteenth level, the spiritualist may cast [[SRD:Greater Invisibility|Greater Invsibility]] once per hour, though he may only target himself with this ability.
 
*At sixteenth level, the spiritualist may cast [[SRD:Ethereal Jaunt|Ethereal Jaunt]] once per day.
 
*At nineteenth level, the spiritualist may gain the [[Incorporeal]] subtype once per day. This lasts for a number of rounds equal to his class level, with all the benefits and penalties inherent in the subtype.
 
 
'''{{Anchor|Visage of Spirits}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At ninth level, a spiritualist gains a ghostly visage, allowing him to frighten enemies who might stand against him. Whenever the spiritualist charges, makes a full attack, or uses a binding, enemy creatures within 60' must make a Will save (DC 10 + 1/2 the spiritualist's level + the spiritualist's [[Charisma]] modifier) or be [[Shaken]] for one minute. Regardless of the outcome of the save, creatures are immune to the effects of this ability for twenty-four hours.
 
 
'''{{Anchor|Beckon the Spirits}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As the spiritualist gathers more power, spirits are inclined to listen to him more often and form at his command to shroud and ally from damage, serving as a sort of buffer for that ally. At tenth level as an immediate action, a spiritualist may command the spirits to protect him or an ally within 10' per class level to reduce the amount of damage taken from a single effect or attack by 10 per every class level. Non-spiritualist levels count as 1/2 class levels for the purpose of this ability.
 
 
'''{{Anchor|Double Incantation}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As the spiritualist understands his bindings with increased clarity, he learns to "double up" on them. At twelth level, a spiritualist may use two bindings with the same action once per encounter. At eighteenth level this ability may be used twice per encounter.
 
 
'''{{Anchor|Banish Spirits}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' There are times when one wants spirits close by, yet others when one wants them far away, to send them to their final rest or simply to remove them from one's hair. At fourteenth level, a spiritualist may cast [[SRD:Banishment|Banishment]] twice per day. However, unlike the spell, creatures that would be normally banished instead take 10 damage per spiritualist level. Non-spiritualist levels count as 1/2 for the purpose of this effect.
 
 
'''{{Anchor|Return to the Grave}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Undead are amongst the worst abominations, spirits forced to animate a dead body, against their true will (despite what their current thought processes might be). They should be put to rest so that they might haunt no one else. At fifteenth level, a spiritualist learns to return them to their proper place, and may cast [[SRD:Undeath_to_Death|Undeath to Death]] once per day. Rather than die outright, instead undead who fail their save take 10 damage per spiritualist level. Non-spiritualist levels count as 1/2 for the purpose of this effect.
 
 
'''{{Anchor|Triple Incantation}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The spiritualist dwells further into the workings of his bindings, learning the great intricacies of his abilities. Once per encounter at level eighteen he may use three bindings with the same action.
 
 
'''{{Anchor|Incarnation of Spirits}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' ???
 
 
====<-Sample race of your choice-> <-class name-> Starting Package====
 
 
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.
 
 
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
 
 
{| class="zebra d20"
 
|-
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|- class=
 
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"->
 
|- class=
 
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"->
 
<-copy and paste the rows as necessary.->
 
|}
 
 
'''Feat:''' <-1st-level feat selection->.
 
 
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
 
 
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.
 
 
'''Gold:''' <-Starting gold using this package.->.
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
 
===Campaign Information===
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION
 
====Playing a <-class name->====
 
 
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
 
 
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
 
 
'''Combat:''' <-Typical role in combat->.
 
 
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION -->
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
 
====<-pluralized class name-> in the World====
 
 
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}
 
 
<-Where characters of this class fit in a d20 world.->
 
 
'''Daily Life:''' <-day in the life of a character of this class->.
 
 
'''Notables:''' <-notable NPCs of this class->.
 
 
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.
 
 
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
 
====<-class name-> Lore====
 
 
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 
 
{| class="zebra d20"
 
|+ <-the appropriate skills->
 
! DC || class="left" | Result
 
|-
 
| 5 || class="left" | <-common knowledge->.
 
|-
 
| 10 || class="left" | <-not so common knowledge->.
 
|-
 
| 15 || class="left" | <-rare information->.
 
|-
 
| 20 || class="left" | <-very rare information->.
 
|}
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION -->
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION
 
====<-pluralized class name-> in the Game====
 
 
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
 
 
'''Adaptation:''' <-Possible variant conceptions of this class.->.
 
 
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.
 
 
''EL <- EL Number ->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
 
   
  +
''Remove curse ''counters and dispels ''[[SRD:Bestow Curse|bestow curse]]''.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
 
   
  +
{{SRD Spell Footer}}
<!-- REMOVE THIS LINE BEFORE YOU SAVE! --> <nowiki>
 
  +
[[Category:Bard 3|{{BASEPAGENAME}}]]
----
 
  +
[[Category:Cleric 3|{{BASEPAGENAME}}]]
{{3.5e Base Classes Breadcrumb}}
 
[[Category:3.5e]]
+
[[Category:Paladin 3|{{BASEPAGENAME}}]]
[[Category:User]]
+
[[Category:Sorcerer/Wizard 4|{{BASEPAGENAME}}]]
[[Category:Class]]
+
[[Category:Abjuration School|{{BASEPAGENAME}}]]
[[Category:Base Class]]
+
[[Category:Liberation Domain|{{BASEPAGENAME}}]]

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.



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