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Curse effects and Remove Curse
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<blockquote data-quote="Quickleaf" data-source="post: 7177594" data-attributes="member: 20323"><p>Here's how I'd play this:</p><p></p><p>1. Don't make it obvious to the rest of the party that it's <em>the dagger</em> which has caused the PC's alignment change. Use secret notes, and work it out with the player in question. So figuring out that it's the dagger should be something that's done as a slow reveal or provides some legwork for the PCs to figure out.</p><p></p><p>2. They actively don't want to receive <em>remove curse</em>, which requires the caster touching them. There's no wording about a potential attack roll (usually there is a clause about "unwilling" targets with other spells), so a reasonable ruling is that <em>remove curse</em> only works on willing creatures. So...tricking him into being willing could be a fun bit of roleplaying.</p><p></p><p>3. Once his alignment is restored, design the cursed dagger such that if a creature ever un-attunes from it, that creature can never re-attune to it.... with a possible exception made for committing a suitable act of evil as "contrition."</p><p></p><p>Problem solved. Adventuring awesome created.</p><p></p><p></p><p></p><p>Yes, that's the intent of the rules. There are a few clever ways around it, but it does require forethought. My example of changing how attunement works for your cursed dagger is one example of an effective workaround.</p><p></p><p></p><p></p><p>I wouldn't even go there. Just design the cursed dagger the way you want it to work.</p><p></p><p></p><p></p><p>I routinely house rule <em>remove curse</em> to have other "special components" specific to the nature of the curse. This allows for scenarios like you describe. If you read the Witcher series or play those games, there are some great examples of what curse breaking looks like. You do this whole adventure, and THEN at the end, once you have all the "special components" in place, that is when you cast the <em>remove curse.</em> That's how I prefer to play it. But it's not RAW.</p><p></p><p></p><p></p><p>Those sorts of cursed items usually appeared in the context of old school dungeon-oriented play or organized play (and often appeared in significant number) where you didn't have the luxury of resting to get spells back, nor of going into town to purchase a casting of <em>remove curse.</em> IIRC, we had a party going through Slave Pits of the Undercity and we ended up having three cursed items and so the cleric was faced with a choice about her spells – who did she want to spare? and how many <em>remove curse</em> spells had she prepared?</p><p></p><p>In a game where you aren't under those kind of pressures or have easier access to magic (many 5e games), you'll either want to house rule <em>remove curse</em> or get creative.</p><p></p><p></p><p></p><p>Can't help you about official material. But I can give an example from my adventure <em>The Beast of Graenseskov</em>...</p><p></p><p>[SBLOCK=spoilers]A hag curses those who participated in the execution of her sister. The curse afflicts four NPCs, though no one realizes that at the beginning. Only one turns into a wolf monster and terrorizes the countryside. If the curse is ended on one (by means of <em>remove curse</em> or killing them), it jumps to another of the NPCs. If the curse jumps through all four NPCs, it ends up afflicting the mayor of the town and "Bad Mojo Happens."</p><p></p><p>Now, the adventure is meant for lower levels without access to <em>remove curse</em>, and I present options for tweaking how <em>remove curse</em> works, but even if those two things weren't true, my approach with "the curse that jumps from victim to victim" would still work.[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7177594, member: 20323"] Here's how I'd play this: 1. Don't make it obvious to the rest of the party that it's [I]the dagger[/I] which has caused the PC's alignment change. Use secret notes, and work it out with the player in question. So figuring out that it's the dagger should be something that's done as a slow reveal or provides some legwork for the PCs to figure out. 2. They actively don't want to receive [I]remove curse[/I], which requires the caster touching them. There's no wording about a potential attack roll (usually there is a clause about "unwilling" targets with other spells), so a reasonable ruling is that [I]remove curse[/I] only works on willing creatures. So...tricking him into being willing could be a fun bit of roleplaying. 3. Once his alignment is restored, design the cursed dagger such that if a creature ever un-attunes from it, that creature can never re-attune to it.... with a possible exception made for committing a suitable act of evil as "contrition." Problem solved. Adventuring awesome created. Yes, that's the intent of the rules. There are a few clever ways around it, but it does require forethought. My example of changing how attunement works for your cursed dagger is one example of an effective workaround. I wouldn't even go there. Just design the cursed dagger the way you want it to work. I routinely house rule [I]remove curse[/I] to have other "special components" specific to the nature of the curse. This allows for scenarios like you describe. If you read the Witcher series or play those games, there are some great examples of what curse breaking looks like. You do this whole adventure, and THEN at the end, once you have all the "special components" in place, that is when you cast the [I]remove curse.[/I] That's how I prefer to play it. But it's not RAW. Those sorts of cursed items usually appeared in the context of old school dungeon-oriented play or organized play (and often appeared in significant number) where you didn't have the luxury of resting to get spells back, nor of going into town to purchase a casting of [I]remove curse.[/I] IIRC, we had a party going through Slave Pits of the Undercity and we ended up having three cursed items and so the cleric was faced with a choice about her spells – who did she want to spare? and how many [I]remove curse[/I] spells had she prepared? In a game where you aren't under those kind of pressures or have easier access to magic (many 5e games), you'll either want to house rule [I]remove curse[/I] or get creative. Can't help you about official material. But I can give an example from my adventure [I]The Beast of Graenseskov[/I]... [SBLOCK=spoilers]A hag curses those who participated in the execution of her sister. The curse afflicts four NPCs, though no one realizes that at the beginning. Only one turns into a wolf monster and terrorizes the countryside. If the curse is ended on one (by means of [I]remove curse[/I] or killing them), it jumps to another of the NPCs. If the curse jumps through all four NPCs, it ends up afflicting the mayor of the town and "Bad Mojo Happens." Now, the adventure is meant for lower levels without access to [I]remove curse[/I], and I present options for tweaking how [I]remove curse[/I] works, but even if those two things weren't true, my approach with "the curse that jumps from victim to victim" would still work.[/SBLOCK] [/QUOTE]
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