Light Magic · cleansing

Break Curse

Break Curse is a short ritual for a specific cursed creature or item within reach. It can be an important culmination of an investigation in which the party has identified a stronger dark influence. However, success is not automatic: the caster makes an Intelligence check according to the curse's strength. The story can thus combine preparation, an important attempt, and an uncertain outcome.

The ritual takes one minute, and there is only one attempt per curse per adventure. A powerful curse and a master curse must be distinguished, using the corresponding difficulty. Failure does not worsen it, but leaves the problem to be resolved further. The spell does not replace every investigation into the curse's origin or guarantee success merely through a dramatic presentation in the story.

Exact effect: Make an INT check against 11 for a powerful curse or 13 for a master curse. Success ends the curse; failure does not worsen it. Target: 1 cursed creature or item within reach. Duration: 1-minute ritual. Restrictions: 1 attempt per curse per adventure. Using it requires at least Intelligence 10 and Level 5, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.

Color fantasy illustration of Break Curse
Spell illustration • Light MagicBreak Curse
01

Spell parameters

Target, duration, restrictions, and exact effect.

School
Light Magic
Type
cleansing
Min. Intelligence
10
Min. Level
5
Bonus
—
Target
1 cursed creature or item within reach
Duration
1-minute ritual
Restrictions
1 attempt per curse per adventure
Exact effect
Make an INT check against 11 for a powerful curse or 13 for a master curse. Success ends the curse; failure does not worsen it.
Meeting requirements is not enough

Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.