The cursed blade spell description says "any damage caused by a cursed weapon cannot be cured by ANY means until the damaged individual has received a removed curse spell (or some other effect that neutralises a curse." A creature we attacked with a cursed blade immediately healed without the cursed effect so could not cast remove curse in a players initiative turn. We thought about Contingency but this spell description describes only one spell to take affect when it is triggered. Other things happened like healing so remove curse could not be part of this contingency. I would like to know what other spells cancel cursed blade
[RPG] What spells other than remove curse can cancel a Cursed Blade? Any level please, any spell caster type
dnd-3.5e
Related Solutions
Funnily enough, works by RAW.
There is no prohibition of magical healing in construct traits, though some constructs are explicitly immune to magic except select few effects.
There is also no prohibition in the heal spell.
Technically, you can do it, but expect a heavy book thrown by your DM. He will also probably houserule it away, at least I personally would.
Note:
Can't remember anything on that in 3.5 either, though the description of Warforged contrasts the possibility of both special and positive-energy healing (emphasis mine):
As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
That leads one to the implication of impossibility of positive-energy based healing for a regular construct, even if it is not stated anywhere.
Spells that induce sleep
The following spells put one or more affected creatures to sleep.
- The 1st-level Sor/Wiz spell sleep [ench] (Player's Handbook 280) causes up to 4 Hit Dice of creatures to make Will saving throws. Failure means for 1 min./level the affected creature sleeps. The leading indirect cause of death among goblins, kobolds, and orcs for over 40 years. I know the question mentions it already, but it's here for completeness.
- The 3rd-level Sor/Wiz spell deep slumber [ench] (PH 217) is like the spell sleep except that it affects up to 10 Hit Dice of creatures.
- The 4th-level Sor/Wiz spell dragon breath [evoc] (Spell Compendium 73), if the brass dragon's breath weapon is picked, creates a 15-ft. cone of gas that has those within to make a Will save. Failure means the affected creature for 1d6 rounds sleeps.
- The 4th-level Sor/Wiz spell Melf's slumber arrows [ench] (Complete Mage 110–1) makes magical 1 or more arrows that—when they deal damage to a target that possesses up to 15 Hit Dice—cause that target also to make a Will saving throw. Success means that for 1 hour that creature's fatigued. Failure means that for 1 hour that creature sleeps.
- The 5th-level Sor/Wiz spell sleep mote [ench] (Sandstorm 121) creates a movable cloud that—when it stops in the space of a creature that's size category is Medium or littler—causes the creature makes a Will saving throw. Success means that the creature still takes some penalties. Failure means that the creature sleeps (duration of the sleep effect is unspecified, but the cloud's duration is 1 round/level).
- The 5th-level Sor/Wiz spell symbol of sleep [ench] (PH 291) weaponizes expensive graffiti so that the reader and nearby bystanders—none of whom can possess more than 10 Hit Dice—that fail a Will save sleep for 3d6×10 min.
- The 6th-level Dream domain spell dream sight [div] (Heroes of Horror 128), among other effects—obviously—, causes the caster to sleep. Probably not what you're looking for, but included for completeness.
- The 6th-level Sor/Wiz spell endless slumber [ench] (Complete Mage 103) causes one living creature within close range that fails its Will saving throw to enter a permanent sleep… except the creature may attempt a new saving throw once per day to end the effect. (A creature may opt not to make the saving throw because while in the sleep, the need for sustenance is abated. An interesting story-facilitating spell.)
- The 7th-level Sor/Wiz spell eye of the beholder [trans] (Book of Vile Darkness 94), among other effects, has a 10% chance of enabling the caster to use 1/round while the spell's duration continues an effect like the spell sleep except that the effect affects but one creature that possesses any number of Hit Dice.
- The 7th-level Sor/Wiz spell hiss of sleep [ench] (SpC 114–5) has 1 creature/level—each of which is within close range—make a Will saving throw. Failure means that for 1 round/level the creature sleeps.
The 0-level bard spell lullaby [ench] (PH 249) receives honorable mention for giving targets that fail their Will saving throws against its effect a −2 penalty on saving throws against sleep effects.
Also, the effect of the 3rd-level Sor/Wiz spell feign death [necro] (Tome and Blood 89) and the effect of the 6th-level bard spell rapture of the deep [ench] (Stormwrack 120) can be easily mistaken for sleep effects even though they aren't, technically, sleep effects.
Note: I suspect the question's goal is an attempt to determine the value of the Dragon #325 feat Potent Enchantment (77). (And, if not, maybe somebody searching for this is.) Player's Handbook spells affected by that feat’s benefit include animal trance, calm animals, hypnotism, and mass charm monster in addition to the aforementioned sleep and deep slumber. Other spells on this list are unaffected by the benefit of the feat Potent Enchantment, either because the affected creature's Hit Dice are fixed like in the symbol and arrow spells or because a creature's Hit Dice don't matter to the spell.
Best Answer
The Cursed Blade spell is only a 4th level necromancy spell. It's not an artifact, and there are several means by which it could be overcome.
Cursed Blade is not Magic Weapon. If the NPC had sufficient damage resistance, it could definitely have ignored the attack and the immediately healing could have been that effect. (Remember that DR is per-hit, not per-round.)
If you'd used this spell before, the NPC may have protected themselves with Spell Immunity.
The NPC may also have been by a Globe of Invulnerabilty, possibly using metamagic or a variant spell which affects only the caster.
the NPC may even have been in possession of some wondrous item that renders them immune to all curses in general, or this curse in particular. (Or they could be under the protection of, or themselves be, a demigod.)
However, while there are innumerable ways for an NPC capable of casting Time Stop to avoid a paltry 4th level spell, the 200-hp of damage you mention your comments makes me suspect an alternate conclusion, which requires less of an Exalted-Charm-Fu style Xanatos Gambit of spellcasting and instead can be explained only by the rules in the book. I suspect you were fighting an illusion.
It's hard to know for certain without having actually been there, but a key tell for, say, a Major Image is an apparent immunity to damage. Since none of your players suggested this at the time, they obviousl believed it-- and your DM was well within the rules to take that as reason to deny you any chance to disbelieve.