MAGIC ITEMS (CURSED ITEMS)

 

CURSED ITEMS

 

Cursed Item Common Curses
d% Curse
01-15 Delusion
16-35 Opposite effect or target
36-45  Intermittent functioning
46-60 Requirement
61-75 Drawback
76-90 Completely different effect
91-100 Substitute specific cursed item

COMMON CURSE DESCRIPTIONS

 

Delusion

The user believes the item is what it appears to be, yet it actually has no magical power other than to deceive. The user is mentally fooled into thinking the item is functioning and cannot be convinced otherwise without the help of a remove curse.

 

Opposite Effect or Target

These cursed items malfunction, so that either they do the opposite of what the creator intended, or they target the user instead of someone else.

 

Intermittent Functioning

The three varieties of intermittent functioning items all function perfectly as described-at least some of the time. The three types include unreliable, dependent, and uncontrolled items.

Unreliable: Each time the item is activated, there is a 5% chance (a 01-05 result on d%) that it does not function. At the DM’s option, the failure chance can be altered to be anything from 1% to 10%, depending on the item and the campaign.

Dependent: The item only functions in certain situations. To determine what the situation is, either select an activation condition or roll on the following table.

d% Situation
01-03  Temperature below freezing
04-05 Temperature above freezing
06-10  During the day
11-15 During the night
16-20 In direct sunlight
21-25 Out of direct sunlight
26-34 Underwater
35-37 Out of water
38-45 Underground
38-45 Aboveground
56-60 Within 10 feet of a random creature type
61-64 Within 10 feet of a random race or kind of creature
65-72 Within 10 feet of an arcane spellcaster
73-80  Within 10 feet of a divine spellcaster
81-85  In the hands of a nonspellcaster
86-90 In the hands of a spellcaster
91-95  In the hands of a creature of a particular alignment
96 In the hands of a creature of particular gender
97-99 On nonholy days or during particular astrological events
100  More than 100 miles from a particular site (holy, magical, etc.)

 

 

Uncontrolled: An uncontrolled item occasionally activates at random times. Roll d% every day. On a result of 01­-05 (or whatever range the DM determines as appropriate), the item activates at some random point during that day.

Requirement: In a sense, a command word is a requirement. Nev­ertheless, some items have much more stringent requirements to be used. To keep the item functioning, one (or more) of the following conditions must be met:

Requirements are so dependent upon suitability to the item that they should never be determined randomly. An item with a requirement that is also intelligent often imposes its requirement through its personality. If the requirement is not met, the item ceases to function. If it is met, usually the item functions for one day before the requirement must be met again (although some requirements are one-time-only, others monthly, and still others continuous).

Drawback: Items with drawbacks are usually beneficial to the possessor, but they also carry some negative aspect.  Although sometimes drawbacks occur only when the item is used (or held, in the case of some items such as weapons), usually the drawback remains with the character for as long as he or she has it.

The following are drawbacks that remain in effect as long as the item is in the character’s possession:

d% Drawback
01-04 Character’s hair grows 1 inch longer (only happens once).
05-09 Character either shrinks a half-inch (a 01-50 result on d%) or grows that much taller (a 51-100 result). This event only happens once.
10-13 Temperature around item is 10°F cooler than normal.
14-17 Temperature around item is 10°F warmer than normal.
18-21 Character’s hair color changes.
22-25 Character’s skin color changes.
26-29  Character now bears some identifying mark (tattoo, strange glow, etc.).
30-32 Character’s gender changes.
33-34 Character’s race or kind changes.
35  Character is afflicted with a random disease that cannot be cured.
36-39 Item continually emits a disturbing sound (moaning, weeping, screaming, cursing, insults).
40  Item looks ridiculous (garishly colored, silly shape, glows bright pink, etc.).
41-45 Character becomes selfishly possessive about the item.
46-49 Character becomes paranoid about losing the item and afraid of damage occurring to it.
50-51 Character’s alignment changes.
52-54 Character must attack nearest creature (5% chance [a 01-05 result on d%] each day).
55-57 Character is stunned for 1d4 rounds once item function is finished (or randomly, 1/day).
58-60 Character’s vision is blurry (-2 penalty to attacks, saves, and skill checks requiring vision).
61-64   Character gains one negative level.
65 Character gains two negative levels.
66-70 Character must make a Will save each day or take 1 point of temporary Intelligence damage.
71-75  Character must make a Will save each day or take 1 point of temporary Wisdom damage.
76-80 Character must make a Will save each day or take 1 point of temporary Charisma damage.
81-85  Character must make a Fortitude save each day or take 1 point of temporary Constitution damage.
86-90 Character must make a Fortitude save each day or take 1 point of temporary Strength damage.
91-95 Character must make a Fortitude save each day or take 1 point of temporary Dexterity damage.
96  Character is polymorphed into a specific creature (5% chance [a 01-05 result on d%] each day).
97 Character cannot cast arcane spells.
98   Character cannot cast divine spells.
99   Character cannot cast any spells.
100  DM’s choice: DM either picks one of the above that’s appropriate or creates a drawback specifically for that item.

 

Completely Different Effect: The DM should choose a negative effect for the item, perhaps using the specific cursed items (see below) as examples. The item may seem to be the item that was originally determined, but at some juncture it displays different properties altogether.

 

Specific Cursed Items
d% Item  Market Price
01-05 Incense of obsession   200 gp
06-15 Ring of clumsiness  500 gp
16-20 Amulet of inescapable location 1,000 gp
21-25 Stone of weight 1,000 gp
26-30 Bracers of defenselessness 1,200 gp
31-35 Gauntlets of fumbling 1,300 gp
36-40 -2 sword, cursed 1,500 gp
41-43 Armor of rage 1,600 gp
44-46 Medallion of thought projection 1,800 gp
47-50 Spear, cursed backbiter 2,000 gp
51-55 Flask of curses   2,100 gp
56-57 Dust of sneezing and choking 2,400 gp
58  Helm of opposite alignment  4,000 gp
59-64  Potion of poison 5,000 gp
65 Broom of animated attack   5,200 gp
66-67 Robe of powerlessness 5,500 gp
68  Vacuous grimoire  6,000 gp
69-70 Armor of arrow attraction 9,000 gp
71-72 Net of snaring 10,000 gp
73-75 Bag of devouring  15,500 gp
76-80 Mace of blood 16,000 gp
81-85 Robe of vermin  16,500 gp
86-88 Periapt of foul rotting 17,000 gp
89-92  Sword, berserking 17,500 gp
93-96 Boots of dancing   30,000 gp
97 Crystal hypnosis ball -
98 Necklace of strangulation  60,000 gp
99 Cloak of poisonousness 62,000 gp
100  Scarab of death 80,000 gp

 

SPECIFIC CURSED ITEMS

The crystal hypnosis ball and the bag of devouring cannot be created by any known means. The bag of devouring is a creature, and the crystal hypnosis ball is the tool of powerful NPCs such as liches.

 

Amulet of Inescapable Location

This device is typically worn on a chain or as a brooch. It appears, to magical analysis, to prevent location, scrying, or detection or influence by detect thoughts or telepathy. Actually, the amulet doubles the likelihood and/or range of these location and detection modes. Item identification attempts, including identify, analyze dweomer, detect magic, and so on, do not reveal its true nature.

Caster Level: 10th; Prerequisites: Create Wondrous Item, bestow curse; Market Price: 1,000 gp.

 

Armor of Arrow Attraction

Magical analysis indicates that this armor is a normal suit of +3 full plate. However, the armor is cursed. It works normally in regard to melee attacks but actually serves to attract ranged weapons. The wearer has twice the normal chance to be selected as a random target of a ranged weapon. In cases where each individual in a group is the target of a set number of ranged weapons, the wearer has twice as many weapons fired at him or her. Furthermore, the magical protection of the armor does not apply for ranged attacks. The true nature of the armor does not reveal itself until the character is fired upon in earnest-simple experiments do not suffice.

Caster Level: 16th; Prerequisites: Craft Magic Arms and Armor, bestow curse; Market Price: 9,000 gp.

 

Armor of Rage

This armor is similar in appearance to armor of command and functions as a suit of +1 full plate. However, when it is worn, the armor causes the character to suffer a -4 Charisma penalty. All unfriendly characters within 300 feet have a +1 morale bonus on attacks against the character. The effect is not noticeable to the wearer or those affected.  Caster Level: 16th; Prerequisites: Craft Magic Arms and Armor, bestow curse; Market Price: 1,600 gp.

 

Bag of Devouring

This bag appears to be an ordinary sack. Detection for magical properties makes it seem as if it were a bag of holding. The sack is, however, a lure used by an extradimensional creature-in fact, one of its feeding orifices.

Any substance of animal or vegetable nature is subject to “swallowing’’ if thrust within the bag. The bag of devouring is 90% likely to ignore any initial intrusion, but any time thereafter that it senses living flesh within, it is 60% likely to close around the offending member and attempt to draw the whole victim in. The bag has a Strength of 23 for purposes of pulling someone in.

The bag radiates magic and can hold up to 30 cubic feet of matter. It acts as a bag of holding (bag 1), but each hour it has a 5% cumulative chance of swallowing the contents and then spitting the stuff out in some nonspace or other plane. Creatures drawn within are consumed in 1 round, eaten, and gone forever.

Market Price: 15,500 gp (but note that the bag cannot be created, since it is a creature).

 

Boots of Dancing

These boots initially function as one of the other types of useful boots (DM’s choice) and are indistinguishable from other magic boots. But when the wearer is in (or fleeing from) melee combat, the boots of dancing impede movement, making the wearer behave as if  irresistible dance had been cast upon him or her. Only a remove curse enables the boots to be removed once their true nature is revealed.

Caster Level: 16th; Prerequisites: Create Wondrous Item, Otto’s irresistible dance; Market Price: 30,000 gp.

 

Bracers of Defenselessness

These appear to be +5 bracers of armor and actually serve as such until the wearer is attacked in anger by an enemy with a Challenge Rating equal to or greater than the wearer’s level. At that moment and thereafter, the bracers inflict a -5 penalty to AC. Once their curse is activated, bracers of defenselessness can be removed only by means of a remove curse spell.

Caster Level: 16th; Prerequisites: Create Wondrous Item, mage armor, bestow curse; Market Price: 1,200 gp.

 

Broom of Animated Attack

This is indistinguishable in appearance from a normal broom, except that detection spells reveal it to be magical. It is identical to a broom of flying by all tests short of attempted use. Using it reveals that a broom of animated attack is a very nasty item.

If a command is spoken, the broom does a loop-the-loop with its hopeful rider, dumping the rider on his or her head from 1d4+5 feet off the ground (no falling damage, since the fall is less than 10 feet). The broom then attacks the victim, swatting the face with the straw or twig end and beating him or her with the handle end.

The broom gets two attacks per round with each end (two swats with the straw and two with the handle, for a total of four attacks per round). It attacks with a +5 bonus on each attack. The straw end causes blindness for 1 round if it hits. The handle causes 1d6 points of damage when it hits. The broom has an AC of 13, 18 hit points, and a hardness of 4.

Caster Level: 10th; Prerequisites: Create Wondrous Item, fly, animate objects; Market Price: 5,200 gp.

 

Cloak of Poisonousness

This cloak radiates magic. The cloak can be handled without harm, but as soon as it is actually donned the wearer is stricken stone dead unless he or she succeeds at a Fortitude save (DC 28). A detect poison spell registers the poison impregnated in the fabric.

Once donned, a cloak of poisonousness can be removed only with a remove curse spell-this destroys the magical properties of the cloak. If a neutralize poison spell is then used, it may be possible to revive the victim with a raise dead or resurrection spell, but not before.

Caster Level: 15th; Prerequisites: Create Wondrous Item, poison, and limited wish or miracle; Market Price: 62,000 gp.

 

Dust of Sneezing and Choking

This fine dust appears to be either dust of appearance or dust of disappearance. If cast into the air, however, it causes those within a 20-foot spread to fall into fits of sneezing and coughing. Those failing a Fortitude save (DC 15) take 2d6 points of temporary Constitution damage immediately. In addition, those failing a second Fortitude save (DC 15) 1 minute later are dealt 1d6 points of temporary Constitution damage. Those who succeed on either saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds.

Caster Level: 7th; Prerequisites: Create Wondrous Item, poison; Market Price: 2,400 gp.

 

Flask of Curses

This item looks like an ordinary beaker, bottle, container, decanter, flask, or jug. It has magical properties, but de­tection does not reveal the nature of the flask of curses. It may contain a liquid, or it may emit smoke. When the flask is first unstoppered, all within 30 feet must make a Will save (DC 17) or be cursed, suffering a -2 penalty to attack rolls, saving throws, and skill checks until a remove curse spell is cast upon them.

Caster Level: 7th; Prerequisites: Create Wondrous Item, bestow curse; Market Price: 2,100 gp.

 

Gauntlets of Fumbling

These gauntlets may be of supple leather or heavy protective material suitable for use with armor (ring, scale, chain, and so on). In the former instance, they appear to be gloves of Dexterity. In the latter case, they appear to be gauntlets of ogre power. The gauntlets perform according to every test as if they were gloves of Dexterity or gauntlets of ogre power until the wearer finds him or herself under attack or in a life-and-death situation. At that time, the curse is activated. The wearer becomes fumble-fingered, with a 50% chance each round of dropping anything held in either hand. (If items are held in both hands, roll only once. If the d% result is 01-50, roll again: even = right hand, odd = left hand). The gauntlets also lower Dexterity by 2 points. Once the curse is activated, the gloves can be removed only by means of a remove curse spell, a wish, or a miracle.

Caster Level: 7th; Prerequisites: Create Wondrous Item, bestow curse; Market Price: 1,300 gp.

 

Helm of Opposite Alignment

This metal hat looks like a typical helmet. When placed upon the head, however, its curse immediately takes effect (Will save negates DC 15). The alignment of the wearer is radically altered-good to evil, chaotic to lawful, neutral to some extreme commitment (LE, LG, CE, or CG)-to an alignment as different as possible from the former alignment. Alteration in alignment is mental as well as moral, and the individual changed by the magic thoroughly enjoys his or her new outlook.

Only a wish or a miracle can restore former alignment, and the affected individual does not make any attempt to return to the former alignment. (In fact, the character views the prospect with horror and avoids it in any way possible.) If a character of a class with an alignment requirement is affected, an atonement spell is needed as well if the curse is to be obliterated. Note that this is a one-use item: once a helm of opposite alignment has functioned, it loses all magical properties.

Caster Level: 12th; Prerequisites: Create Wondrous Item, creator must be 12th level; Market Price: 4,000 gp; Weight: 3 lb.

 

Incense of Obsession

These blocks of incense exactly resemble incense of meditation. If meditation and prayer are conducted while incense of obsession is burning nearby, its odor and smoke cause the user to become totally confident that his or her spell ability is superior, due to the magic incense. The user is determined to use his or her spells at every opportunity, even when not needed or when useless. The user remains obsessed with his or her abilities and spells until all are cast or until 24 hours have elapsed.

Caster Level: 6th; Prerequisites: Create Wondrous Item, confusion or bestow curse; Market Price: 200 gp.

 

Mace of Blood

This +3 heavy mace must be coated in blood every day, or its bonus fades away (until the mace is coated again). The character using this mace must make a Will save (DC 13) every day it is within his or her possession or become chaotic evil.

Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, creator must be at least 9th level and chaotic evil; Market Price: 16,000 gp.

 

Medallion of Thought Projection

This device seems like a medallion of thoughts, even down to the range at which it functions, except that the thoughts overheard are muffled and distorted, requiring a successful Will save (DC 15) to sort out. However, while the user thinks he or she is picking up the thoughts of others, all the user is really hearing are figments created by the medallion itself. These illusory thoughts always seem plausible and thus can seriously mislead any who rely upon them. What’s worse, unknown to the user, the cursed medallion actually broadcasts his or her thoughts to creatures in the path of the beam, thus alerting them of the character’s presence.

Caster Level: 7th; Prerequisites: Create Wondrous Item, detect thoughts, ghost sound; Market Price: 1,800 gp.

 

Necklace of Strangulation

A necklace of strangulation appears to be a rare and wondrous piece of valuable jewelry and, short of the use of something as powerful as a miracle or a wish, can only be identified as a cursed item when placed around a character’s neck. The necklace immediately constricts, inflicting 6 points of strangulation damage per round. It cannot be removed by any means short of a limited wish, wish, or miracle and remains clasped around the victim’s throat even after his or her death. Only when the character has decayed to a dry skeleton (after approximately one month) does it loosen, ready for another victim.

Caster Level: 18th; Prerequisites: Create Wondrous Item, slay living; Market Price: 60,000 gp.

 

Net of Snaring

This net offers a +3 bonus to attack rolls but can only be used underwater, thus making it a limited item rather than what most would really call a “curse.” Underwater, it can be commanded to shoot forth up to 30 feet to trap a creature.

Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, freedom of movement; Market Price: 10,000 gp.

 

Periapt of Foul Rotting

This engraved gem appears to be of little value. If any character keeps the periapt in his or her possession for more than 24 hours, the character contracts a terrible rotting disease that can be removed only by application of a remove curse spell followed by a cure disease and then a heal, miracle, limited wish, or wish spell. The rotting can also be countered by crushing a periapt of health and sprinkling its dust upon the afflicted character. Otherwise, the afflicted loses 1 point each of Dexterity, Constitution, and Charisma per week (as if permanently drained).

Caster Level: 10th; Prerequisites: Create Wondrous Item, contagion; Market Price: 17,000 gp.

 

Potion of Poison

This potion has lost its once potent magical abilities and has become a potent poison. The imbiber must make a Fortitude save (DC 16) or take 1d10 points of temporary Constitution damage. A minute later the character must save again (DC 16) or take 1d10 points of temporary Constitution damage.

Caster Level: 12th; Prerequisites: Brew Potion, poison; Market Price: 5,000 gp.

 

Robe of Powerlessness

A robe of powerlessness appears to be a robe of another sort, and detection discovers nothing more than the fact that it has a magical aura. As soon as a character dons this garment, the character suffers an immediate -10 effective penalty to Strength and Intelligence scores, forgetting all spells and magic knowledge. The robe can be removed easily, but in order to restore mind and body, the character must receive a remove curse spell followed by a heal.

Caster Level: 13th; Prerequisites: Create Wondrous Item, bestow curse, permanency; Market Price: 5,500 gp.

 

Robe of Vermin

The wearer notices nothing unusual when the robe is donned, other than that it offers great magical defense (as a cloak of protection +4). However, as soon as the character is in a situation requiring concentration and action against hostile opponents, the true nature of the garment is revealed: The wearer immediately suffers a multitude of bites from the insects that magically infest the garment. The character must cease all other activities in order to scratch, shift the robe, and generally show signs of the extreme discomfort caused by the bites and movement of these pests.

The wearer suffers a -5 initiative penalty and a -2 penalty on all attack rolls, saves, and skill checks. If the character tries to cast a spell, he or she must make a Concentration check (DC 20 + spell level) or lose the spell.

Caster Level: 13th; Prerequisites: Create Wondrous Item, sum­mon swarm, creator must be at least 8th level; Market Price: 16,500 gp.

 

Ring of Clumsiness

This ring operates exactly like a ring of feather falling. However, it also makes the wearer clumsy. The wearer suffers a -4 penalty to Dexterity and has a 20% chance of spell failure for all arcane spells that require a somatic component. (Note: This chance of spell failure stacks with other types of arcane spell failure chances.)

Caster Level: 15th; Prerequisites: Forge Ring, feather fall, bestow curse; Market Price: 500 gp.

 

Scarab of Death

This small pin appears to be any one of the various beneficial amulets, brooches, or scarabs. However, if it is held for more than 1 round or placed within a soft container within 1 foot of a warm, living body for 1 minute, it changes into a horrible burrowing beetlelike creature. The thing tears through any leather or cloth, burrows into flesh, and reaches the victim’s heart in 1 round, causing death. A Reflex save (DC 25) allows the wearer to tear the scarab away before it burrows out of sight, but he or she still takes 3d6 points of damage. The beetle then returns to its scarab form. Note that placing the scarab in a container of hard wood, ceramic, bone, ivory, or metal prevents the monster from coming to life and allows for long-term storage of the item.

Caster Level: 19th; Prerequisites: Create Wondrous Item, slay living; Market Price: 80,000 gp.

 

Spear, Cursed Backbiter

This is a +2 shortspear, but each time it is used in melee against a foe and the attack roll is a natural 1, it damages its wielder instead of the intended target. When the curse takes effect, the spear curls around to strike its wielder in the back, automatically striking for normal damage. The curse even functions when the spear is hurled, but in that case the damage to the hurler is doubled.

Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, bestow curse; Market Price: 2,000 gp.

 

Stone of Weight (Loadstone)

This stone appears to be a dark, smoothly polished stone. It reduces the possessor’s speed to one-half of normal. Furthermore, once picked up, the stone cannot be disposed of by any nonmagical means-if it is thrown away or smashed, it reappears somewhere on his or her person. If a remove curse spell is cast upon a loadstone, the item may be discarded normally and no longer haunts the individual.

Caster Level: 5th; Prerequisites: Create Wondrous Item, slow; Market Price: 1,000 gp.

 

-2 Sword, Cursed

This longsword gives off a magical aura and performs well against targets in practice, but when used against an opponent in combat, it penalizes its wielder’s attack rolls by -2. Only by careful observation can this penalty be detected.

All damage dealt is also reduced by 2 points, but never below a minimum of 1 point of damage on any successful hit. After one week in the character’s possession, the sword always forces the character to employ it rather than another weapon. The sword’s owner automatically draws and fights with it even when he or she meant to draw or ready some other weapon. It can be gotten rid of only by means of limited wish, wish, or miracle.

Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, bestow curse, and limited wish or miracle; Market Price: 1,500 gp.

 

Sword, Berserking

This performs by every test, except that of the heat of battle, as a +2 greatsword. However, in actual battle its wielder goes berserk (gaining all benefits and drawbacks of a barbarian rage). The character attacks the nearest creature and continues to fight until unconscious or dead or until no living thing remains within 30 feet.

 Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, feeblemind; Market Price: 17,500 gp.

 

Vacuous Grimoire

A book of this sort is identical in appearance to a normal one on some mildly interesting topic, although a detect magic spell reveals it to have a magical aura. Any character who opens the work and reads so much as a single glyph therein must make two Will saving throws (DC 15 each). The first is to determine if 1 point of Intelligence is permanently drained. The second is to find out if 2 points of Wisdom are permanently drained. To destroy the book, a character must burn it while casting remove curse. If the grimoire is placed with other books, its appearance instantly alters to conform to the look of these other works.

Caster Level: 20th; Prerequisites: Create Wondrous Item, feeblemind; Market Price: 6,000 gp.