SRD:Cursed Items

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Cursed Items

Cursed items are magic items with some sort of potentially negative impact. Sometimes they’re directly bad for the user; sometimes they’re just inconvenient. Occasionally they mix bad with good, forcing characters to make difficult choices.

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

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. The interesting point to keep in mind here is that these items aren’t always bad to have. Opposite-effect items include weapons that impose penalties on attack and damage rolls rather than bonuses. Just as a character shouldn’t necessarily immediately know what the enhancement bonus of a noncursed magic item is, she shouldn’t immediately know that a weapon is cursed. Once she knows, however, the item can be discarded unless some sort of compulsion is placed upon it that compels the wielder to keep and use it. In such cases, a remove curse spell is generally needed to get rid of the item.

Intermittent Functioning

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

Unreliable

Each time the item is activated, there is a 5% chance (01–05 on d%) that it does not function.

Dependent

The item only functions in certain situations. To determine what the situation is, either select a situation or roll on the following table.

d%Situation
01–03Temperature below freezing
04–05Temperature above freezing
06–10During the day
11–15During the night
16–20In direct sunlight
21–25Out of direct sunlight
26–34Underwater
35–37Out of water
38–45Underground
46–55Aboveground
56–60Within 10 feet of a random creature type
61–64Within 10 feet of a random race or kind of creature
65–72Within 10 feet of an arcane spellcaster
73–80Within 10 feet of a divine spellcaster
81–85In the hands of a nonspellcaster
86–90In the hands of a spellcaster
91–95In the hands of a creature of a particular alignment
96In the hands of a creature of particular gender
97–99On nonholy days or during particular astrological events
100More than 100 miles from a particular site
Uncontrolled

An uncontrolled item occasionally activates at random times. Roll d% every day. On a result of 01–05 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 that must be met for them to be usable. To keep an item with this kind of curse functioning, one or more of the following conditions must be met.

  • Character must eat twice as much as normal.
  • Character must sleep twice as much as normal.
  • Character must undergo a specific quest (one time only, and then item functions normally thereafter).
  • Character must sacrifice (destroy) 100 gp worth of valuables per day.
  • Character must sacrifice (destroy) 2,000 gp worth of magic items each week.
  • Character must swear fealty to a particular noble or his family.
  • Character must discard all other magic items.
  • Character must worship a particular deity.
  • Character must change her name to a specific name. (The item only works for characters of that name.)
  • Character must add a specific class at the next opportunity if not of that class already.
  • Character must have a minimum number of ranks in a particular skill.
  • Character must sacrifice some part of her life energy (2 points of Constitution) one time. If the character gets the Constitution points back (such as from a restoration spell), the item ceases functioning. (The item does not cease functioning if the character receives a Constitution increase caused by level gain, a wish, or the use of a magic item.)
  • Item must be cleansed with holy water each day.
  • Item must be used to kill a living creature each day.
  • Item must be bathed in volcanic lava once per month.
  • Item must be used at least once a day, or it won’t function again for its current possessor.
  • Item must draw blood when wielded (weapons only). It can’t be put away or exchanged for another weapon until it has scored a hit.
  • Item must have a particular spell cast upon it each day (such as bless, atonement, or animate objects).

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 still 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 she has the item.

Roll on the table below to generate a drawback that (unless otherwise indicated) remains in effect as long as the item is in the character’s possession.

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

Specific Cursed Items

Specific Cursed Items are provided as examples of cursed items. They are given creation prerequisites, should someone want to intentionally create them (although that does not need to be the origin of the item). Note, however, two exceptions: The crystal hypnosis ball and the bag of devouring cannot be created by any known means.

A simple detect magic spell yields a misleading aura and strength, often indicating that the item is a noncursed item of similar sort. An identify spell only has a 1% chance per caster level to reveal a cursed item’s true properties, including the cursed aspect. Analyze dweomer reveals the true nature of a cursed item.

Table: Specific Cursed Items
d%ItemMarket Price
01–05Incense of obsession 200 gp
06–15Ring of clumsiness 500 gp
16–20Amulet of inescapable location 1,000 gp
21–25Stone of weight 1,000 gp
26–30Bracers of defenselessness 1,200 gp
31–35Gauntlets of fumbling 1,300 gp
36–40–2 sword, cursed 1,500 gp
41–43Armor of rage 1,600 gp
44–46Medallion of thought projection 1,800 gp
47–52Flask of curses 2,100 gp
53–54Dust of sneezing and choking 2,400 gp
55Helm of opposite alignment 4,000 gp
56–60Potion of poison 5,000 gp
61Broom of animated attack 5,200 gp
62–63Robe of powerlessness 5,500 gp
64Vacuous grimoire 6,000 gp
65–68Spear, cursed backbiter 7,500 gp
69–70Armor of arrow attraction 9,000 gp
71–72Net of snaring 10,000 gp
73–75Bag of devouring
76–80Mace of blood 16,000 gp
81–85Robe of vermin 16,500 gp
86–88Periapt of foul rotting17,000 gp
89–92Sword, berserking 17,500 gp
93–96Boots of dancing 30,000 gp
97Crystal hypnosis ball
98Necklace of strangulation 60,000 gp
99Cloak of poisonousness 62,000 gp
100Scarab of death80,000 gp

Cursed Psionic Items

d%CurseDescription
01–33BackfireThe imbedded psionic effect of the cursed item targets the user instead of its intended target.
34–66ExhaustingA cursed item of this sort resembles a normal psionic item with a power that can be freely activated, but it instead drains the user of power points whenever he activates its power.
67–100SubversiveA cursed item of this sort appears identical to a standard psionic item. However, it holds an inner malice for the wearer, whose saving throws take a constant –2 penalty. The owner isn’t instantly aware of this penalty but may become aware after a while, when it becomes clear that he fails saves that others make with the same result on the saving throw.

Specific Cursed Item


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gollark: I can see you haven't understood the implications of the Lesnikov-Welles theorem then.
gollark: Can confirm.
gollark: Wow, "no bees"? This is hilarious.
gollark: This is mean and thus impossible.
gollark: Wait, are LyricTech™ intelligences still vulnerable to CVE-2858-14099957RA or something?
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