Table: Specific Cursed Items
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d%
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Item
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Market Price
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01-05
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Incense of obsession
|
200 gp |
06-15
|
Ring of clumsiness
|
500 gp |
16-20
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Amulet of inescapable location
|
1,000 gp |
21-25
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Stone of weight
|
1,000 gp |
26-30
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Bracers of defenselessness
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1,200 gp |
31-35
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Gauntlets of fumbling
|
1,300 gp |
36-40
|
-2 sword, cursed
|
1,500 gp |
41-43
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Armor of rage
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1,600 gp |
44-46
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Medallion of thought projection
|
1,800 gp |
47-52
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Flask of curses
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2,100 gp |
53-54
|
Dust of sneezing and choking
|
2,400 gp |
55
|
Helm of opposite alignment
|
4,000 gp |
56-60
|
Potion of poison
|
5,000 gp |
61
|
Broom of animated attack
|
5,200 gp |
62-63
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Robe of powerlessness
|
5,500 gp |
64
|
Vacuous grimoire
|
6,000 gp |
65-68
|
Spear, cursed backbiter
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7,500 gp |
69-70
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Armor of arrow attraction
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9,000 gp |
71-72
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Net of snaring
|
10,000 gp |
73-75
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Bag of devouring
|
- |
76-80
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Mace of blood
|
16,000 gp |
81-85
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Robe of vermin
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16,500 gp |
86-88
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Periapt of foul rotting
|
17,000 gp |
89-92
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Sword, berserking
|
17,500 gp |
93-96
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Boots of dancing
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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 |
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. It seems to be an
amulet of proof against detection and location. Actually, the amulet gives the wearer a -10 penalty on all saves against
divination spells.
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 with regard to melee attacks but actually serves to attract ranged weapons. The wearer takes a -15 penalty to AC against any attack by a ranged weapon. The true nature of the armor does not reveal itself until the character is fired upon in earnest.
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 take a -4 penalty to Charisma. All unfriendly characters within 300 feet have a +1 morale bonus on
attack rolls against her. The effect is not noticeable to the wearer or those affected. (In other words, the wearer does not immediately notice that donning the armor is the cause of her problems, nor do foes understand the reason for the depth of their enmity.)
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 (such as if someone reaches into the bag to pull something out), it is 60% likely to close around the offending member and attempt to draw the whole victim in. The bag has a +8 bonus on
grapple checks made to pull someone in.
The bag can hold up to 30 cubic feet of matter. It acts as a
bag of holding type I, but each hour it has a 5% cumulative chance of swallowing the contents and then spitting the stuff out in some nonspace or on some other plane. Creatures drawn within are consumed in 1 round. The bag destroys the victim's body and prevents any form of raising or
resurrection that requires part of the corpse. There is a 50% chance that a
wish, miracle, or
true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.
Moderate conjuration; CL 17th; In effect, this is a creature and cannot be created; Price n/a.
Boots of Dancing: These boots initially appear and function as one of the other kinds of magic boots. But when the wearer is in (or fleeing from) melee combat,
boots of dancing impede
movement, making him behave as if
irresistible dance had been cast upon him. Only a
remove curse spell enables the wearer to be rid of the boots once their true nature is revealed.
Bracers of Defenselessness: These appear to be
bracers of armor +5 and actually serve as such until the wearer is attacked in anger by an enemy with a Challenge Rating equal to or greater than her level. At that moment and thereafter, the bracers cause a -5 penalty to AC. Once their curse is activated,
bracers of defenselessness can be removed only by means of a
remove curse spell.
Broom of Animated Attack: This item is indistinguishable in appearance from a normal broom. It is identical to a
broom of flying by all tests short of attempted use.
If a
command is spoken, the broom does a loop-the-loop with its hopeful rider, dumping him on his 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 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 roll. The straw end causes a victim to be blinded for 1 round when it hits. The handle deals 1d6 points of
damage when it hits. The broom has AC 13, 18
hit points, and hardness 4.
Cloak of Poisonousness: This cloak is usually made of a woolen material, although it can be made of leather. A
detect poison spell can reveal the presence of
poison impregnated in the cloak's fabric. The garment can be handled without
harm, but as soon as it is actually donned the wearer is killed instantly unless she succeeds on a DC 28 Fortitude save.
Crystal Hypnosis Ball: This
cursed item is indistinguishable from a normal
crystal ball. However, anyone attempting to use the
scrying device becomes fascinated for 1d6 minutes, and a telepathic
suggestion is implanted in his mind (Will DC 19 negates).
The user of the device believes that the desired creature or scene was viewed, but actually he came under the influence of a powerful
wizard, lich, or even some power or being from another plane. Each further use brings the
crystal hypnosis ball gazer deeper under the influence of the controller, either as a servant or a tool. Note that throughout this time, the user remains unaware of his subjugation.
Dust of Sneezing and Choking: This fine dust appears to be
dust of appearance. If cast into the air, it causes those within a 20- foot spread to fall into fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 2d6 points of Constitution
damage immediately. In addition, those failing a second DC 15 Fortitude save 1 minute later are dealt 1d6 points of Constitution
damage. Those who succeed on either
saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds.
Flask of Curses: This item looks like an ordinary beaker, bottle, container, decanter, flask, or jug. It may contain a liquid, or it may emit smoke. When the flask is first unstoppered, all within 30 feet must make a DC 17 Will save or be cursed, taking a -2 penalty on
attack rolls,
saving throws, and
skill checks until a
remove curse spell is cast upon them.
Gauntlets of Fumbling: These gauntlets may be of supple leather or heavy protective material suitable for use with armor. 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 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. 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.
Helm of Opposite Alignment: This metal hat looks like a typical helmet. When placed upon the head, however, its curse immediately takes effect (Will DC 15 negates). On a failed save, the
alignment of the wearer is radically altered to an
alignment as different as possible from the former
alignment-good to evil, chaotic to lawful, neutral to some extreme commitment (LE, LG, CE, or CG). Alteration in
alignment is mental as well as moral, and the individual changed by the magic thoroughly enjoys his new outlook. A character who succeeds on his save can continue to wear the helmet without suffering the effect of the curse, but if he takes it off and later puts it on again, another save is required. The curse only works once; that is, a character whose
alignment has been changed cannot change it again by donning the helmet a second time.
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, he 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. When a
helm of opposite alignment has functioned once, it loses its magical properties.
Strong transmutation; CL 12th; Create
Wondrous Item, creator must be 12th level; Price 4,000 gp;Weight 3 lb.
Incense of Obsession: These blocks of incense appear to be
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 her spell ability is superior, due to the magic incense. The user is determined to use her spells at every opportunity, even when not needed or when useless. The user remains obsessed with her abilities and spells until all have been used or cast, or until 24 hours have elapsed.
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 DC 13 Will save every day it is within his possession or become chaotic evil.
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 DC 15 Will save to sort out. However, while the user thinks she is picking up the thoughts of others, all she 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 her, the cursed medallion actually broadcasts her thoughts to creatures in the path of the beam, thus alerting them to her presence.
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, dealing 6 points of
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 death. Only when he has decayed to a dry skeleton (after approximately one month) does the necklace loosen,
ready for another victim.
Net of Snaring: This net provides a +3 bonus on
attack rolls but can only be used underwater, thus making it a somewhat useful item rather than what most would really call a
cursed item. Underwater, it can be commanded to shoot forth up to 30 feet to
trap a creature.
Periapt of Foul Rotting: This engraved gem appears to be of little value. If any character keeps the periapt in her possession for more than 24 hours, she contracts a terrible rotting affliction that permanently drains 1 point of Dexterity, Constitution, and Charisma every week. The periapt (and the affliction) 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 (a
full-round action), whereupon the
periapt of foul rotting likewise crumbles to dust.
Potion of Poison: This potion has lost its once beneficial magical abilities and has become a potent
poison. The imbiber must make a DC 16 Fortitude save or take 1d10 points of Constitution
damage. A minute later he must save again (DC 16) or take 1d10 points of Constitution
damage.
Robe of Powerlessness: A
robe of powerlessness appears to be a magic robe of another sort. As soon as a character dons this garment, she takes a -10 penalty to Strength and Intelligence, forgetting spells and magic
knowledge accordingly. The robe can be removed easily, but in order to restore mind and body, the character must receive a
remove curse spell followed by
heal.
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 he 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. He 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.
Ring of Clumsiness: This
ring operates exactly like a
ring of feather falling. However, it also makes the wearer clumsy. She takes a -4 penalty to Dexterity and has a 20% chance of
spell failure when trying to cast any
arcane spell that has a somatic component. (This chance of
spell failure stacks with other arcane
spell failure chances.)
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 carried by a living creature 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 DC 25 Reflex save allows the wearer to tear the scarab away before it burrows out of sight, but he still takes 3d6 points of
damage. The beetle then returns to its scarab form. Placing the scarab in a container of wood, ceramic, bone, ivory, or metal prevents the monster from coming to life and allows for long-term storage of the item.
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 her intended target. When the curse takes effect, the spear curls around to strike its wielder in the back, automatically dealing the
damage to the wielder. The curse even functions when the spear is hurled, and in such a case the
damage to the hurler is doubled.
Stone of Weight (Loadstone): This stone appears to be a dark, smoothly polished stone. It reduces the possessor's base land
speed to one-half of normal. 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 person. If a
remove curse spell is cast upon a
loadstone, the item may be discarded normally and no longer haunts the individual.
-2 Sword, Cursed: This longsword performs well against targets in practice, but when used against an opponent in combat, it causes its wielder to take a -2 penalty on
attack rolls.
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 a character's possession, the sword always forces that character to employ it rather than another weapon. The sword's owner automatically draws it and fights with it even when she meant to draw or
ready some other weapon. The sword can be gotten rid of only by means of
limited wish,
wish, or
miracle.
Sword, Berserking: This item appears to have the characteristics of a
+2 greatsword. However, whenever the sword is used in battle, its wielder goes berserk (gaining all the benefits and drawbacks of the
barbarian's
rage ability). He attacks the nearest creature and continues to fight until unconscious or dead or until no living thing remains within 30 feet. Although many see this sword as a cursed object, others see it as a boon.
Vacuous Grimoire: A book of this sort looks like a normal one on some mildly interesting topic. Any character who opens the work and reads so much as a single word therein must make two DC 15 Will saves. The first is to determine if the reader takes 1 point of permanent Intelligence drain. The second is to find out if the reader takes 2 points of permanent Wisdom drain. 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 those other works.
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