Cursed item creation Questions [Archive] - Wizards Community

Post/Author/DateTimePost
chronocrosselite

10-18-05, 07:05 PM
1. How do you make cursed items?

2. can it be done by players item creation feats or is it DM only?
chronocrosselite

10-18-05, 09:14 PM
guess noone knows lol
Tsuul

10-18-05, 09:30 PM
They can be created. The specific ones in the DMG have the reqs needed in order to make them.
Optionaly, you could roll to see if normal magic items created by your players are in some way "cursed". The DMG has rules on 272 for found items that have curses and the % of which curse. Bad creation, decay, corruption, exposure to strong magics, and gateways to other planes can have odd effects on an item. For newly created items the chances of something going wrong should be so low there shouldn't even be a roll(less then 1%).
Jaid

10-18-05, 09:50 PM
yeah, none of that AD&D 2nd item creation stuff. well, actually, i should rephrase that. i don't mind trekking across the continent to find the components for a specific item (or at least, not if it's a really good item. having to go on a quest to make a scroll of magic missile is a bit of a nuisance, to say the least, let along going on two quests).

i mind having to go across the continent on 3 different quests to make a magic item... and have a 60% chance of making it successfully, with the other 40% creating a cursed item. oh boy, i sure feel motivated to go make some items with those rules. i've been looking for a good way to throw away my time, and i'm thinking that's definitely it right there.

anyways, back to the main question:

yes, you can make them (i personally recommend dust of choking and sneezing with the tube option). they generally are not created accidentally, barring special circumstances.
primemover003

10-18-05, 10:02 PM
I answered this in your other thread...
Wyrd Bearer

10-18-05, 10:07 PM
Well, I do sort of like the idea of accidentally creating a cursed item. Though it shouldn't result from every attempt (except maybe 1% of the time as has been suggested).

It would be more of a result of roleplaying than just flubbing the creation process. Like say Krozak the wizard went to Shady Grobub's discount magic components store and got some components for cheaper than normal. Then there'd be a much bigger chance for creating a cursed item accidentally.

Also, maybe the chance would start off bigger when the crafter is at a low character level but as they level up, the chance would get smaller (representing more experience presenting itself in their skills). This would encourage Kira the nephyte sorcerer to pay a bit more to get materials of higher than standard quality to reduce the chance while she's young and inexperienced while at higher levels she'd be able to get away with fudging the components more as with her skill allows her to get the most out of even the basest components.

Of course, this would lead to problems. The major one I see is it penalizes low-level casters by forcing them to pay more to craft what a high-level caster could do for cheaper with a better chance of success. So crafted items would be rarer (and more likely to blow up/eat your soul/turn you purple) early on then rampantly available later on. So yeah, this would be abused.

Still, it would add a bit of chance and excitement to the process that normally is preformed out of the game and consists of the player telling the DM that they spend X weeks and now have such and such (if the DM even allows PC crafting). Personally, I'd love to have a little more risk in crafting items. "Here you go. A nice, shiney magical chain shirt. Side effects may include green toenails, aracnohobia and toads."
Jaid

10-18-05, 11:20 PM
see, here's the problem with that though: wizards. yeah. you know, those arcane spellcasters... arguably the archetypical spellcaster. yeah, them. well, they kinda rely on scrolls (a type of magic item) to be able to know spells. having any large percentage of scrolls be cursed would kinda shaft them, badly, and making it hard to find magic items would also hurt.

problem number 2: non-casters. see, not having magical items isn't too bad if you can cast spells. you are your own magical item. but, when you can't cast those spells, you begin to not be so impressive. potions, for example, can be very important for low-level characters, ranging from emergency healing potions (when the cleric is KO'd) to a potion of mage armor for a monk when the BBEG is near.

basically, i don't mind making it possible to accidentally make a cursed item. just don't make it likely, because i enjoy actually being able to use that part of the game without fear of getting horribly screwed over, and it is one of the major things i really, really, really like about third edition.