Cursed Items ... bwahahahaa [Archive] - Wizards Community

Post/Author/DateTimePost
Branto

08-30-05, 06:00 PM
I was thinking it could be fun to share and discuss ideas for particularly devious cursed items.. weapons, armor, whatever!

The section on cursed items in the SRD can be found HERE (http://reality.net/dnd/rsrd/magicItemsICA.html) about 1/3rd of the way down the page..

Anyways, to start us off.. how about a magical sword of True Strike.. that just happens to try and attack its weilder (strength check to resist) on any attack roll under a certain number? Maybe 1-10 (1 would be especially bad.. you fumble the weapon AND it flies straight for you, not allowing you to even make the strength save) Heheheheee..

Or an evil Scythe that creates a fear effect on anyone who is hit with it.. but then at a certain time every night it casts phantasmal killer on a random person within a few hundred feet? I like this one particularly. Imagine the party struggling with the mystery of all these unexplained deaths wherever they go, unaware that every killing is being caused by that cool new weapon they just looted from somewhere? ;)
Gray stranger

08-30-05, 06:38 PM
I really like the cursed weapon Idea, but the thing with them is, you can't use them often, It tends to undermine the PC's trust in the campaign....

I really like them though, especially the scythe

Cursed items are quite easy to make

1st: make the weapon considerably stronger than any weapon the PC had encountered before

2nd: make the weapon have a beneficial effect

3rd: let the effect turn around on the wielder of the weapon or have another nasty effect

4th: Cursed weapons should be A) hard to get rid of OR B) disguised as something not cursed

For example:

Trident of the toothy maw

This ornate black +3 frost trident has the ability to summon a swarm of crabs three times/day, whenever the owner of it enters the sea, all sharks, or other carnivorous fishes native to your world, turn on the wielder.

Gray

PS: I don't know what a crab swarm is, but I wanted something aquatic dammit!

PPS: I know the trident is lame, but hey, I'm no genius
Prof. Pacali

08-30-05, 09:14 PM
Why when thinking of cursed items, do DMs always think of the weapon that attacks the PC? There are much more creative ways to mess with a player than that. How about a +5 bastard sword, which shapechanges it's user into a flumph for five minutes everytime it is unsheathed? Come on, use your imaginations! What if a player (not a PC) hates spiders. Make the cloak of charisma he just put on turn into a swarm of spiders! The fun never ends!
Branto

08-30-05, 11:22 PM
Why when thinking of cursed items, do DMs always think of the weapon that attacks the PC?

For the same reason that when people think of Elves they expect bows or magic ;3 The most common curses for the weapons are ones that either attack, weaken, or control the weilder... they're classics.

By the way, that trident thingy isn't so awful, really.. At least, the part about aquatic creatures being compelled to attack you :P That part is pretty funny. Not sure why you would be able to summon crabs though o.o Crabs like you but fish eat you? >.> Heh.
RavenDrake

08-30-05, 11:35 PM
Heh.. I liked my Accursed Weapons idea, personally.

Accursed [Weapon](choose your style here)
When this weapon is drawn, it bonds to your hand as though with Soverign Glue. It cannot be disarmed or removed from your grip in any way except one. The weapon must be cursed at(Verbally) to make it release itself. The weapon, however, remembers each curse that has been used on it, and will only release itself for a curse that is unique, and worse than the previous curse used to make it release itself.

If the weapon is not sheathed, there's a 50% chance every hour that it will attempt to lash out and strike(at it's weilder's highest Base attack Bonus) at any nearby being other than it's weilder.
Branto

08-31-05, 12:16 AM
and will only release itself for a curse that is unique, and worse than the previous curse used to make it release itself.

Woah.. after you use the worst curses in Common, would you have to learn to speak Infernal in order to get it off again? ;) Hehehehhh


#$(#$ *stays on* ... *@#+@(#!! *stays on* ... ... CONAN O'BRIAN'S BUTTCHEEKS! *weapon falls off and disintegrates* :D
Gray stranger

08-31-05, 08:15 AM
Not sure why you would be able to summon crabs though o.o Crabs like you but fish eat you? >.> Heh.

well, I wanted an aquatic type swarm thingy, so it would seem like the sea creatures supported the trident, and the swarm needs to be able to walk on land, so that the wielder can use it often, and be happy with it's item, hopefully growing something of an emotional bond with the item

when he finally gets that the sea creatures hate him because of the trident, he feels betrayed... :devil: at least, I hope so :rolleyes:

Gray

EDIT: just thought of something, the trident actually Compels the crabs, and they tell the other sealife, and therefore they hate you :D
digoraccoon

08-31-05, 09:23 AM
Here's a few cursed weapons I've made. I like going for the strange factor instead of weapons that outright attack their users. It's more entertaining and PCs actually find some uses for them:

Magma Sword: Works like a +2 Longsword with the Fire Burst quality but when used, it has a constant "Heat Metal" effect centered on itself (Druid Caster level 6th) and it does affect the sword. The sword can be doused in water to end the effect, but this also negates the Fire Burst quality for 24 hours.

Cricket Dagger: When drawn, this +1 Dagger chirps like a cricket, attracting 1d6+1 birds in one round. The birds circle around the character, crowing and squaking, looking for the cricket to eat. More annoyance then anything, but it definitly attacts attention.

Delgato's Walking Staff: This +3 Quarter staff penalizes the bearer's strength, dexterity, and constitution scores as if they were in the "Venerable" age catagory. The penaties can be negated with a Remove Curse spell or Greater Restoration spell, but they come back if the staff is weilded again. Note that if the weilder is already Venerable then the staff has no detrimental effect. Delgato always believed in equality for the elderly...

Bixby's Bow: This +2 Composite Longbow (+2 Strength) was made by the infamous undead hunter Bixby, who strung the bow with the hair of a female vampire he slew. Well the vampire got her revenge by cursing the bow. The weilder must sacrifice 2 hit points per arrow fired from the bow or it will not work. This damage cannot be negated in any way. Use of feats like Multishot, etc. results in 2 points per arrow damage as well. Damage done by this bow can be healed normally.

The Greatsword of Chicken Drop: When used against an opponent with an effective character level (ECL) to that of the weilder, this this +4 Greatsword hides itself in a padded sword-sheath, making the weapon difficult to use (-4 to Attack, -4 to damage). The sword cannot be plucked from this sheath and will not come out unless the weilder takes on an opponent of lower effective level (ECL) then she/he is.
Keenath

08-31-05, 10:16 AM
When designing cursed items, I think it's important to include both a benefit and a drawback.

See, a cursed item of the style, "You now have a -2 to all your saves, and you can't take off the hat! MUAHAHAHA!" is not particularly interesting to players. It's an encounter, I suppose, until they can find some curse-breaking spells, but it isn't particularly good from an RP standpoint. It's just a different twist on the Trap mechanic.

The cursed benefit is much more fun. A sword that is powerful, but requires you to bathe it in blood every day or go berserk. The SRD's Ring of Clumsiness. The Viscious enchantment is a great example of this -- you deal extra damage, but get hit yourself. You can have non-weapon examples of this, too -- like a ring of regeneration that causes horrible scarring, or electricity-resistant armor that has a supernatural Call Lightning effect on its wearer under stormy conditions. (Some of the lightning will be completely blocked, but not ALL of it... hee hee.)

These items shouldn't be "sticky". If a player continues to use it, it's entirely his own decision. This sort of cursed item should make the players sit down and say, "Hmmm. I really like this powerful item, BUT...."

You can even do this with items that aren't technically 'cursed' at all, like a powerful sword that bestows one or two negative levels on non-evil weilders, or some similar thing. A player may be willing to use the weapon, if it has a nice enough special ability to accept the penalties that come with it.
JadeSpider9643

08-31-05, 11:08 AM
Empathy: +4 Heavy Mace, each successful hit discharges a Shield Other spell on the victim, as if it had been cast by the wielder.

Assassin's Joy: +2 Anarchic Dagger, on a confirmed ciritical hit, the wielder comes under the effects of Tasha's Hideous Laughter

Cloak of Etherealness(Cursed): Appears to be a regular Cloak of Etherealness, until someone says the wearer's name, then it activates on it's own and can not be dismissed. The cursed activation lasts for 1 hour and does not count aganist the 10 minutes of regular use per day.
High Octane

08-31-05, 12:32 PM
Not sure why you would be able to summon crabs though o.o Crabs like you but fish eat you? >.> Heh.

CRAB BATTLE!
Keenath

08-31-05, 01:41 PM
Empathy: +4 Heavy Mace, each successful hit discharges a Shield Other spell on the victim, as if it had been cast by the wielder.That's pretty good, though it's really more a trap-curse than anything else; the character is sure to notice that he's taking damage when he strikes. Nobody would use this thing very long.

Assassin's Joy: +2 Anarchic Dagger, on a confirmed ciritical hit, the wielder comes under the effects of Tasha's Hideous LaughterNow, this I like.

Cloak of Etherealness(Cursed): Appears to be a regular Cloak of Etherealness, until someone says the wearer's name, then it activates on it's own and can not be dismissed. The cursed activation lasts for 1 hour and does not count aganist the 10 minutes of regular use per day.Unfortunately, this could become extremely abusive. If you want to do something along this line, make it activate for the remaining daily duration, but make it more difficult to trigger -- or at least insidious. Like, "When the wearer is struck by a critical hit", or "when the wearer activates any other command-word activated magic item".
Prof. Pacali

08-31-05, 09:15 PM
Unfortunately, this could become extremely abusive. If you want to do something along this line, make it activate for the remaining daily duration, but make it more difficult to trigger -- or at least insidious. Like, "When the wearer is struck by a critical hit", or "when the wearer activates any other command-word activated magic item".

To keep it from being too easily abused, have ethereal creatures (like phase spiders or ghosts) occaissionally attack the PC when ethereal.
Prof. Pacali

08-31-05, 09:28 PM
AS I alluded to before, another good way to use cursed items, is to hit the players where they hurt. The players, not their PCs. Find out what scares bothers, or annoys them, and use it against them. A suit of armor made of entwined snakes, which you can describe as writhing against the PC's skin.

Another possibility is a curse that hightens one class ability, but weakens another. For example a paladin might find a sword that enhances his smite ability, but only if he gives up points of curing from his lay on hands ability. A rogue might get better sneak attack damage, but at the cost of a penalty to some class skills, like hide or move silently.

Good curses challange the players to come up with ways around the curse besides going to a cleric for a remove curse spell. The sword might need to be dipped in an enchanted spring, or the suit of snake armor must be taken to Acheron where it is turned slowly to chain mail by bladelings.
JadeSpider9643

09-01-05, 05:54 AM
I give you, the Cursed Rings of Resistance:

Ring of Energy Resistance, Cursed - Acid: Acid Resistance 30, Vulnerability to Cold and Sonic

Ring of Energy Resistance, Cursed - Cold: ColdResistance 30, Vulnerability to Electricity and Acid

Ring of Energy Resistance, Cursed - Electricity: Electricity Resistance 30, Vulnerability to Fire and Cold

Ring of Energy Resistance, Cursed - Fire: Fire Resistance 30, Vulnerability to Sonic and Electricity

Ring of Energy Resistance, Cursed - Sonic: Sonic Resistance 30, Vulnerability to Acid and Fire
Kozeljnik

09-01-05, 07:06 AM
The Spear-Axe of Kagrenac Firebeard
Named after its grumpy creator (some say his spirit still resides in it), this +2 Flaming Burst Dwarven Urgrosh functions as a regular urgrosh until the wielder critically fails any skill check or misses an attack. When this happens, the axe will (rather loudly) curse the wielder's ineptitude in dwarven, common and gnome. Not surprisingly, this urgrosh has never remained with any adventurer for long.
Iver Gearsham

09-01-05, 01:56 PM
Shield of Fusing
Whenever an attack misses the wielder by the AC of the Shield the weapon is fused to the shield disarming the attacker (natural weapons are unaffected).
After ten hits the shield becomes useless, A vile of Universal Solvent will remove the weapons if it is left to soak in for an hour.
Red_Ninja

09-01-05, 04:48 PM
Ring of Protection Plus!- This ring appears to be a common ring of protection +1 (in addition to the +1 to armor class, it is in fact a ring of armor failure, any confirmed critical hits against the PC now have a 20% chance to sunder a shield or armor worn)

Cloak of the Infirm- This cloak appears to be a magical cloak that bestows regeneration 1hp/round upon the wearer. It does in fact perform this function, but every 1 hp bestowed upon the PC drains 10XP (secretly, until property is discovered through magical means)

Tome of Perfection- This tome, when read and the contents fully completed raises each ability score of the character by 1, but at a price, that PC is never allowed to increase level in the class with the highest level (IE: 5th lvl fighter can no longer go up in fighter, 6thlvl mage/3rd lvl theif can no longer go up in mage levels)

Unicorn Sword: This evil weapon is a shortsword made from the severed horn of a unicorn. Defiled in evil rites and mounted with a hilt, this evil weapon has a reputation for human sacrifices and betrayals. This shortsword serves as a shortsword +4, +5 vs good outsiders (may be poisoned), but attracts the attention of powerful good aligned adventuerers, heroes and divine beings that wish to slay the wielder of the weapon and destroy the sword.

Claws of the bear: These magical bear claws can be worn as gloves or gauntlets, giving the wearer the strength and claw attacks of a brown bear. Everytime the claws kill, there is a 1% cumulative chance that the wielder becomes a lycanthrope [werebear] (alternatively a Dire Bear) and loses 2000XP during the horrific transformation.
Del'Haar

09-01-05, 05:25 PM
Cursed Chains?

Chains that Wrap around you Weapon and you get +3 to Attack, -4 to D20 Roll(Can't remeber the name of the Roll, Main because Well...The charater sheets at to far away.)
jukar

09-02-05, 10:21 AM
The Cockroach- This masterwork swort sword is decorated with an insect motif, and gives off a slight magical aura. It has no apparent powers.. at least, that is, until the death of it's wielder. The Cockroach gains a +1 enhancement bonus equal to the amount of times it's wielder has been slain and resurrected. Thus, a character who has never been killed would use it as a mere masterwork swort sword, whereas a character who has died twice and been resurrected would wield it as a +2 sword sword.

The Cockroach cannot be enhanced normally. Any attempts to enhance it result in failure. However, weapon abilities CAN be added to it- however, these abilities are suppressed if the sword is not equipped, or is equipped by an individual who has never been slain. (Weapon abilities require a minimum of a +1 magical bonus in order to be eligible for weapon abilities.)