Cursed Items ("1001" Style Thread) [Archive] - Wizards Community

Post/Author/DateTimePost
TheArtificer

04-06-08, 05:33 PM
Cursed items-- whether silly or dark in nature, they always seem to add something to a game for me. Just makes things more interesting.

If any of you have ever invented a cursed item for a game, I'd love to hear it-- and if not that, then I'd still be interested in any stories about an existing cursed item's usage in your game.

Here's one I made for one of my player's characters to find-- he was a Drow Beguiler, by the way. Too much hilarity ensued. XD

Note: I'm not great with creating descriptions most days, so if the below is incorrect, then that's why-- feel free to correct me if you really want to.


Blinkring

Cursed Item
Price: 700gp
Body Slot: Ring
Caster Level: 3rd
Aura: Minor
Activation: Immediate
Weight: --

Appearence:
Seemingly made of cold iron, the ring flickers as though under light of a torch and feels both dense and light.

When put on any finger, the ring shrinks or enlarges to fit and binds itself to the wearer's skin, and it will not budge. Nothing short of miracle, wish or remove curse will extricate the ring from the finger. If the digit is cut off to rid the wearer of the ring, the ring drops to the ground for 1d4 rounds, at which point it phases out before reappearing on another of the wearer's other fingers. If for any reason the wearer has no more fingers for the ring to bind itself to, the ring simply disappears. Fingers cut off for this purpose have a 12% chance (1-12) of not being able to be regenerated, or becoming permanently incorpereal (12-25).

Effect:
Whatever finger the ring is put on phases in and out of existence at random as in the spell blink, seemingly at the best and worst of times for it to do so.

Advantages:
--Any Sleight of Hand checks are subject to interference from the blinkring: when making a Sleight of Hand check, roll again in addition to the initial check. Anything above 10 adds a +2 circumstantial bonus to the check, whereas anything below 10 and the wearer suffers -2 to said check.

Disadvantages:
--When making an attack with any one-handed weapon, the wearer must make a Dexterity check. If they fail, they suffer a -1 to hit.
--When attempting a grapple check, roll the check again. The wearer takes the worse of the two rolls for the purposes of succeeding the check.
--Any perform check that involves an instrument suffers -2.