1001 Awesome Cursed Items [Archive] - Wizards Community

Post/Author/DateTimePost
Quarsian

07-04-05, 05:50 PM
My campaign is a moderate divine magic low arcane magic world, and I like to add some spice to gaming sessions by cursing items or giving them some kind of requirement to be met. I don't like out and out cursed items (where the PCs gain no bonus) as they make for less-interesting roleplaying. I do like items that only work in certain conditions or require some kind of special treatment once per month to keep functioning.

That having been said, I have DM's block as to what to give my characters as quasi-cursed treasure items/weapons, so I turn to the boards for help. I figure the best way to do this is to start another 1001 thread. Hopefully this one hasn't been done before.

1 - Sword of the Earth. Functions as a +1 longsword, but must be buried in earth for 24 hours every four weeks or it loses this ability.

2 - Trident of the Sea. This +2 Trident alters the wielder physically in such a way that the wielder must consume twice as much water per day as he did before, causes a tattoo of a trident to appear on his forehead in a bold red colour, causes his skin to turn a light blue, and finally causes all of his hair to turn violet in colour.

These are items I have already given my party, and it has made gaming much more fun and interesting.
kaldrin

07-04-05, 05:56 PM
The Lead Ring - A ring which resonates slight magical aura, unknown type. When put on by anyone but a sorcerer it removes a level permanently. Even a wish won't bring it back. If a sorcerer puts it on it gives two spells of any level (player chooses) added to their spell knowledge. After affecting a character it turns into red dust akin to rust.




I had a player once who used to just grab rings and put them on. After a few months of the group and me telling him to stop I got tired of it and gave him a cursed item. It was a divine artefact from the god of magic.
Mirikon

07-04-05, 06:21 PM
The Rod of Wonder. Nuff said. ;)

The Girdle of Lady Chablis. Only functions for male characters. The Girdle of Lady Chablis gives a +6 to Charisma, but has a couple... interesting drawbacks. It alters the wearer to appear to be female, including breasts, but the character is still male. This effect is nonreversable as long as the girdle is worn, and lasts for 1d100 days after the girdle is removed, though it can be reversed with a Remove Curse spell during this time. (If you don't know the inspiration for this one, read Midnight in the Garden of Good and Evil.)

The Reaper's Scythe -- This +4 Keen Scythe functions for any living wielder, regardless of alignment. However, there are ominous black runes written upon its blade, promising doom to both weilder and victim alike. On every critical hit, it drains permanently 1d6 Con from both wielder and victim. This CON drain cannot be healed short of destroying the Reaper's Scythe. Whenever the Reaper's Scythe deals 4 or more CON drain in a single round to a single creature, that creature must make a Will Save of DC 15+Weapon damage that round, or be instantly slain and turned into an Entropic Reaper (Libris Mortis, pg 98). The new Reaper retains no class levels, skills, feats, or other abilities of its previous life. In the hands of a nonliving creature or construct, The Reaper's Scythe functions as a Masterwork weapon.
krichaiushii

07-04-05, 07:33 PM
Foolblade - this sword grants a significant bonus to its wielder's Strength, with a corresponding loss to his Intelligence, Wisdom, and Charisma.

Curse of Everstriking - weapons bearing this curse NEVER fail to miss targets, even penetrating DR. Unfortunately, all damage dealt to its target is ALSO dealt to its wielder. Nothing short of divine intervention can prevent this damage to the wielder.

Item of Arcane Might - this item grants its bearer a +2 on all DCs of spells he casts, and +10 bonus on all Spellcraft skill checks. Whenever the bearer casts a spell, he has a 50% chance of becoming fatigued. If fatigued and another spell is cast, he has a 50% chance of becoming exhausted. After exhaustion sets in, he has a 50% chance of 1 point of Con damage.
Birrak

07-04-05, 10:45 PM
Pouch of the bogs.
normal coin pouch which lets off an anbearable stench. weilder is immune to the stench and take personal offence at any suggestion that they smell.
Doklahar

07-07-05, 01:26 PM
Two others:

Coin of Greed
Gives the owner a +3 Greed bonus to all roles, but the target becomes subtly greedy. Also, 1/day rol d%:
1-50 :nothing
51-75 :loose 1/4 total treasure (coins)
76-90 :loose most expensive gem or art object. If there is none, treat as above.
91-95 :Loose most expensive magic item (excluding the Coin of Greed)
96-00 :Loose Coin of Greed (ends all effects)
Coin appears as a normal platnum coin with a depiction of one of the Dwarven Gods of Greed. Item cant be gotten rid of by any means exept by its own effect (this is a cursed item of the gods)

+3 Glamored Fullplate of the Ballerina :cheer:
Acts as a normal suit of Fullplate untill put on, then the glamored effect comes into place and the suit becomes a pink tu-tu. Grants a +5 bonus to related perform checks, but cant be removed without a remove curse spell. Acts as light armor for the purpose of sleeping (it wont cause fatigue if you sleep in it.) Also, whenever related music is heard, the wearer is forced to dance to it (will save DC 25 resists).
friedmad

07-07-05, 01:51 PM
dont know why this is a cursed item, cuz its flippin awesome, and CHEAP!

Dust of Choking and Sneezing - I cant tell you how many times this nifty little cursed item has saved my arse - I always keep a vial of it on hand:

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.


Faint conjuration; CL 7th; Create Wondrous Item, poison; Price 2,400 gp.
Ilikan Holyaxe

07-07-05, 01:58 PM
ring of projected thoughts:
This ring appears to be a ring of read thoughts, but when worn, causes the surface thoughts of the wearer to be projected as sound. This item can only be removed by remove curse.

medium telepathy, ML 7th, Read thoughts, Control sound
snowlynx

07-07-05, 02:26 PM
New curse: command phrase
Activating this item works just like a command word, except that it's a longer phrase. The phrase is also a tongue-twister. Activating the item is a full-round action rather then a standard action, and the character must make a perform (oratory) check in order to say the command phrase correctly.
friedmad

07-07-05, 02:31 PM
New curse: command phrase
Activating this item works just like a command word, except that it's a longer phrase. The phrase is also a tongue-twister. Activating the item is a full-round action rather then a standard action, and the character must make a perform (oratory) check in order to say the command phrase correctly.

thats the stupidest thing ive ever heard!

i love it....