| Post/Author/DateTime | Post |
|---|---|
| Paladin200409-02-04, 06:13 AM | I'm haveing trouble coming up with some cursed items i have a few ideas but i'd really like to see a list. If you do post suggestions, could you please also post what level they should be given to, i don't really want a cursed item killing the whole party do i lol :) |
| DougC09-02-04, 06:26 AM | Here's one that I had fun with a couple of years ago. Nothing too dangerous and I gave it to a 3rd level elf rogue: A ring of invisibility that the wearer can't remove that, when activated, causes the wearer to involunatrily blurt out words and phrases (somethimes nonsensical), much like Turrets Syndrome. :D |
| Thanqol09-02-04, 06:32 AM | Yeah, I have some nasty cursed items here. Have a look: Boots of Fireballs: Simple leather boots, that cast a fireball spell centralized on the toes when they are used to kick something. Sooner or later, they'll forget they have the new leather boots, kick down a door, and get fireballed for 30. You choose the fireball level, based on how mean you are. Tome Of Utter Annoyance: A player who starts reading this book instantly hates it, but cannot stop reading it, dragged on by a ceseless demidevil to keep reading line after line of the nigh-endless book. The PC must walk around, nose in the book, fight, cast spells nose in book. Delayed Blast Gemstone: Appears to be a simple ruby gem. The PCs will quickly pocket it and forget it. When they're not expecting it, their backpacks burst into flames! Mirror of Sinister Regret: Placed on a wall, this fabulous mirror shows no reflections! But, as soon as the PCs even glance at it, it casts an illusion spell, making all the PCs look like hideous monsters! As soon as they go near a town, they're shot full of arrows, for being attacking demons! Daren's Instant Explosion: When planted in the ground, this small fortress figurine instantly casts 4d6 level 3 fireballs! Thinking they had a refuge, but really have a packeted explosion is one of the best ways to keep 'em on their toes! A rather lot of mine involved the fireball spell. As it should be I suppose. Cheers |
| Paladin200409-02-04, 06:35 AM | 7. Shirt of Obeseness : When examined this shirt is inscribed with runes. When the wearer puts it on, they feel more healthy and well fed. After a day of wearing you tell the other pc's that the player wearing the shirt look alot more healthy than normal. The shirt gives the wearer +1 Constiution. However Every day after the first day the wearer gain 12 pounds of fat. The shirt can't be removed by normal meens. When removed the fat disolves apart for 10 pounds of it. Or have this effect of a ring of sustinence, hehe great fun. |
| Paladin200409-02-04, 06:47 AM | 8: Overly Cowardly magic carpet: At the slightest hint of dager the carpet shoots upward and with its riders carrying them away, enventually going so high they sufficate. 9: Powerful items with simple command words, which only need command word no touch. This would be great for a fireball wand or simerler. a 8d6 fireball wand with the command word "AND", so the pc can either keep his very powerful wand, or never say "AND" again. 10. Wand and Staffs which you can't tell the active fireing end. Player has a 50% chance of aiming in the wrong direction. hehe 11: Boots of Bravery Give a +10 Bonus aon all moral checks. However, any time the PC sees a monster , the boots carry him in running into battle to the biggest most scary monster. |
| TheDarkLord09-02-04, 06:53 AM | We all got a big laugh seeing this guy's face when we told him what the item was cursed and what had happened. 13. Codpiece of Neutering: Automatically neutered any male that put this on. The Codpiece provided a +10 unnamed bonus made against any charisma check or charisma based skill check used against the character. Needless to say, he didn't wear it for too long and had the Cleric cast regeneration ASAP. |
| Black Kitten09-02-04, 07:05 AM | Ring of Teleportation: This intelligent ring is always on the look-out for the best view over everything, asking the character wearing it to hold it up all the time. (will be greatly displeased if a small character puts it on). But when used, it teleports itself away rather than the character wearing it. Player: Okey, I'm going to teleport above the flying demon's head. DM (as ring): Are you sure? Player: Yes I'm sure, just teleport! DM: The ring teleports away and bounces of the demon's head Player: :OMG! |
| Paladin200409-02-04, 07:22 AM | 15: Potion of Bad Manners When this potion is examined , it appears to all test to be a potion of Speach Craft\ Diplomacy, which gives a + 20 Circustance bonus on all diplomacy\speach craft checks to any one who drinks it for 2 minuets. However when drunk it causes the user to behavior with under bad manners. The character starts Farting , burping and sticking there fingers in and out of there ears , nose and mouth uncontrollably for 2 minuets, in these 2 mins all spell casting, speech, and arm movement is impossible, however the user can use there legs to run away. Lol :) |
| kedi09-02-04, 07:30 AM | Powder of Instant Water Just add some water! |
| ridiculous09-02-04, 08:22 AM | I found this one in one of the freeport adventures: Saber of mutiny: When a character holds the saber, they are affected by a dominate spell. The spell urges them to attack everyone in sight. I must admit I had loads of fun when the fighter picked it up... the rest of the group tried to grapple him, they failed. The rogue tries to disarm him bare-handed, succeeds, proceeds to hit the wizard lol... |
| Phrennzy09-02-04, 09:59 AM | Sticky Staff: A +1 (or better) quarterstaff that requires a Strength Check DC 15 (or better) to let go of, as it sticks to anything it touches. Also great for picking up things that fall behind the refrigerator. The item soons becomes covered in dirt, leaves, hair, and all kinds of crap, which eventually removes the needed Strength check, so it becomes a useable, if filthy, +1 staff. Also hilarious if "Sticky" is used on magical throwing daggers. |
| Phrennzy09-02-04, 10:57 AM | Cold Resistance Armor: The armor absorbs the first 10 points (or 20 points if Greater) of Cold damage per attack that the wearer would normally take (similar to the resist energy spell). However, all Fire attacks cause double normal damage. :weep: A suit of Fire Resistance Armor would have the same double damage from Cold applied. |
| Phrennzy09-02-04, 11:04 AM | Moe Jenkins' Miracle Cure All: A healing potion (Cure Light, Moderate, whatever). Heals as per normal rules, but the imbiber is nauseated for 1d12 minutes. Nauseated : Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn. "Yeah, the sword gash is healed, but I feel like I'm gonna puke." |
| Nived09-02-04, 11:09 AM | I can take no credit for this but would just like to point out the best cursed item EVER. http://www.dndorks.com/currentdate/7%2f28%2f2004/default.aspx |
| Paladin200409-02-04, 11:10 AM | 22: Sword of Tax: This Golden Bladed rune encrusted swords looks very impresive and powerful, and will attack as a +5 enhanment bonus sword. The sword is hollow and there is a small gold piece sized door which opens in the handle. The sword appears to work fine the first swing, however the next time the player wants to use the sword in combat, they must insert a gold piece into the sword and turn it upside down to let it slide into the blade. The blade can store up to 20gp, however, if it has no gp in it, the sword turns grey , limp and floppy makeing it useless to attack with. To get the sword to return to its state the player must insert another gold piece into the sword. Every time the player swings the sword , a gold piece disappears from inside the blade. Variations on this, is the sword can be made of of glass, so they can see the gold disappearing, or be another weapon, eg. staff. To make this item more cruel, the sword can have an enchantment on so, it is the only weapon the player can use untill he gets a remove curse spell :) |
| Phrennzy09-02-04, 11:12 AM | Ring of the Apprentice: This special ring is useful only to arcane spellcasters. The wearer’s first level arcane spells per day are doubled. However, the only first level spells the caster can memorize are the following: Unseen Servant Identify (Tenser's) Floating Disk (Nystul's) Magic Aura Erase The ring was created as a learning tool for lesser mages, allowing them to cast more spells, but from a select, non-life-threatening list. |
| Paladin200409-02-04, 11:14 AM | LOL @ ABOVE Thats Brillient hehe really annoying for the fireball mages |
| Phrennzy09-02-04, 11:14 AM | Nived - :rofl: That is awesome. Sword of Tax - excellent. Ridiculously funny. A coin operated sword. LOL |
| Phrennzy09-02-04, 11:45 AM | Ring of Nimble Stooge: This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage. The wearer also suffers from a -4 penalty to all Willpower saves. Once put on, the ring cannot be removed except by a Remove Curse or stronger spell. Created by a wizard to make his bodyguards more effective in combat and yet more easily controlled by his own charms. |
| Nephitus09-02-04, 11:53 AM | I'm suprised this one hasn't come up yet: Gloves of Gender Opposition You get exactly 3 guesses as to what it does. The first 2 don't count. |
| Phrennzy09-02-04, 12:13 PM | My guess would be that it makes you opposed to gender of any kind, including your own. |
| Phrennzy09-02-04, 12:32 PM | Designed and constructed by a fighter-hating wizard: Armor of Brittle Fortification In all tests this suit of armor appears to be enchanted with the Fortification property: Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally. Fortification Type Chance for Normal Damage Light 25% Moderate 75% Heavy 100% The first time the armor successfully negates a critical hit or sneak attack, it shatters into useless pieces. |
| Phrennzy09-02-04, 01:19 PM | Bag of Molding: This bag is identical to a Bag of Holding with the exception that anything kept in the bag for more than an hour becomes covered in a harmless sickly green and black mold, and the item will be damp. |
| Strange Charm09-02-04, 01:46 PM | Ring of Infinite Spellcasting (Super-Artifact-level really, really cursed item) This ring grants it's wearer unlimited access to all standard spells. Any information gathering spell reveals, at most, only the prior information. Once the ring is put on, the wearer must begin casting a new spell every round. If the wearer cannot or will not choose a spell, the ring will choose a random spell for the wearer to cast. The wearer must provide all spell components, including XP. (The XP cost is automatically drained from the wearer when the spell is chosen.) If the spell fails or the wearer is otherwise unable to cast the spell, the wearer takes 1d6 points of damage per spell level. This damage cannot somehow be avoided, and it is always lethal, regardless of the wearers abilities. This continues until the ring is separated from the wearer's body or the wearer dies. It is not possible to remove the ring by any non-epic spell, even miracle or wish. It is possible to separate ring and wearer by cutting of the hand (not just the finger) that the ring is on; the hand cannot be regenerated. An epic spell can be created specifically to remove this ring (dispel seed, base Spellcraft DC 50); otherwise even epic spells cannot remove the ring. Finally, the ring thwarts attempts by even demigods (but not more powerful entities) to remove it. Caster Level 120 If your resident munchkin confers with the forces of evil in an attempt to gain power, reward the munchkin with the Ring of Infinite Spellcasting. |
| Dash Branaghan09-02-04, 01:48 PM | Squeaky Dagger of Throwing - This cursed item is to all examinations a +1 Dagger with a fantastic jewel encrusted hilt. However, whenever someone is trying to be quiet or remain hidden, the Dagger will speak up, encouraging them in an extremely loud voice to take on whoever is looking for them/whoever they are trying to avoid. Once the dagger starts talking, the only way to be rid of it is with a Remove Curse spell. Cloak of Blending - This cloak looks like your average cloak but radiates a magical dweomer of alteration. If examined, the cloak seems non-remarkable, but when worn, the wearer can see three buttons inside the cloak, Green, Blue and Red. If pressed, the cloak folds against the wearer and magic blades pop out of the cloak and into the person, providing the following effects: Green - Chop (3D6 Damage) Blue - Frappe (3d10 Damage) Red - Liquefy (3d20 Damage) Choma's Earring of Burrowing - This golden earring radiates an aura of alteration. When worn, it turns into a burrowing grub that immediately enters through the ear and starts working towards the brain within 24 hours, killing the individual wearing it. Remove Curse will stun the grub and give the character 24 more hours, but only a Heal spell will kill the grub. Enjoy. |
| Phrennzy09-02-04, 01:52 PM | Cloak of Futile Resistance: These garments offer magic protection in the form of a +1 to +5 resistance bonus on Fortitude and Reflex saving throws, with twice that bonus (-2 to -10) as a penalty to the wearer's Reflex saving throw. From the same wizard that brought you the Ring of Nimble Stooge. |
| Nephitus09-02-04, 02:07 PM | Shield of Increased Turning - Magical shield with a divine symbol on it. Definitely looks designed for a paladin or cleric. However, once equipped, the wielder is unable to stop themselves from continually turning around - essentially spinning in one place. |
| Phrennzy09-02-04, 02:14 PM | Well, since all of my items have been less lethal than these others, I will bump it up a notch: Cube of Death Force: This device is about 3/4 inch across and can be made of ivory, bone, or any hard mineral. It appears to all examination (magical or otherwise) to be a Cube of Force. When the user activates the Cube he is subjected to a Heightened (9th level) Maximized, Empowered Disintegrate spell, which inflicts 240+20d6 points of damage to the user and his equipment. A successful save (Fort DC 19) reduces the damage to 30+2d6 points of damage and negates the damage to any equipment. The cube disintegrate upon use. |
| FrogTheMighty09-02-04, 02:24 PM | Here's an actual cursed item I had in an Oriental adventures campaign. It was actually pretty darn cool. The Muramasa (Artifact) The Muramasa is a fearsome and potent weapon, far greater in its power than an ordinary katana. It was created with one purpose; to utterly destroy your enemies, in which it excells. However, those who wield it find that this power comes at a price... The Muramasa counts as a +4 keen, wounding, bastard sword (two-handed martial, one handed exotic), with the exception that it deals 2d6+4 slashing damage on a successful strike. Death to my Foe: Once per day, the wielder of The Muramasa can unleash the power of the weapon on his enemy. As a free action, the wielder may declare one opponent that has earned his unconditional rancor. The Muramasa then acts as a +5 keen, wounding, bane (the opponent only) bastard sword, untill they are slain or untill 24 hours have passed. Wounding: The Muramasa's edge is a terrible force to behold, its blade causes even deeper wounds than that of even other magical weapons. The Muramasa deals 2 additional points of Constitution damage on a confirmed critical (for a total of three). Blood Thirsty: The Muramasa was created for battle, and will not tolerate being used for any other reason. When the blade is unsheathed, it may not be resheathed untill it has dealt an amount of damage equal to the base attack bonus of its wielder (or Con damage equal to 1/4th the base attack bonus, rounding up, which ever comes first). If a warrior does not sate the blades dark hunger, he begins to feel its starvation himself. If the wielder ever goes one week with out fighting, he suffer's a negative level untill he joins a combat and draws the blade. These negative levels will continue to stack up untill the warrior fights. This time limit decreases to two days if the wielder carries the weapon for over a year. After two years it becomes one day. The wielder must make a will save (dc 10+their base attack bonus) vs a compulsion to fight (and draw the blade) even at the most minor slight or tresspass. Fear of Weakness: Anyone with a base attack bonus of 5 or higher who picks up The Muramasa can instantly feel its awe-inspiring power. If they choose to wield the weapon, the first time it is drawn, they must succeed on a will save (DC 19+their own base attack bonus), if they fail, they become convinced that without the weapon they are nothing. If it becomes lost, or is given up, they take a self-impossed -10 to Str. This penalty can not be removed except by Miracle/Wish and the like. |
| Paladin200409-02-04, 02:37 PM | Ring of Shrinking Sleep: This ring appears to be a ring of str +1 (to +5) and will also act as one however if the wearer leaves it on while they sleep\meditate for more than 4 hours, when they wake up they find they are 1 size class smaller half Con. half Str. (+1 (to +5)) The ring can only be removed and the effectreversed by a remove curse spell cast with a enlarge spell afterwards. |
| scaryfroman09-02-04, 03:35 PM | Weakened Armor THe armor appears to be a normal +1 fortified version of its type. instead of rolling a percentile to see if a crit is just normal, it rolls a percentile to see if a normal roll is turned into a crit. |
| Paladin200409-03-04, 04:51 AM | 36: Ring\Armour\Other Item of Random Polymorph The wearer belives that they have a ring of polymorph with 1 use per day , as cast by a level 20th or lower wizard, and all tests seem to conclude this However when ever they are in danger or when activated the ring starts transforming them into one of the following random weak and useless creatures\plants\obects: Roll D% 1 - 20 = Mouse 21 - 30 = Goat 31 - 40 = (tiny) Snake 41 - 50 = Mule 51 - 60 = Fish (Tiny pike or other) 61 - 70 = Earth Worm 71 - 80 = Small (potted) Shrub 81 - 90 = Whale 91 - 100 = Tooth Pick They will contiue to change form for 1d6 rounds, they do not get the benifits of the rest each time change shape, and after the dration has finished will suffer an additonal 2d6 of "Wild Magic" damage. After the first time this effect happens, it because impossible to remove the item from the player with out a remove curse spell or a limited wish or wish spell. After this effect has happend once, and the wearer does know of the items true nature, he can try and make a will. save check each time the ring is activated from the plaeyr sight\sence of danger. This item has no effect on druids above 5th level. |
| Paladin200409-03-04, 05:04 AM | 37: Cursed glove of rotting flesh This glove appears to all tests to me a tight fitting black leather glove of +1 Dexerity, which will fit one hand, and to all test it is and will act as one. However, after 12 hours of wearing the glove , the glove seems to tighten, giving an additonal +2 dexerity. However now the glove is impossible to remove, apart from a remove curse spell. In the next 24 hours the wearer feels a starnge tinglering pins and needles in there hand, and a strange spell of rotting flesh seem to eminate from the glove, or the persons hand. At the end of that 24 hours the user suffers 2d4 negitive energy damage. There hand procedes to swell for the next 12 hours the wearer takeing an adiotnal 1 negative energy point of damage each hour. After the 12 hours is up, the wearer takes another 2d4 negative energy damage. There hand which has been swelling all this time finally bursts the glove to reveal it has been rotting zomibie style and procedes to drop of and attack the party Size: Tiny Hp: 3d4+1 Attack: Negative Energy grip 2d4 damage It has what ever dexerity the old owner of the hand had. |
| Lothian Claw09-03-04, 05:27 AM | :fight!: Hmm.. How about a +2 Keen Repeating throwing dagger/ax. Acts like a throwing dagger, but once welder get's into battle, and throws the item, the item falls straight to the ground, and the welder re-enact's the motion of throwing the item 3 time's per 5 feet allowed for throwing. ( If the welder can throw the item 40 feet, he re-enact's the throwing motion 15.5 times. ) Put another twist on it.. make it a + item of teleporting.. when thrown, it teleports back to the scabborb, backpack, belt, shealth, other hand.. |
| Paladin200409-04-04, 05:18 AM | Bump *Casts Raise Thread* |
| Lina_Inverse09-04-04, 06:33 AM | Love's Scorn This +6 Holy,Vengeful Healing ,Speed weapon at first appears to be a massive boon.it is intelligent(Int14,wis14,Cha20,Ego50) and will act very respectful to its owner speaking in an attrative voice of the prefered gender,the sword is NE but all divination reveals it to be NG.additionally the sword can teleport without error(self only) at will when its master calls for it,and knows its owners thoughts at all times. the curse is the swords own personality,after a suitable bonding period the sword falls madly in love with its master doing everything it can to please the charecter and constantly trying to have the charecter act out any desires they may have.the sword constantly demands love and attention from the charecter and anyone it feels is more importent to its master it will coldly slay useing the master's hand consoleing the master how they were an evil seductress/seducer.any master who abadons the sword after the bonding period will seem to have it respectfully accept its wishs,but will have the sword urgeing its next master for its vengence. |
| Iyestorm09-04-04, 02:34 PM | Pantaloons of Stinking Cloud (or cloudkill if you're really mean) -aside from the obvious, the wearer also gets a -2 CHA penalty. surprised nobody else thought of that. ScatSpear: an intelligent +4 everdancing sonic blast spear that won't stop scatting. Scatting is its special purpose, for which it can cast Otto's Irrisistible Dancing (20th level Wiz). Any who try to stop the scatting are viewed as unworthy to touch a spear of such high quality and must, in the spear's opinion, be killed. Comical Cloak: This cloak is adorned with random cartoons. Any who read any of the funnies must make a will save (DC 18) or see something that offends them, such as a political cartoon, and attack the wearer. Bishounen's Cloak: this cursed (or blessed, if you prefer ;) ) gives a +4 CHA bonus to the wearer. However, said cloak also causes fangirls to chase the wearer unerrin-... unnervi-... for a really long time! If the fangirls ever catch up, they tug-of-war the wearer, who takes 1D10 damage per round engulfed. |
| Darrett09-04-04, 02:56 PM | There are some that are just nonsensical here; Trenchcoat of Flashing- This trenchcoat will periodically close itself, and open itself shortly thereafter. When it opens, the wearer's clothing will be missing (To be found in the pockets, which act as a Bag of Holding). This most often occurs in crowds of people, or at audiences with the King. Spectacles of Drunkeness- When worn, these spectacles modify the Charisma of those the wearer can see to 18 for the purposes of interacting with that character. Also, the wearer suffers a -4 to all saves VS Charm effects. These Spectacles do not function on Dwarves. Tube Horror- This bedroll is actually a creature. It will consume anything that enters into it in eight hours. Any creature inside the bedroll can escape by making a fortitude save at DC 20. Player's Handbook- This book contains all information found in the Player's Handbook. The character becomes aware that he/she is a fictional character, and disbelieves themselves out of existence on a failed Will Save of DC 25. If the save is passed, the character regards the book as an inaccurate portrayal of how combat works, and disregards all information found within it. |
| Kratilim Valqui09-04-04, 06:02 PM | Ring of polymorph Acts as a ring witch grants polymorph at will, except when used it allways polymorphs you into a Pink bunny. Polymorphing back to yourself also counts as polymorph so then to you will become a pink bunny. |
| Duvanok09-04-04, 06:32 PM | When did we stop numbering. . .? Anyway, my players found this in an old elven wizard tower, not as vicious as some of the others I have read on this thread but still a problem, especially for a stealthy party: Scroll case of safe keeping. A 12" long 1" diameter ivory tube with a very life-like engraving of a male elf face about mid shaft. In addition to holding scrolls and protecting them from fire/acid/cold damage, once an hour on the hour the elven face animates, whistles a slow, haunting (and very loud) dirge that lasts about 60 seconds then weeps uncontrollably (tears and all) for a good 20 seconds. If given away, sold, or hurled viciously over a chasm in a fit of annoyance, the scroll case automatically appears in the players backpack/beltpouch ect. 24 hours later. |
| Darrett09-04-04, 06:42 PM | (QUOTE INCOMPLETE) If given away, sold, or hurled viciously over a chasm in a fit of annoyance, the scroll case automatically appears in the players backpack/beltpouch ect. 24 hours later. That item is awesome. I'd be selling and reselling it all over the place. |
| Phrennzy09-04-04, 07:25 PM | That item is awesome. I'd be selling and reselling it all over the place. Then the shop keeper would pay you with this: Coin of Destitution: This gold coin appears as a regular coin of the nation, and seems to be nothing but a simple gold coin. Within one minute of being placed with other coins the Coin of Destitution will transform them all, along with itself, into worthless dust. The Coin only affects other coins, up to 500 coins of any value. |
| Iyestorm09-04-04, 07:43 PM | ooh, dat's gotta hoit. try this one. Frog suit of stoopidness: This slimy full body suit gives the wearer a +4 to swim checks, but makes the wearer look incredibly dumb (-2CHA) and slows run speed to 10 feet. a cookie for the one who knows where this one is from. |
| kliate09-04-04, 08:26 PM | ooh, dat's gotta hoit. try this one. Frog suit of stoopidness: This slimy full body suit gives the wearer a +4 to swim checks, but makes the wearer look incredibly dumb (-2CHA) and slows run speed to 10 feet. a cookie for the one who knows where this one is from. Super Mario Bros. 3! (Specifically Worlds 2, 3, uh...been too long to remember the rest) |
| Iyestorm09-04-04, 10:25 PM | Cookie for you! :cookie: |
| Loren Pechtel09-05-04, 12:20 AM | One I used long ago. I never properly named it. It appears to be a reasonably powerful ring of protection, and it does indeed function as one. However, it has an additional property: Any creature which is hostile to the wearer of the ring and within range of whatever missile weapons it posesses will feel a compulsion to shoot at the wearer. There's no effect if they can't shoot something--there's no desire to obtain something to shoot. Concealment--even total--has no effect on their ability to shoot and does not incur the normal penalties--the ring tells them where to aim. The effect extends to the wearers allies to some extent. Half of all such missiles will be aimed at the wearer, half at his allies (assuming he has allies, otherwise they will all be aimed at him.) Unlike most cursed items, it may be removed freely. When I used this on the party it took them quite a while to figure out what was going on. The terrain was forest, they kept getting rains of arrows from the sky that made no sense. (There were orc hunting parties around. Each orc had 10 arrows. When their quiver was empty the effect ceased, they knew they were the victim of some strange magic and bugged out.) After some showers they correctly figured out it was some sort of curse. Everyone tried stripping, nothing gave them any trouble so they gave up on that notion for a couple of sessions. |
| PalainVII09-05-04, 01:35 AM | the pendant of the cowardly lion-an ivory cylinder worn about the neck engraved with many animal figures. when worn by a druid of fifth level or higher it grants the wearer +4 additional wildshape uses per day. however, once activated the wearer becomes mortally terrified of any animal larger than a common dog. the wearer must make a will save of dc 20 or else flee in terror for 1d4 rounds. cannot be removed except with a remove curse spell. choker of amphibian melodies-to all appearances this item is a choker of eloquence (lesser or greater). once the wearer attempts to magically influence a skill with this item the wearer's voice becomes high pitched, sounding like a frog's voice. this negates the wearer's charisma bonus and inflicts an -1 to -5 penalty on the skill being used. can only be removed with remove curse. |
| Paladin200409-05-04, 04:46 AM | Boots of Blinding Speed. Description: Brown Walking boots, made of tough leather, the laser are long and white, and if examined closely have small runes enscabed on them. When the wearer puts these boots on , the wearers natural movement speed of running and walking ect. is doubled. However after 30 seconds of wearing the boots, the boot lases spring to life and start tieng them selves into completecated strong knots. This takes about 30 seconds for this effect to be complete, these complecated knots require an escape artists check of DC 30 to escape from. The lases can not be cut by any weapon that does not have a magical enhancement bonus of at least +5. After the lases have finished tieing them selves, the user goes completely blind DC Will save 25,( if PC makes the save, they must make it next round however DC Will Save 24, the DC for the saves will contiue until the user is Blinded, however every DC save is -1 what it was before (Cumelative) ( so it is possible, but rare to tame the boots)) Once blind it does because extremely difficult to remove the boots without someones help. The boots have a hardness of 5, and have a damage reduction of 15 vs cold\fire\magic A cookie for anyone who knows where i stole the idea for these from as well |
| Aricandor09-05-04, 05:24 AM | That is stolen from Morrowind :D |
| Darrett09-05-04, 11:12 AM | Then the shop keeper would pay you with this: Coin of Destitution: This gold coin appears as a regular coin of the nation, and seems to be nothing but a simple gold coin. Within one minute of being placed with other coins the Coin of Destitution will transform them all, along with itself, into worthless dust. The Coin only affects other coins, up to 500 coins of any value. Mean ol' Shopkeep. I'm just trying to cheat him out of a certain amount of funds! Knowing my party's thief, he'd likely see it as a personal insult on the party and escalate the encounter... possibly with this: Ring of Value: This ring allows the wearer to know the exact value of any mundane or magical item they see. They will immediately want to haggle over the price, and will not stop. If they are selling an item, they will continue to haggle, asking more and more outrageous prices. If they are buying, they will haggle until the price reaches 0 coins, at which time they will demand compensation for taking this burdensome item off the Merchant's hands. |
| Iyestorm09-05-04, 11:29 AM | Pantaloons of levitation: these pantaloons randomly levitate. The wearer... not so much. The wearer must make a Fort save (25) or be given a wedgie. if the save is failed, the wearer can only move at half speed, and make another save (20) or be dragged around in the sky by the pantaloons for 30 minutes (good round number). The cursed pants fly about randomly (or at DM's discretion, of course), and usually fly high enough so that the wearer takes 1D10 falling damage. or something. I don't quite remember the dice amount for falling damage off the top of my head, but it's something like that. change it as you wish. Hostile creatures must make a will save (10) or start laughing uncontrollably upon seeing the pants drag the wearer about in the air. |
| cypherx09-05-04, 05:03 PM | its 1d6 per 10 feet fallen. in my campein i added an annoyng broom named mario. if you were very kind to him he would act as a broom of flying as well as an information source. as a funny personality trait for every job you coaxed him into doing he would add dumb stuff like "mario, master scout" or "mario, broom of steel" if you were rude and regarded him only as a tool he would immidietly grow offended and try to leave, or worse yet backstab you. he might actually drop you. he has 60 hit points and a hardness of 10, his straw end has 2 attacks at +5 for 1d6+1 rounds of blindness and his blunt end has 2 +5 attacks for 1d6+1 damage. my party knew me to well to be fooled by it. you can pm me for details on my amazing fight with this (i had a dm who couldn't kill me on missions 2 levels higher than i) but this is the boots of matrix; boots of matrix: these are boots of flying that force you to walk on any wall or ceiling as an alternate to the floor. you can't remove them without a remove curse. |
| MythMage09-05-04, 05:53 PM | Miasmic Diadem: This gold-and-amber circlet oozes poisonous gas for ten rounds after it is put on the effect spreads outward, too. The effect repeats every ten minutes. The crown can't be removed without a break enchantment. Ring of Ignorance: This silver ring has a tiny book on it that has an even tinier inscription in it. The inscription is usually some sort of intellectual oath to use great intelligence only for worthy purposes. When the incription is read out loud while worn, the wearer gets an immediate -10 penalty to all mental ability scores until remove curse followed by restoration is cast on him. The ring can be removed normally but does not restore the character. |
| Phrennzy09-05-04, 07:05 PM | Cape of the Troglebank: On command, this bright green and black cape allows the wearer to use the magic of the dimension door spell once per day. When he disappears, he leaves behind a cloud of smoke, appearing in a similar fashion at his destination. This cloud is a 10'radius emanation, with the effects of a Troglodyte's Stench. If the wearer is not a Troglodyte, he is affected by the stench as normal. :weep: |
| Phrennzy09-05-04, 09:16 PM | Weakest Link Spiked Chain: Appears to be a magical +2 Spiked Chain until used in combat. The first attack - whether to cause damage, trip, or disarm - made with the chain causes it to break into its individual, non-magical, links. :D |
| Sphyre09-05-04, 10:42 PM | We all got a big laugh seeing this guy's face when we told him what the item was cursed and what had happened. 13. Codpiece of Neutering: Automatically neutered any male that put this on. The Codpiece provided a +10 unnamed bonus made against any charisma check or charisma based skill check used against the character. Needless to say, he didn't wear it for too long and had the Cleric cast regeneration ASAP. That sir is creul and wrong. My characters are never wearing a codpeice ever again - even if it looks beneficial. So much for the days of spiked codpeices... |
| IceFractal09-06-04, 03:26 AM | Belt of Negative/Positive Energy Resistance This belt, black corroded iron on one side and shining gold on the other, is revealed by object identifying spells to grant immunity to negative or positive energy, depending on whether the wearer is undead or living. It does just that, specifically it grants living wearers immunity to positive energy and undead wearers immunity to negative energy. Needless to say, its cursed and can't be removed (except by means that can remove cursed items). Armor of Preservation This shining mithral full plate, inlaid with sapphires that flash occasionally and faintly glowing runes of preservation, seems to be an adventurer's best friend, as it resists changes to the wearer's body. The wearer is immune to form altering magic (like polymorph), poison, and disease. The wearer also doesn't age, and doesn't need to (and in fact can't) eat or drink. However, the wearer also doesn't heal naturally and can't be healed by spells. Regeneration and fast healing work for one round until the armor shuts them down, which lasts 24 hours. Other means of healing don't work either. The armor can only be removed with a wish or miracle, and if removed the wearer is suddenly and simultaneously subject to every single poison, disease, and form altering effect as if they had failed all the saves, ages double the duration that they wore the armor for, and begins starving immediately. |
| Thanqol09-06-04, 03:52 AM | Boots of Anger: Whenever the character steps in a foul/unpleasant substance, these boots, filled with rage, swing themselves up and around to boot the PC in the head. The PC will continue kicking himself while on the ground for 2d8 rounds. 2d6 damage for the initial kick, and 1d6 for each additional round of self-kicking. |
| Fi'Irdray09-06-04, 03:55 AM | what if they're not that flexible? |
| Thanqol09-06-04, 05:43 AM | Then it's an extra 5d6 damage to pop the joint back into it's socket :D |
| Critical Mass09-06-04, 06:48 AM | Cloak of Ignorant Resistance: This item at first seems to be a normal Cloak of Resistance. However, the cloak forces saves against every spell cast on the wearer, including those with the [Harmless] descriptor. |
| Thomar_of_Uointer09-06-04, 06:53 PM | Lethfyce's Circlet This circlet was created by a lich. It grants its wearer fire and cold resistance 10. And inverts their energy. If the wearer is undead, it makes positive energy heal the wearer, and negative energy harm the wearer. If the wearer is living... |
| Kobold Horde09-06-04, 11:11 PM | Ring of Unidetifibility: This ring is a plus one ring of protection. However, it cannot be identified. If the caracter attempt selling it, it is worth 1 gp at most. Many players will dicard this in discust, but it will work even unidentified, after 12 hours. Because this item is meant for low level characters, wish, limited wish, or miracal can identify it. Cement shoes: these appere as normal boots, but have a small bag of holding in both shoes. In each bag, is 25 lbs of cement.Per shoe worn, speed is decreaced by 5 ft. example: A 50 pound halfling at 20 ft speed is now 100 lbs and 10 ft per turn.The shoes when held seem as 1 lb, but wen worn effectively 50. Sword of insanity:This +4 wounding long sword shreads your soul as fast as your foes. for each point of damage done, you must make a will save (dc 20+amount of damage done) or temporararily do 1 per 10 levels of wisdom damage. :mymy: Then, once temporary wisdom is at 3, you lose your sanity.First, you faint for 2d6 rounds. Then, your wisdom permanantly becomes 3. Then you cannot use the sword any more, and charisma becomes 2 per 15 levels less.your sword cannot reduce wisdom below 3. sheild of sliding:this intelligent tower sheild is CN, and has a sense of humor. It adds a +2 dodge bonus to AC, but whenever an opponent hits the player, the shield insaults you. That forces you to make a will save (DC15) or cause you throw the shield 10 ft in any random direction.This uses a full action and provokes an attack of oppertunity, and any opponets through its path take 1d4 bludgoning damage and stop in its square.It requires a convincing apology (charisma dc 10) to pick it up again. Any known allys of the players must also make the check (bards help here). Ring of Chaos: This ring of protection +6 can only be idenified as one, except it works in a weird way. the wherer becomes chaotic evil, and is under the effect of suggestion, being compelled to kill all non-evil characters. If you sucsceed a will save (DC 30, harmless) then you sense evil in the ring, and a suggestion spell now compells you to destroy it. Paladins gain a bonus equal to their paladin level. |
| jorgediz09-19-04, 06:49 PM | :bump: |
| DinubaBear09-21-04, 01:31 PM | Holy Symbol of Turn Undead This item acts as a universal holy symbol that grants +2 to the turn check & +1d6 in HD roll, and that is all the information any divination will give you. And it works like this for the most part. However... :devil: upon rolling a natural 1, the cleric will Turn into a Zombie, with the same number of HD (and HP if each level he gained less than 12 HP, which is it's new HD - remember no Con bonus, because no Con) Str gains +3, and Int drops to 3 while it maintains hold of the holy symbol. Loss of all class abilities & gain Undead zombie traits. If it should lose the holy symbol, it is a mindless undead, because that's where Trap the Soul hid the soul. Takes normal spells to release soul & raise dead. However, without remove curse, next attempt to turn undead & Holy Symbol of Turn Undead destroys used Holy symbol as it polymorphs the used symbol to itself, no matter what was done to symbol before. |
| Cravensson09-21-04, 02:17 PM | Decanter of Endless Blather This item appears to be a normal earthenware jug. If Identified or Analyzed, it registers as a Decanter of Endless Water. It acts as one at first as well, but the whole time it is open it sings in an annoying bubbly nasal voice every song the DM knows or can find about water. "Cool, Clear, Water", "How Dry I Am", etc. Of course, it is impossible to close the bottle unless a Remove Curse is cast upon it, which will make it stop singing until the next time it is opened. Attempts to close the bottle without casting Remove Curse usually result in getting a high pressure stream of water spewed directly in the eye by the mean and surly water elemental that inhabits the bottle. These are the most fun if given to the player who just has to "win" no matter what. There were some epic battles between Dwarf and Decanter in a campaign I played in one time. |
| Cravensson09-21-04, 02:30 PM | OK, I admit to stealing this one from the old Pink Panther cartoons. But it, too, caused a great deal of consternation in an old campaign. Djinni's Lamp When first encountered, this lamp will be hopping down the road in a less-than-populated area. When it notices an easy mark (ie, a PC) it will begin its spiel. "Be pop-pop-popular! Be the life of the party! Be the very first person on your block to have threeeeeeeee glorious wishes! What's that you say, friend? How can I take advantage of this generous offer? Why, it's quite simple. Just rub the lamp." All forms of identification spell cast on the lamp are useless, and it requires a DC 16 Concentration check to cast a spell with the lamp's annoying prattle grating upon the caster's ears. When someone is actually dumb enough to rub the lamp, its true magic becomes apparent. Their clothing is immediately transformed into the traditional regalia of the Djinni of the Lamp - a turban, vest, balloon pants, and curly-toed shoes. Any items, be they magical, mundane, treasures, or trinkets, that they were wearing immediately disappear to be replaced by the Djinni suit. They are also given a Ring of Three Wishes, but they are unable to use the ring themselves. Instead, they are compelled to be the slave of the next person to find the lamp until the three wishes from the ring are granted to that person, at which time the lamp spits out the PC naked and then spits all of his items at him with great and painful force. There is no way out of the Lamp until all three wishes are granted unless their "master" wishes for their freedom. |
| Paladin200410-30-04, 07:05 AM | hehe soo cruel |
| The_one_wit_a_reason10-30-04, 08:41 AM | helm of acid spray at first it seems as a regular helmet upon an identify check it is a rare and magical helmet which all they know is sprays acid so they get in a fight and activate it whoever is wearing the helm takes 4d6 damage of acid spraying on his head neck and face |
| Paladin200410-30-04, 07:15 PM | Cruel cursed evil Lute thingy - lol sorry haven't got a name for it yet. anyways This lute looks like a good +1 to +5 magical\masterwork lute. However any character who starts to use it is instantly put under an enchantment. They can't stop playing the lute and singing as they do so, and as they get more and more desprate to stop playing and singing the faster they play and sing. While the victim is under the effect of the lute, they can not move unless they make a will save DC20, if they do they may move for 1 round at half there normal speed. As the character is singing (without takeing breath) after 2 mins of singing the lute or if they are desprate to get rid of it, eg. in the middle of combat , 5 rounds of playing they effectivly start to suffercate, use normal rules for suffercation, i don't have them to hand. If anyone tries to stop the victim from singing or tries to get the lute of them or destroy it, the victim automattically start singing very loudly for 3 rounds, this effect is equivlent to the "Shout" spell (Caster level 10) dirrected at the closeless person who tried to harm the user or the lute or remove the lute from the user ect. There are a few ways to remove the lute, or break the enchanement the first is a break enchantment spell or any other higher level spell or a miricle or wish. If someone can get closer enogh to the user to break the lute, then on the lutes destruction the enchangement will be broken, however obviously they have a change of hitting the player as well. The lute is suprisely solid, having a hardness of 5 and 25 hit points. A simple command spell of command spell will stop the user also if the command is along the lines of stop. You obviously can use other instuments inplace of lutes. lol it needs a bit of work but its ok. :twitch: muhahahahaha |
| Makuya11-10-04, 08:45 PM | bump :bump: ! |
| Felonious Monk11-10-04, 09:12 PM | Ring of Lesser Teleportation Works as a ring of teleportation, but with one major difference. The ring, and the character, are teleported. However, the player's gear, and clothes, aren't. |
| Iyestorm11-10-04, 10:02 PM | Helmet of Lag: Whenever the wearer enters combat, he must make a will save or randomly slow down (fail save by 5 points or more), stop (fail save by 10 points or more), move faster (pass save), or get sent to another dimension (critically fail save or fail by 20 points) depending on the strength of the save. DC starts at 20 and increases by one for every round in combat. ...Fine, here's something origional. Helm of "true" alignment: This helmet appears to be a helmet of opposite alignment. However, this helmet instead causes the wearer to overdo their alignment; turning Chaotic Evil into Chaotic Stupid. This helmet was intended for the paladins who used Helmets of opposite alignments to cause their prisoners to see the light. Warning: this product is not for newbie use. If ingested, please contact doctor or medical center immidiately. Signs of overdose may include: headaches, former master RP-ers turned into noobs, broken Players, Alignment to Lawful-Stupid, death, sprite loss, and diarreha. DO NOT, UNDER ANY CIRCUMSTANCES, USE THIS PRODUCT ON NEWBIES. OTHERWISE, EIGHTY-EIGHT E WILL EAT YOU!!! |
| Paladin200411-13-04, 10:25 AM | bump :bump: |
| Iyestorm11-13-04, 04:32 PM | Evil Portable Hole: These intelligent items love nothing more than to harass parties of adventurers. They frequently move themselves underneath party members, swallowing them. They also enjoy eating their hated enemies, the Bags of Devouring. ...Okay, my sales pitch needs a bit of work here, but this idea is just priceless. I'm sure some of you more creative DMs can figure out a way to make this work :smirk: |
| Kazier11-13-04, 07:49 PM | Geek Gauntlets of Wussieness These appear as Ogre Gauntlets of Strength when attempted to be identified by all means. When equipped the wearers strength is lowered to 3 and has -6 Damage and -3 to hit Oh yeah and don't blame me if the to hit and damage thing isn't with the 3rd Edition im using 1st Editon or 2nd Editon (I dunno doesn't say on the books) |
| Frank_Vinneti01-30-05, 10:18 PM | Since someone already came up with a Murasama, I couldn't help but add the... Masamune This sword, long ago forged by the legendary swordsmith of the same name, is rumored to carry the unusual power to render its wielder unable to draw blood. This masterpiece has been the dream of any swordsman for centuries. For all and any purposes, the Masamune counts as an intelligent +6 merciful defending katana of mighty cleaving. It cannot under any circumstance be sundered, molten, broken or undergo any sort of destruction, and will always remain unaltered. The sword will deal non-lethal damage, regardless of the wielder's will or abilities. The wielder may unsheath the sword at any time without problem. When it comes to attacking, however, the user is compelled by the will of the sword to stay put. To attack an opponent, even an outright evil one, that has done nothing to harm the wielder in the last 24 hours, he must succeed a Will save (DC 30) to go against the will of the sword and attack normally. If the opponent did attack the wielder in the last 24 hours, the will save DC is reduced to 20. Should the wielder be reduced to one tenth his maximum hit points, he may attack freely any creature that harmed him. While the Masamune remains in the wielder's grasp or within 100 feet of him, he wielder may in no case willingly deliver a Coup de Grace upon a creature, be it with the Masamune or any other weapon. If a wielder who has carried the Masamune for a week or more throws it away or has it taken from him, the sword's habit will carry upon him for a month afterwards, with the DCs halved. While the sword may speak freely in the wielder's mind and has a 120 feet hearing and vision, it will remain quiet even when spoken to unless it has accepted its master (to the DM's decision). And yes, I know that Masamune was not the swordsmith's real name. Good day, Frankto Vinneti |
| seagreenwitch01-31-05, 10:53 PM | I had a power gamer in our group who decided to play a mage. He always went on and on about things and how great everything was so here it is a modified pearl of power. I do not go out of my way to make things for people but this was a special case. It acts in all repects like a pearl of power 2nd level. But it had no limits on it uses (he did not know that a first) He began using it I sent him a note stating how it made him feel good it gave him a euphoric feeling when he used it. At the begining of each week I made a check to see if he started to fall more and more under it's power it had a 2% cumlative chance he would fall to it's charms. He started to use it more and more as he over a few months was slowly failing checks (five in all total) before he became addicted to the Pearl. #1 DC check 15 to save you only got a euphoric feeling.(2% chance you fail) #2 DC 17 As you like it more and are more possive of it.(3% chance you fail) #3 DC 19 You start thinking your companions are really out to get your pearl but are not totallly sure of their plots. So as you "keep your friends close you keep your eneimies closer." DC 19 to talk to a trusted buddy about it. DC 19 to let someone else use it while you watch and only if totally nessary. (4% chance you fail) #4 You now have to start making DC 15 checks to not use it after every spell cast and you get a incriedable rush from it (way better than anything you have ever felt.) At this time you realise it power and you yearn for it. (5% chance you fail) #5 DC 21 you are under it's thrall. You know they are out to get it from you. You now have to start making DC 21 to talk about it or even let anyone see it. You begin to plot about how to keep it safe from everyone. (10% chance you fail) All of the above percentages for each different level of addiction are cumulitive If the charcter makes a serious effort I allowed for a will save DC 20 to go some where to have a remove curse cast upon him and removing the bond between the pearl and the mage so he no longer has to act on the feelings he has for the Pearl. The Pearl has to be removed from the PC's sight for 1 full month or have to make a DC 21 Check to pick it up and start using it again. The other cursed items I made up was two rings; A ring of jumping that caused the wearer to ribbit upon using it and also had a cumuitive chance the wearer skin would change color and grow warts. A ring of Chameleon power It worked just like a ring of Chameloen except for all of the wearers body hair turned FLORESENT PINK (lol a bunch of guys playing) |
| olshanski_home01-31-05, 11:22 PM | This looks like an ordinary scroll, but when the wizard tries to read it it turns out to be a list of 1001 items of some type: (roll randomly d10) 1) 1001 stupid things players say 2) 1001 kewl things players say 3) 1001 dumb things DMs say 4) 1001 awesome things DMs say 5) 1001 dorky ways to die 6) 1001 Entertaining ways to die 7) 1001 awesome traps 8) 1001 evil NPCs 9) 1001 wild magic surges 10) 1001 reasons not to waste time with these posts The wizard is compelled to add aditional items to the scroll, wherepon everyone in the wizard's group loses 1d6 INT permanently. |
| GrandMarquis02-01-05, 03:24 AM | Here's one I gave to my PCs on their first adventure (though, unfortunately, because I didn't understand the rules for Detect Magic and Bardic Knowledge, the party bard figured out what it really was way too easily, but didn't tell the rogue he gave it to. Still waiteing for something to become of it.) Pendant of Shackles Appears to be an unusual Necklace of Hold Person (or maybe someone else can think of something better) made of a thin chain and pendant. When worn, and the command word spoken by someone within, say, 20 feet, the pendant transforms into a padlock and sprouts heavy chains that entangle the wearer unless he succeeds on a Reflex save DC 30, in which case he avoids the chains and they dangle heavily from the necklace (make it weigh as much as you want). If entangled, the victim must make an Escape Artist DC 30 or burst the chains with a Strength check of 28 or more to escape. Each chain has Hardness 10 and 10 HP (change as you see fit). Although the pendant appears to be a normal padlock, any attempts to use Open Lock prove fruitless. A Knock or Dispel (haven't decided difficulty) will revert the necklace and chains to their original form, as will using the appropriate key (see note) on the lock. Note: This necklace tends to be found with a key, and anyone that studies them both notices a similar design (they also radiate similar magic). It can be used to unlock and revert the pendant to it's original form. This makes a nice "gift" to keep someone in check. :D |
| penchant02-01-05, 03:54 AM | Armor of Assistance This was not intended to be a cursed item, but to players it is. This suit of full plate looks blocky and crude, but is obviously magical. On the back appears to be a small furnace and boiler where a red glow can be seen through the grate. As the fighter fights in combat the furnace burns brighter and brighter. If anytime after three rounds of combat, the fight begins to go badly for him, the fighter can call to the armor for assistance. The armor, helpful as it is, will teleport the fighter away (100 yards randomly in a direction) and continue on fighting with all his weapons and bonuses. Most often opponents will not even know the person they are fighting is gone. Unfotunately, after a maximum of 5 rounds (number equal to the number of rounds of combat not to exceed 5) the armor will run out of steam. Yes it still has all your weapons, your backpack, your gear and your clothes. And now so does any remaining enemies. Ungreateful player, at least he was still alive... for a while. :devil: |
| Morlen Crutz02-01-05, 07:23 AM | Love the Armour of Assistance :) Bracers Of Relife These Gold and Silver bracers usually come in several sets. Usually enough for all the players in a small party. When the wearer dies it brings them back to life. Unfortunately each time they do this they send out a blast of negative energy dealing 1d6 pt's of damage per level of the wearer to all those within a radius of 5ft/level of the wearer. This only happens three times. After the third time the bracers give up and they come back as an undead type of the appropriate HD, ie Wraith, zombie, Ghast, Death knight. I gave these to a large group and it was very amusing to have them going down .. The cleric was in two minds wether they were goign to help them when they went down. If they died then they would be caught in the blast. Additionally .. one of them blowing and being reborn sometimes took out a companion so they then blow up being reborn. It was funny to watch. they were not cursed as you could take them off but they thought they were way too usefull. When the first one turned into a free willed undead they all locked down so they could not be removed. At first they were somewhat blasie about dying. After the first of them went undead they became very carefull. It was very funny. I finally ended up with a Death knight Bard in the group. among other things. :evillaugh Morlen |
| angryman02-01-05, 08:34 AM | The Justifier This longsword is finely wrought with a leather-bound hilt and a silvery sheen to its sharp blade. Upon the blade, the word Justice is carved in Celestial. It was created to test the most righteous of holy warriors, but the original crafter was an overzealous and singularly unreasonable man, and was excommunicated when the blade was finished. Before it was destroyed, it was stolen (rather ironically) by the cleric who thought it blasphemy to destroy so holy a weapon...and it corrupted him, as it has many others since. It functions as a +3 holy longsword, however, it also subtly urges the wielder to act in ways contrary to his code (whatever that may be, DC 22) as a test. However, it never stops testing the person. Additionally, and perhaps more insidiously, the person is unaware (DC 24) that they have lost the grace of the gods if they fall committing those acts. If they make the original save, they may act freely, but are not aware of the manipulations. If they make the second save (to avoid falling), they realise the item is cursed, but still fall. |
| Drachasor02-01-05, 09:08 AM | Shield of Increased Turning - Magical shield with a divine symbol on it. Definitely looks designed for a paladin or cleric. However, once equipped, the wielder is unable to stop themselves from continually turning around - essentially spinning in one place. Here's a spin off that idea: For ten minutes after every turning attempt, each square the character moves in one direction must be accompanied by move to the square 90 degrees to the right (relative to the direction of movement) unless the character cannot move any further this turn. Hence any movement results in the character running in circles in a 10 by 10 foot area for the rest of the round (after which he my choose what direction to go in again). -Drachasor |
| Drachasor02-01-05, 09:10 AM | Choma's Earring of Burrowing - This golden earring radiates an aura of alteration. When worn, it turns into a burrowing grub that immediately enters through the ear and starts working towards the brain within 24 hours, killing the individual wearing it. Remove Curse will stun the grub and give the character 24 more hours, but only a Heal spell will kill the grub. Enjoy. Seems to me that this should take 7 days (or so) to kill the character, and the first person to talk to that character after 5 hours can thereafter make as many Suggestions (as the spell) on the person as he wishes. -Drachasor |
| Drachasor02-01-05, 09:32 AM | Here's one I just thought of... Bag of Looting This appears to be a Bag of Holding of infinite capacity, and it is. It also is an intelligent magical item obsessed with gaining more and more treasure. Each time the wearer kills, sees something killed, or looks upon anything with no apparent owner that might have something of value and the wearer isn't under direct attack, he must make an immediate will save DC 20 or start looting the corpse (which he can magically do as a Full Round Action) or item (reduce "loot" time by a factor of 10). Each minute of time that passess during which looting has not occurred, or if the loot has not been placed in the bag, another save at +5 DC (cumulative) must be made. So 10 minutes after the first check, the DC would be 70. On a successful Will save the wearer can also try to grab an item out of the bag. The DC of the save is 20 or 20 + 2 * Caster Level (for a magical item*). This is a free action. Every round thereafter in which the item has not been put back or replaced with something(s) 50% more valuable the save must be made again at +5 cumulative DC. Charged items that are removed and used must have their lost value compensated via other items of value equal to the lost amount. The Bag of Looting cannot be removed without magical assistance (you are free to decide, if you want to use it, wether it needs a remove curse or more powerful magic). However, if there is an outstanding debt from items removed, then the bag cannot be removed by any mortal means. -Drachasor *The DM is free to determine the starting DC for artifacts. |
| Damien_Hiro02-01-05, 09:49 AM | Brand's Band of Intellect Headband of intellect +6 but lowers wis -10. The affect must make a will save DC 25 for each day the headband is worn. When the wearer fails a will save the DM should pass out notes to every other character except the wearer. Each failed attempt increases the DC by 2 and every failure rreduces it by 2 also. Brand's band makes the Character super intelligent, but also paranoid. He will sink slowly into madness as he "realizes" that everyone is out to get him. Unfortunately most wearers wander off into the realms of madness, before shaking the band free. They are always convinced that it is an alien or a governmental conspiracy. |
| Talon Blackhart02-01-05, 10:03 AM | Okay, so this isn't really cursed, but it sure made things a pain in the butt for my players: I gave the group a +3 longsword. The problem came up in that it was intelligent. And agoraphobic. This resulted in the sword screaming at the top of it's lungs (Err... um... swords don't have lungs, huh? Anyway...) every time it was removed from the scabbard. This caused a good many problems amongst the party, and the paladin even went so far as to try to find psychological help for the sword. Needless to say, that sword didn't get used very much. :schemes: |
| Hayabusa02-01-05, 10:52 AM | The legendary Robe of Blending The poor sap put on the robe expecting to be able to hide better. He pushed the activation button and was obliterated by the thousands of tiny blades in the robe. Yes, that type of blending... |
| Ekranoplan02-01-05, 04:20 PM | I am just gonna have to recomend The Net Libram of Random Magical Effects (http://public.www.planetmirror.com/pub/gnba/books/olik/Files/NetLibramRandMagEffects_W2K.zip) Some effects are good, some are bad, and many make great curses. |
| MasterRookie02-01-05, 09:15 PM | Rings of Slave and Master Not a very funny item but a useful one for any trying to create an evil empire. The rings come in two ring sets. One with a Crystal pyramid one with a black obsidian cube. The subordinate where's the black obsidian ring. Have all your mindless undead and Golems ordered to kill anyone that enters if they don't have a black obsidian ring. If your subordinate has a treaturous though the crystal ring (yours) glows. Touch it an you can hear the thoughts and if you desire instatly kill your servant. The rings work as long as the subordinate ring has been worn once by the wearer and is within fifty feet of him. If the master is some how murdered by one of his subordiantes the subordinate instantly dies. Unlike most rings one master ring can be worn on each finger Spells required: Power word kill, greater scrying, detect thoughts Market Price: 10,000gp for both rings |
| Alynn02-01-05, 10:10 PM | These work well together Insense of Insatablity If a single stick is burned it acts as if a single meal was devoured by everyone in a 10foot radius, the affects stack. If more than 1 stick is burnt at a time all inhalers of the smoke are inflicted by the munches, all actions are done at a -2 due to wanting to nibble on something, eating food relives the - for one minute, then they instantly need to nibble again. The individuals also need to drink at least a single drink every 1d4 minutes, if not the individual also feels extremely thirsty this applies another -2 stacking with the first. If the person misses two drinks in a row the mouth becomes so dry that the mouth is stuck shut until water is forceably put into the mouth. The affects last 2d4-1 hours. Everfull bladder This object by all intents and purposes is an everfull waterskin and works as such, however a single sip of the water it creates causes the individuals bladder to fill, causing them to have to urinate, The bladder is filled to capasity in 1d4 minutes a fortitude save will allow the wearer to not urinate for another 1d4 rounds, at that point if the bladder is not emptied, it emties on it's own. This curse affect lasts until a remove curse is cast on the individual. |
| penchant02-02-05, 01:30 AM | Seems to me that this should take 7 days (or so) to kill the character, and the first person to talk to that character after 5 hours can thereafter make as many Suggestions (as the spell) on the person as he wishes. -Drachasor KHANNNN!!!! You Bloodsucker! |
| Black Kitten02-02-05, 04:54 AM | Arrows of Returning: This one seems rather obvious Armor of Smelliness: This armor looks like a slightly dirty armor when discovered and any attempt to find it's magic will lead to it being a +4 Hide Armor. However, when donned, it starts to stink immensely, so much that it will make everyone capable of smell within 20ft. make a DC20 willsave or flee from the area at maximum possible speed. The armor also gives the character a -4 to attacks and disables a person to use on of his hands. Last, when worn, the armor imposes a -20 on charisma-based checks except for when making charisma checks on Orcs (excluding Half-Orcs), in which case the armor imposes a +2 on those checks and works like a Potion of Love to female Orcs. Can only be undonned after casting remove curse or higher magic. Metal Armor: This armor looks like an Adamantine Full Plate and it actually is, but whenever the character stops speak for more than 5 minutes (this includes sleeping), the armor begins to play metal at the most loud way. It imposes a -30 penalty on the wearer's listen checks and it grants any creature trying to hear the character a +20 bonus to the check. Thundering Greatsword of the Barbarian: This +1 Thundering Greatsword grants the character wielding it the ability to rage at will. However, when wielding the weapon, a thundercloud forms over the head of the character and on every attack (regardless of hit or miss) a 3d6 thunderbolt comes from the cloud and strikes the wielder (no save, no SR). If the wielder scores a critical hit, it instead heals 3d6 damage and if the wielder scores a critical miss, it instead deals 6d8 damage. In addition, any Lawful character trying to wield the weapon will gain 1 negative level if LE, 2 negative levels if LN and 3 negative levels if LG. Belt of Confusion: When this special belt of gender change is donned, the character's sexual preference changes (from homosexual to hetero sexual and visa versa. If something else is in progress (unisexual, bisexual or non-sexual) the preference will be determined upon the first person seen, but then opposite. Also the character will consider all creatures s/he sees as the wrong gender. Thirdly the belt will work like a continuous potion of love for 1d4 minutes, but after that effect, it will work for 1d4 minutes as a potion of hate (opposite to potion of love). After that, the potion will randomly become either effect 45% chance on either and 10% on both for 2 hours. After 3 days of these effects, the character must make a willsave DC25 or have his/her wisdom drop to 1. I hope you still understand it :schemes: +5 Doubtful Sword of Speed: This sword is whatever size the character wants it to be and any type (though it cannot be thrown in any way). It is intelligent (Int 9, Wis 3, Cha 15), but never has a clue what it really wants. This means that the sword will always give her opinion but revise it at least 3d6 times. In addition, when wielded in combat, it's ' speed' enhancement will only grand the character +10ft. speed bonus, which the sword usually uses to drag her wielder on (Colossal creature, Str 40) from opponent to opponent. Every round there is a 45% chance she desides she wants to fight another opponent, a 25% chance that she will stop being a wieldable weapon (Str check DC 30 will break the effect) and a 30% chance that she will continue to function as a wieldable +5 sword. Per round there is also a 10% chance that she decides she wants to be a different type of sword and adjusts herself accordingly until her wielder succeeds a DC20 will save. All saves can be lessened by 5 when the sword is coated in chocolate during the morning. |
| Derfelca02-02-05, 05:31 AM | Each time that the ring's wearer steal HP from his opponent it get closer to become a true vampire. Even if the ring is remove with the Remove Curse Spell, the effect are still present. Only a restoration will remove them. % of HP stolen based on Wearer HP. Ring Effect (Wearer gain the following power or curse) 100 Cannot eat Dry/Iron rations & Garlic 150 Dislike of Water 200 Dislike of Mirror 250 Sensitive to sunlight (-1 to all check) 300 Repel by Garlic / Afraid of water 350 Cannot Enter an home without being invited first 400 Must eat freshly killed animals 450 Magical Healing work at 75% 500 Sensitive to sunlight (-5 to all check) 550 Must drink blood (any kind) to survive 600 Destroy by running water in 3 rounds 700 Recoil from mirror 750 Magical Healing work at 50% 800 Cannot support Direct Sunlight (Death in 1 turn) 850 Cold and Electrecity does 1/2 damage 900 Must Drink Human/Humanoid Blood to survive 1000 Uneasy with Good/Neutral Holy Symbol 1050 Spider Climb 1100 Summon bats 1150 Protection Sleep, Charm, Hold, Poisons and Paralysis 1200 Shapechange in Bat form 1250 Summon Wolf 1300 Magical Healing work at 25% 1350 Regenerate 1 HP/round 1400 Damage by Holy Water 1450 Drain Life Energy (1 level) 1500 Gaseous Form 1550 Recoil from any Good/Neutral Holy Symbol 1600 Regenerate 2 HP/round 1650 Charm Person 1700 Damage by Holy Water 1750 Magical Healing do not work anymore 1800 Drain Life Energy (2 levels) 1900 Regenerate 3 HP/round 2000 Ring Wearer has become a true vampire |
| Daarq102-02-05, 03:05 PM | Here's a couple I've used to annoy my players...er...I mean keep them on their toes. At one point I decided that I absolutely needed to have a "too helpful" mage. Thus was born Noomsey Sardo (ten points if you get the reference), male rock gnome Wizard 18, AL CN. A wee bit touched and quite insane, he nevertheless has an assortment of magical items that can be used by anyone. He also specializes in "rehabiliting" cursed items. Note that Noomsey never says the items by name. He'll say, I have a potion that'll grant you an ogre's strength, a suit of armor with powers of light, and a dagger that grows more powerful the longer you use it. Elixir of Ogre Strength: Turns you into an ogre. Also available in Orc, HillGiant, Duergar, and Troll variations. 5% chance per day you revert back your original form. Flashing Armor: This rather light +3 breastplate has been made from crystal hardened with a glasteel spell and is smoky gray in color, semi-transparent. Weighing only 10lbs, it has a Dex Bonus of +5, and a Check Penaly of -1. The wearer can cast a daylight spell 3/day, searling light1/day, and dancing lights at will. Once donned however the armor disintegrates any clothing worn underneath. Then it becomes transparent. The armor can only be removed by having remove curse cast by a cleric of the opposite sex. Blade of the Maggot: This silver bladed dagger has a hollow point in its tip, and a handle like that of an oversized maggot that continually pulsates. Anyone wielding it for the first time must make a Fort save (DC13) or be nauseated by the undulation. When first purchased it is treated as a masterwork dagger. And the wielder can detect corpses up to 60 feet away. The purpose of this ability is to "feed" the weapon. When thrust into the chest cavity of a corpse (who can be dead no more than a week), the handle pulsates violently as it begins to drain fluid from the corpse. The dagger can drain an equivalent of 1HD per hour (and no more than the corpse originally had). The dagger can store up to 5HD before it's sated, losing 1HD per day. The stored HD give the handle a purple, bruised looking color. Once the dagger has eaten 5HD it grows a cocoon, bursting from it an hour later...as a masterwork silver shortsword. The cycle can then begin again, only this time it requires 10HD...at which point it becomes a silver longsword. 20HD later a greatsword. At this stage 40 HD will cause the handle to burst open and 1d4 silver daggers fall out. Anytime the Blades store HD reach 0 the blade grants a -1 cumulative penalty per day. The penalty can be removed by feeding (1HD per penalty point). If the Blade ever goes 10 days without feeding, it shrivels and reduces a weapon category. If the Dagger goes ten days, the weapon dies. Magical versions of this weapon/creature have been discovered, which most mages agree that the Maggot Blade can be enchanted. It should be obvious that the Blade of the Maggot is a creature of some sort, which may or may not be obvious to a ranger, or druid. The fun part of this blade is if it is given to a party with a paladin or druid in it. What paladin will stand idly by while another member goes around stabbing dead bodies. And what druid will let another party member starve a creature to death. Alignment issues will also play, unless the member in question is evil. Heh heh |
| Bartleby_GoC02-02-05, 03:38 PM | Blade of the Maggot: This silver bladed dagger has a hollow point in its tip, and a handle like that of an oversized maggot that continually pulsates. Oh I like this one. Yoink... Bart |
| Slider3302-02-05, 03:57 PM | Blade of the Maggot.... This has to be one of the most disgusting things I've ever heard, and absolutely brilliant at the same time!! I may just have to use that in my campaign. :D edit: Cloak of Blending - This cloak looks like your average cloak but radiates a magical dweomer of alteration. If examined, the cloak seems non-remarkable, but when worn, the wearer can see three buttons inside the cloak, Green, Blue and Red. If pressed, the cloak folds against the wearer and magic blades pop out of the cloak and into the person, providing the following effects: Green - Chop (3D6 Damage) Blue - Frappe (3d10 Damage) Red - Liquefy (3d20 Damage) Holy crap, this one made me laugh out loud... that is hilarious. Cloak of Blending...rofl.... |
| Alynn02-02-05, 04:49 PM | Not really cursed, was actually a tool for authorities. Crown of Truth, by all accounts anyone identifying the crown will determine it lets you Decern Lies as if you had the spell, however anyone wearing the crown are unable to lie, regardless of alignment, can only be removed by keyword. Once removed the wearer doesn't remember being subjegated to always tell the truth, or what information they may have divulged. This worked well when a group decided to lie to the king about how much treasure they found, since they were never lying to each other they never knew what the crown did. Until the theif started giving away all sorts of information... and they all ened up in the brig..... Ahh good times... |
| Daarq102-02-05, 10:43 PM | Oh I like this one. Yoink... Bart Yoink away...I had a blast springing this on my players. Caused all sorts of problems with the paladin, and the druid (both in the same party). The owner a dwarven fighter/rogue got very creative with it... |
| Daarq102-02-05, 10:55 PM | Blade of the Maggot.... This has to be one of the most disgusting things I've ever heard, and absolutely brilliant at the same time!! I may just have to use that in my campaign. :D edit: Holy crap, this one made me laugh out loud... that is hilarious. Cloak of Blending...rofl.... *bows* Thank ye, Thank ye. I got tons of stuf like that. I'm a crafty DM with a somewhat twisted sense of humor... A paladin in my game recently found a magic blade that was specifically crafted to slay demons...unfortunately it was specifically crafted by devils (Blood War anyone?). Worse the damned thing was intelligent, and was able to fool the paladin for weeks (using rules from the Book of Vile Darkness, the sword's evil alignment was "hidden"). Since the sword never did anything "evil", and even helped the paladin and party track down demons no one suspected anything. When the sword "awoke" and began to tell the paladin that he was brave and noble and beginning to prove worth of it, and began "blessing" the paladin with abilities. Except that the paladin eventually began having nightmares, people began to end up dead, and said paladin is now having memory problems... I love it when paladins fall, it makes the penance that much sweeter (assuming they survive to realize their mistake that is) |
| BRJN02-04-05, 10:44 PM | Boomerang of Returning As you might expect, a boomerang is something that you can throw and it will come back to you. The curse is as follows: If the boomerang hits its target, it deals damage (1d6) and then falls to the ground. Your enemies may well decide to throw it back at you. If it misses, it then proceeds back to your hand, and everybody occupying a square through which the boomerang passes must roll to get hit by it. If it misses everybody else, it will automatically hit the original thrower (unless he makes a DEX check or something similar). If the Boomerang is thrown in a confined space, the flight path to and from the target is straight-line. If the Boomerang is thrown in an open (or open enough) space, the flight path is circular. Note that in the latter case the thrower will get hit from behind. |
| Mirikon02-04-05, 11:09 PM | Longsword of Life This weapon fuctions as a +3 Vicious Longsword in most regards. However, instead of dealing damage to the target, it actually heals the ammount of damage it would have caused. The wielder is still damaged by the Vicious property as normal. As an additional twist of irony, the Longsword of Life places a suggestion on the wielder (Will DC 20 to resist) that makes them believe it is actually working like a normal +3 Vicious Longsword. Characters who fail the Will save may retry each time they wield the sword. |
| Nardo Polo02-05-05, 02:52 AM | Ring of Delayed Casting: Appears as a normal gold ring that radiates magic. When worn by a spellcaster the ring randomly delays any spell cast by 1d6+1 rounds. For example, if Wonko the Magnificent cast a fireball at the BBEG he sees no immediate effect. However, 1d6+1 rounds later the spell triggers. If Wonko's hand is in his pocket, or spell component pouch, or backpack......FWOOM! Ring of Spell Absorption: Seems to be a ring of spell storing capable of holding up to 5 spells (10 if you are a particularly evil GM). However, once capacity has been reached, all spells stored immediately trigger. Good or Bad. Effects to be determined at the GM's leisure. Boots of Superior Grip: Function as normal boots until a command word is spoken at which time they provide a +4 bonus to all climb checks for 1d4+1 rounds. At the end of that time the Superior Grip effect occurs, permanently affixing the boots to whatever surface they happen to be on. Very humerous to watch wall climbing rogues realize they are stuck halfway up the castle wall. Removing the boots is the only option. Cloak of Invisibleness: When the command word is spoken, the cloak becomes invisible. Only the cloak. Hammer of Infinite Smiting: Once activated the hammer can not be made to stop hitting things. 'Useful' in situations where silence is of the essence. Shoes of Resizing: When worn the shoes automatically resize themselves to the wearers feet, -1 size. Toothpick of Eye Gouging: Nuff Said. Wand of Summon MILF: 5 charges. (Okay, maybe not exactly a curse.) Belt of Mouse Strength Wand of Moccasin Walking: Causes the caster to immediately switch to a non-magic using class. They receive none of the bonuses associated with the class and none of their stats change, but they are unable to cast spells or use magic items associated with their previous class for 1 hour. Especially enjoyed by low level wizards. Cloak of the Penguin: Wearer sprouts voluminous and grandiose feathered wings. +4 bonus to swim checks. -2 to Dex due to large and unwieldy size of wings. Wand of the Familiar: User summons all nearby familiars who immediately become unreasonably attracted to caster for one hour. For the duration the familiar(s) are totally devoted to caster, constantly being underfoot, begging for food, crawling up his pants leg. Whatever seems most annoying at the time. Familiars original owner is unable to access any of the familiars abilities or benefits and has no control over the familiar during this time. There is more.....later. |
| tackleberry02-05-05, 04:53 AM | a couple come to mind: one trap turned the pc into a glass of water - the character could still speak with the group as this disembodied echoey voice. whenever some of the water was spilled during the next few rounds (via some failed dexterity checks) the cursed character would lose a proportionate amount of hps permenantly (wow - the dm must have been in a bad mood when he designed this!) when we got the chance to pour our friend into a stoppered container, we breathed a sigh of releif as no more hps were going to be lost with the stopper firmly in place. trouble is, when we got the curse lifted - the hapless pc reappeared stark bollock naked all his equipment gone - the curse had polymorphed him into the water and his gear into the glass which was now lieing discarded on some dungeon floor. we just had to go back and retrieve it of course. a set of rings caused the pcs all to trade hps - if the fighter got damaged, the cleric took the damage, if the rogue got hit, the wizard lost hps. that made for some very cautious gaming i tell you. there was this artefact once that summoned a minor demon in the night. easilly dispatched but on the second night, two were summoned, on the third, four appeared - a pattern was emerging and the pcs decided to speed up their investigations rather sharpish. they were in the middle of the wilderness seeking some ancient temple so were unable to gather reinforcements to help them but by the fifth night, the fight was with 16 demons and the pcs only just scraped through. the really didnt want to fight 32 on the sixth night but made as many preparations as they could to handle the inevitable onslaught. they somehow managed to prevail (clever use of grease spells and high ground if i recall correctly) but 64 on the 7th night was just going to be impossible. when they managed to destroy the artefact later that day when they reached the temple, the collective sigh of releif was deafening! |
| Cyrus_Shadowstalker02-05-05, 11:59 AM | One of my Favorites is part of a matched set. Dwarven thrower and a Dwarf thrower. They throw the first one and it returns and they go to activate / throw the second and it throws them usually at the BBEG.... kinda funny to watch... |
| Andivari02-05-05, 01:47 PM | Boots of Amazing Performance These exceptionally made leather boots conform to the wearers feet and are exceptionally comfortable to wear; they make the wearer feel more confident and sure of themselves, they can run faster, jump higher, climb faster and even dodge the most precice of hits. (+5 CHA, +30ft base on move speed, can move at the same rate on any surface (i.e. walls and even ceilings), + 15 to jumps, +5 AC bonus and retain all AC bonuses regardless of flat foot or invisible attacks) However, these boots are cursed. Once any of the boots powers are used (skill or action based on any of the augmented stats, yes walking counts but only after they move farther than thier base movement) they cannot be removed except by a wish spell. Once the boots cannot be removed the curse sets in, directly after any action that uses the boots powers the wearer is compelled to dance at a feverish pace(DC 30 wil save) for 1D6+1 rounds (think tapdancing or riverdance style stuff) if the wearer fails the save by more than 20 they dance for 3 times as long. While dancing the wearer cannot take ANY other actions (but can still speak) as thier whole body is under the boots controll they also lose all AC bonuses due to DEX and the boots AC. The dance will also occur at random 1d4 times per day or after music has been played within earshot for more than one minute (same DC save). Should this dance happen in public it is concidered a truely amazing performace and will confir a +20 bonus to a FORCED perform dance skill check. Should the wearer recieve money from the crowd that they will likely draw, they must continue dancing for 2d6 rounds per sp. Applause and cheering will extend the dance for 1 round per person cheering. For every minute the dance continues 1 point of CON drain will set in due to the maddning pace of the dance once the wearer drops to 0 con they will fall over dead. The wearer can make and additional save vs the dance at HALF CON and before they hit zero. These boots cannot be used by those that are immune to charms or the like but can still be worn as rather uncomfortable footwear -2 AC as they feel like they were made for somebody elses feet. |
| WCH02-05-05, 03:30 PM | My favourite curse (can be put on anything) is from the great Greek tragedy, Electra. "You will always tell the truth, but no-one will ever believe you." Curse causes the victim to be under a constant Zone of Truth spell, but gives a -10 to all Bluff checks and requires a bluff check every time the victim attempts to say anything. If the sense motive of the audience beats the bluff of the victim, including the -10 modifier, the audience does not believe him. |
| Adrez Nesnsid06-28-06, 08:56 PM | BUMP! :bump: |
| TheFallenWriter06-28-06, 09:04 PM | Kleptomaniac's Boots: These boots seem to be Boots of Elvenkind, but when worn they are a lot more insidious. They cannot be removed unless by a wish or miracle spell. The effect is the wearer *must* steal something under 10 gp in value every day, or they must make a DC 25 will save check. The DC raises by two everyday they do not steal something. If they fail the save, they steal everything within sight that is worth less than 10 gold for 3 hours. And btw, the last person who got a hold of this was a paladin. ~The fallen |
| LCD2YOU06-28-06, 09:53 PM | A sword of Uranium. |
| DarkKestral06-28-06, 10:39 PM | Gloves of Temporary Dexterity: These gloves appear to be Gloves of Dexterity when identified, but, when worn, give an enhancement bonus to Dexterity for 2d10+4 hours, but starting upon the next roll with a dexterity component after the bonus period has elapsed, cause a unnamed penalty of twice the bonus previously conferred for twice the time given by the bonus, and do not give the bonus to Dexterity. After the penalty time has elapsed, the gloves 'reset' and act as normal again. The penalty cannot be removed by any means, including Wish or Miracle. The gloves cannot be removed except by means of Remove Curse or some spell or ability that can mimic the effect. The gloves CAN send characters to 0 or negative Dexterity during their penalty phase. Phylactery of Unfaithfulness: This item appears to be a Phylactery of Faithfulness when identified/analyzed, but in fact, will lie 50% of the time when consulted over alignment changes. This effect can't be negated by Zone of Truth or similar effects, nor can it be detected with a Detect Lies spell or similar ability. It also forces the wearer to make a Will save when making an oath (DC 15+wearer's CHA bonus); if the wearer fails, they will not actively attempt to maintain the oath (failure by 5 or less), forget about the oath (failure by 10 or less), or actively try to break the oath (critical failures and/or failure by 11 or more). It will give a +4 unnamed bonus to Bluff, however. It can only be removed by remove curse, limited wish, wish, or miracle. |
| Sphyre06-29-06, 02:13 AM | Oh no! thread necromancy! seems to be a lot of that going around lately... :P Longsword of Life This weapon fuctions as a +3 Vicious Longsword in most regards. However, instead of dealing damage to the target, it actually heals the ammount of damage it would have caused. The wielder is still damaged by the Vicious property as normal. As an additional twist of irony, the Longsword of Life places a suggestion on the wielder (Will DC 20 to resist) that makes them believe it is actually working like a normal +3 Vicious Longsword. Characters who fail the Will save may retry each time they wield the sword. Only problem with that is once the weilder/a friend realizes that the sword heals, it's like a wand of cure X wounds at the cost of less life than it heals, with infinite charges. (Not to mention I suggestion is the wrong spell to make someone beleive something, rather it would do something such as suggest that the weilder keep using the sword to it's full effectiveness over drawing/using other weapons) |
| GoldLeader1306-29-06, 06:45 PM | I once had a DM give an entire party +5 weapons that were cursed with the inability to unequip them. On your first attack with them, they would permanently fuse with your hands. At first, it seemed great because we couldn't drop them or be disarmed. But, then we couldn't put them down or sheathe them because they were fused with our hands. :eek: Really horrible for the Barbarian, who could no longer do anything with either of his hands because they were both stuck to his Greataxe. Fortunately, a Remove Curse spell undid the curse, but very few of us were even willing to pick up the weapons ever again. |
| Geno Atog06-29-06, 08:41 PM | I can't for the life of me remember if I made this up or heard it somewhere but its my favorite "cursed" item. Jar of Returning: The PCs find a simple jar with a note on it. "When thrown, this jar returns to its owner after contact." Or something along those lines. But when they use it as a weapon, it will break on whoever they have thrown it at....and then it returns...shards of glass flying at them. Obviously it would need to be lvl 1, because even they might not use it as a weapon. |
| Alynn06-30-06, 01:00 AM | 3 words... Codpiece of Evercrush... Use your imagination :D |
| Neo_Leviathan06-30-06, 02:11 AM | Gloves/Ring of ThiefScrewing. These Gloves of Dex or Ring of Metal Attraction would appear to be quite useful for a Rogue. However, whenever the rogues steals something or uses the sleight of hand skill, the Gloves/Ring will at that exact moment shout out "YOINK!" |
| Sulaco06-30-06, 09:40 AM | Horseshoes of SPEED If your horse slows to less than a gallop it explodes. Potion of Gaseous Harm Works just like a Potion of Fire Breath but, well, let's just say that it doesn't come out of your mouth... |
| Toloran06-30-06, 10:53 AM | I didn't come up with these but they appeared in a game I was playing with my friend DMing. It is a four piece set. (all peices, of course, cannot be taken off by mundane means) +3 Breastplate of Breasts: Causes the wearer to grow breasts (and I don't mean man boobs). DM rolls to deturmine breast size. On females it just increases breast size. If you somehow are able to remove the armor, you still have boobs. Gloves of Limp-wristing: When you walk or gesture with your hands, they flop around. However, when in combat your wrists become unusually strong and agile, granting a +2 bonus to your attack rolls. Ascot of Lisping (think a scarf): While wearing it, you can speak and understand every spoken language. However, you speak it with a lisp (Draconic with a lisp? XD) (We never got the fourth piece) If you are wearing 2 or more of the sets peices, it attracts the remaining pieces if it is within 60ft and not currently worn. The item wil move towards you and attempt to put itself on you. If you have 3 or more on you at any one time, roll a d% to deturimine if the wearer is turned into a female or not (doesn't affect chars who are already female). If he is, then roll another d% to deturmine if he keeps his original mind set (if he does, then he is lesbian, if he does not, then he is straight from a females perspective). |
| mojorooks06-30-06, 12:59 PM | 22: Sword of Tax: This Golden Bladed rune encrusted swords looks very impresive and powerful, and will attack as a +5 enhanment bonus sword. The sword is hollow and there is a small gold piece sized door which opens in the handle. The sword appears to work fine the first swing, however the next time the player wants to use the sword in combat, they must insert a gold piece into the sword and turn it upside down to let it slide into the blade. The blade can store up to 20gp, however, if it has no gp in it, the sword turns grey , limp and floppy makeing it useless to attack with. To get the sword to return to its state the player must insert another gold piece into the sword. Every time the player swings the sword , a gold piece disappears from inside the blade. Variations on this, is the sword can be made of of glass, so they can see the gold disappearing, or be another weapon, eg. staff. To make this item more cruel, the sword can have an enchantment on so, it is the only weapon the player can use untill he gets a remove curse spell :) Possibly even funnier - a +5 sword with a coin slot. When a gold coin is inserted, the sword turns grey, limp and floppy PERMANTLY. A successful identify will still reveal what the sword USED to be. |
| Sereno06-30-06, 03:30 PM | An item my bard/rogue picked up in a past campaign: Musicbox of Silence. When opened (and wound up) it would create the same effects as a Silence 15' radius. However, outside the 15' radius all of the sounds the were suppressed were clearly heard and amplifed 10X. Every footfall was a CRASH!! The jingling of beltbuckles like church bells!! Playing an instrument was like sticking your head right next to the speaker stack at a Metallica concert! After it bit me in the butt while trying to silently enter a partially ruined castle and alerting every monster for miles around, I started using it when I wanted my Bardic Music to be heard a long way off! :) |
| Sulaco06-30-06, 04:44 PM | I didn't come up with these but they appeared in a game I was playing with my friend DMing. It is a four piece set. (all peices, of course, cannot be taken off by mundane means) +3 Breastplate of Breasts: Causes the wearer to grow breasts (and I don't mean man boobs). DM rolls to deturmine breast size. On females it just increases breast size. If you somehow are able to remove the armor, you still have boobs. Gloves of Limp-wristing: When you walk or gesture with your hands, they flop around. However, when in combat your wrists become unusually strong and agile, granting a +2 bonus to your attack rolls. Ascot of Lisping (think a scarf): While wearing it, you can speak and understand every spoken language. However, you speak it with a lisp (Draconic with a lisp? XD) (We never got the fourth piece) If you are wearing 2 or more of the sets peices, it attracts the remaining pieces if it is within 60ft and not currently worn. The item wil move towards you and attempt to put itself on you. If you have 3 or more on you at any one time, roll a d% to deturimine if the wearer is turned into a female or not (doesn't affect chars who are already female). If he is, then roll another d% to deturmine if he keeps his original mind set (if he does, then he is lesbian, if he does not, then he is straight from a females perspective). Sounds like your DM needed to grow up a bit and deal with his issues with gays and women. |
| Toloran06-30-06, 04:52 PM | Sounds like your DM needed to grow up a bit and deal with his issues with gays and women. There is a gay guy in our group, this was kind of a joke at him (he thought it was funny too). For the record, you can make a joke about something and not have issues with it. |
| Sulaco06-30-06, 05:10 PM | There is a gay guy in our group, this was kind of a joke at him (he thought it was funny too). For the record, you can make a joke about something and not have issues with it. I am aware of that, but anyone who goes to such lengths to create such a very lame and immature joke obviously has issues. |
| leo_dav08-19-06, 07:35 PM | Well here's my idea of a bad item Necklace of Extreme Beauty When found beautiful people (Cha 14+) can't help but feel that this item is calling out to them though in reality anyone can use it though if someone uglier dons it they may get some of the more beautiful people jealous for letting such a good accesory go to waste When worn it gives the wearer a +4 enchantment bonus to Charisma, negates any penalties and bonuses associated to aging (this could be treated as rejuvenating the body though no time is subtracted from it and the person still dies when its time to go... but you'll see later) and if somehow he has more than 18 Charisma (including bonuses as from the necklace itself) he gets the Blinding Beauty Supernatural ability. Also he gets +5 to Bluff, Diplomacy and Innuendo checks and people treat the wearer of the necklace as one of the elite beautiful. In fact the wearer is so beautiul that even time slows to a crawl around him, when walking the wearer moves with much grace and dignity but an old man with two bad legs could beat the wearer on a cold day and other such things could happen. If the wearer is somehow forced into combat the wielder gets a -4 penalty to Dexterity while in combat (if this somehow reduces the total Dex AC bonus to 0 then a Rogue can use Sneak Attack as if the wearer is flat footed, alternativley a Rogue can instead use a full round action to study the slow opponent and do a Sneak Attack then even if the wearer of the necklace still has some Dex bonus to AC), also the wearer can only take a move action (or move equivalent) per turn and his speed is reduced by 75% (rounded down) and suffers an additional -10 to Reflex save. Also when attacking against the wearer the attackers enjoy a +2 to attack and damage rolls against the wearer. Also even off the battle field its a huge nuisance, when performing any Skill check apply a penalty according to the craft (even automatic failure if it requires some sort of quickness) and quadruple the time spent on it. Every week the owner of the necklace must make a Wisdom DC (10 + 1 per month the necklace is owned) check or suffer 1 point of permanent Wisdom and Inteligence Drain as the wearer's mind is assaulted by images of self beauty and that outer beauty is all there is too it. If this reduces either Inteligence or Wisdom to 3 (whichever is first) the wearer is slowed down even more, now for him he makes an entire day's activities in a month and if anyone dares to read their minds they would discover such images of self beauty and self praise that would rival even the vainest of gods. If the wearer's Inteligence or Wisdom drops to 0 then the necklace is absorbed into his being and being fused with it causes the body to enter in absolute statis. The wearer is lost in thoughts of self beauty and vanity that he completley shunned out the world. The wearer doesn't need to breathe or drink or eat and he does not age. Also his body cannot be harmed in any way short of total global annihlation. The only way to remove the necklace is to either cast remove curse on the necklace (Caster level 10 + 1 for each point of Inteligence and Wisdom lost if applicable), Wish or Miracle (effective if there's too much damage done) or if the wearer succeds on a Wisdom check (DC 20 +1 for each week in posession) to take it off. If the necklace is absorbed into the body then nothing can be done at all... maybe he can make a good statue for your stronghold Anyway my first attempt at this kind of stuff |
| necrom9908-19-06, 07:47 PM | wand of random teleportation, the wand appears to be a wand of fireball or something equally combat effiecient_ instead it takes everyone in a 20ft spread centered on the caster and randomly teleports them to a different location____the DC is high to resist and its high caster level means it bypasses SR easily. so you and the monsters around you get teleported too........its also great for new adventure hooks! if ya don't mind a split up party....it may even mean that enemies of the PC's now have to work with them to get them back. once the wand is used it falls to the ground, meaning it dosent teleport with the victims! |
| Slightly_Unscrewed08-19-06, 08:50 PM | Braclet of the Stag CL10: This silver braclet has a image of a stag carved into it. When worn, it provides a 10ft bonus to speed. If worn for over 2 weeks continulously, the wearer grows nonfunctional antlers, and hands and feet turn into hooves, rendering the wearer unable to wear foot wear or hold objects. After this point, only remove curse can remove the Braclet. |
| X-Codes08-19-06, 09:06 PM | Belt of Neutrality: Similar to the belt of masculinity/femininity, but simply removes all sex-based traits from the subject. |
| penguinsrule08-20-06, 12:48 AM | De-Studded Studded Leather: Upon first examination, this seems like an average +2 Studded Leather; however, when the wearer gets within 15 feet of someone of the opposite gender, their charisma score effectively drops to 1 for the purposes of interacting with that person. They also have to make a DC 20 will save or start (ineffectively) hitting on the other person. After 2 rounds have passed, the person the wearer is interacting with must make a DC 15 will save or slap the wearer (even if this person has done so already). |
| SpndlyKllerFish08-20-06, 01:39 AM | I gave out (secretly of course) the treasure horde of Murz the Mad, an evil wizard who tried to curse the world, but his items turned out vaguely annoying. Ring of Genderbending: um, not much to say here. Fun times. Amulet of Detection: amulet given to random bouts of swearing. Funny, but can create effect of sneezing at checkpoint of occupied territory. I had lots of other stuff, but my brain is shutting down for the night and my memory is already kind of short. |