Ultimate Equipment | Rules | Artifacts and Other Items | Cursed Items

Cursed Items

Cursed items are any magic items with some sort of potentially negative impact on the user. Occasionally, they mix bad with good, forcing characters to make difficult choices. Cursed items are almost never made intentionally. Instead, they are the result of rushed work, inexperienced crafters, or a lack of proper components. While many of these items still function, they either do not work as intended or come with serious drawbacks. When a magic item creation skill check fails by 5 or more, roll on Cursed Items Drawbacks table to determine the type of curse possessed by the item.

Identifying Cursed Items

Cursed items are identified like any other magic item, with one exception: unless the check made to identify the item exceeds the DC by 10 or more, the curse is not detected. If the check is not made by 10 or more, but still succeeds, all that is revealed is the item crafter's original intent. If the item is known to be cursed, the nature of the curse can be determined using the standard DC to identify the item.

Removing Cursed Items

While some cursed items can simply be discarded, others force a compulsion upon the user to keep the item, no matter the costs. Others reappear even if discarded or are impossible to throw away. These items can only be discarded after the character or item is targeted by a remove curse spell or similar magic. the dc of the caster level check to undo the curse is equal to 10 + the cursed item's caster level. if the spell is successful, the item can be discarded on the following round, but the curse reasserts itself if the item is used again.

Common Cursed Item Effects

The following are some of the most common cursed item effects. GMs should feel free to invent new cursed item effects to fit specific items.

Delusion

The user believes the item is what it appears to be, yet it actually has no magical power other than to deceive. The user is mentally fooled into thinking the item is functioning and cannot be convinced otherwise without the casting of remove curse.

Opposite Effect or Target

These cursed items malfunction so that they either do the opposite of what the creator intended or target the user instead of someone else. The interesting point to keep in mind here is that these items aren't always bad to have—some have powerful applications once the effect is fully understood. Opposite-effect items include weapons that impose penalties on attack and damage rolls rather than bonuses. Just as a character shouldn't necessarily immediately know what the enhancement bonus of a noncursed magic item is, she shouldn't immediately know that a weapon is cursed. Once she knows, however, the item can be discarded unless it possesses some ability that compels the wielder to keep and use it. In such cases, a remove curse spell is generally needed to get rid of the item.

Intermittent Functioning

The three varieties of intermittent functioning items all function perfectly as intended—at least some of the time. The three varieties are unreliable, dependent, and uncontrolled items.

UnreliableEach time the item is activated, there is a 5% chance (01–05 on d%) that it does not function.

Dependent: The item only functions in certain situations. To determine the situation, select or roll on the following table.

d%

d%Situation
01–03Temperature below freezing
04–05Temperature above freezing
06–10During the day
11–15During the night
16–20In direct sunlight
21–25Out of direct sunlight
26–34Underwater
35–37Out of water
38–45Underground
46–55Aboveground
56–60Within 10 feet of a random creature type
61–64Within 10 feet of a random race or kind of creature
65–72Within 10 feet of an arcane spellcaster
73–80Within 10 feet of a divine spellcaster
81–85In the hands of a nonspellcaster
86–90In the hands of a spellcaster
91–95In the hands of a creature of a particular alignment
96In the hands of a creature of a particular gender
97–99On holy days or during particular astrological events
100More than 100 miles from a particular site

UncontrolledAn uncontrolled item occasionally activates at random times. Roll d% every day. On a result of 01–05, the item activates at some random point during that day.

Requirement

Some items have stringent requirements that must be met for them to be usable. To keep an item with this kind of curse functioning, one or more of the following conditions must be met.

Requirements are so dependent upon suitability to the individual item that they should never be determined randomly. An intelligent item with a requirement often imposes its requirement through its personality. If the requirement is not met, the item ceases to function. If it is met, usually the item functions for one day before the requirement must be met again (although some requirements are one time only, others monthly, and still others continuous).

Drawback

Items with drawbacks are usually still beneficial to the possessor, but carry some negative aspect. Although sometimes drawbacks occur only when the item is used (or held, in the case of some weapons), usually the drawback remains with the character for as long as she has the item.

Unless otherwise indicated, drawbacks remain in effect as long as the item is possessed. The DC to save against any of these effects is usually equal to 10 + the item's caster level.

Cursed Item Drawbacks

Cursed Item Drawbacks
d%Drawback
01–04Character's hair grows 1 inch longer every hour.
05–09 Character either shrinks 6 inches (01–50 on d%) or grows that much taller (51–100). Only happens once.
10–13Temperature around item is 10° F cooler than normal.
14–17Temperature around item is 10° F warmer than normal.
18–21Character's hair color changes.
22–25Character's skin color changes.
26–29Character now bears some identifying mark (tattoo, weird glow, or the like).
30–32Character's gender changes.
33–34Character's race or kind changes.
35Character is afflicted with a random disease that cannot be cured.
36–39Item continually emits a disturbing sound (moaning, weeping, screaming, cursing, insults).
40Item looks ridiculous (garishly colored, silly shape, glows bright pink).
41–45Character becomes selfishly possessive.
46–49Character becomes paranoid about losing the item and afraid of damage occurring to it.
50–51Character's alignment changes.
52–54Character must attack nearest creature (5% chance [01–05 on d%] each day).
55–57Character is stunned for 1d4 rounds once item function is finished (or randomly, 1/day).
58–60Character's vision is blurry (–2 penalty on attack rolls, saves, and skill checks requiring vision).
61–64Character gains one negative level.
65Character gains two negative levels.
66–70Character must make a Will save each day or take 1 point of Intelligence damage.
71–75Character must make a Will save each day or take 1 point of Wisdom damage.
76–80Character must make a Will save each day or take 1 point of Charisma damage.
81–85Character must make a Fortitude save each day or take 1 point of Constitution damage.
86–90Character must make a Fortitude save each day or take 1 point of Strength damage.
91–95Character must make a Fortitude save each day or take 1 point of Dexterity damage.
96Character is polymorphed into a specific creature (5% chance [01–05 on d%] each day).
97Character cannot cast arcane spells.
98Character cannot cast divine spells.
99Character cannot cast any spells.
100Either pick one of the above that's appropriate or create a drawback specifically for that item.

Common Item Curses

Common Item Curses
d%Curse
01–15Delusion
16–35Opposite effect or target
36–45Intermittent functioning
46–60Requirement
61–75Drawback
76–90Completely different effect
91–100Substitute specific cursed item on the Specific Cursed Items table

Specific Cursed Items

Specific Cursed Items
d%Item
01–02–2 cursed sword
03–04Amulet of inescapable location
05–06Armor of arrow attraction
07–08Armor of rage
09–10Arrowbreak bow
11–12Bag of devouring
13–14Belt of weakness
15–16Berserking sword
17–18Biting battleaxe
19–20Boots of dancing
21–22Bracers of defenselessness
23–24Broom of animated attack
25–26Cape of anchoring
27–28Cursed backbiter spear
29–30Crystal hypnosis ball
31–32Deadly returns throwing axe
33–34Drums of lethargy
35–36Dust of sneezing and choking
37–38Eyes blindness
39–40Flask of curses
41–42Gauntlets of fumbling
43Headband of stupidity
44–45Heavy hammer
46–47Helm of opposite alignment
48–49Incense of obsession
50–51Mace of blood
52–53Mask of ugliness
54–55Medallion of thought projection
56–57Nearfiring bow
58Necklace of strangulation
59–60Net of snaring
61–62Ornery pistol
63–64Pauldrons of the jackass
65–66Periapt of foul rotting
67–68Petrifying cloak
69–70Poisonous cloak
71–72Potion of poison
73–74Ring of clumsiness
75–76Ring of life bleed
77–78Ring of spell devouring
79–80Robe of powerlessness
81–82Robe of vermin
83–84Rod of foiled magic
85–86Scarab of death
87–88Scattershot bracers
89–90Staff of occasional wonder
91–92Stone of weight
93–94Unguent of aging
95–96Unlucky figurine
97Unstable musket
98–99Unwieldy glaive
100Vacuous grimoire

Specific Cursed Items

Perhaps the most dangerous and insidious of all cursed items are those whose intended functions are completely replaced by a curse. Yet even these items can have their uses, particularly as traps or weapons. The following are provided as specific examples of cursed items. Instead of prerequisites for construction, each cursed item is associated with one or more ordinary magic items whose creation might result in the cursed item. Cursed items can be sold, as if they were the item they appear to be, provided the curse is not known to the buyer.

Cursed suits of armor and weapons can come in many forms, and the examples listed here are merely the most common. For example, a –2 cursed sword, might appear as a +3 shortsword or a +1 dagger, with a similar penalty instead of the listed –2.

-2 Cursed Sword

Aura: strong evocation
CLl: 15th
Price:
Weight: 4 lbs.

This longsword performs well against targets in practice, but when used in combat its wielder takes a –2 penalty on attack rolls.

All damage dealt is also reduced by 2 points, but never below a minimum of 1 point of damage on any successful hit. The sword always forces that character to employ it rather than another weapon. The sword's owner automatically draws it and fights with it even when she meant to draw or ready some other weapon.

Intended Magic Item

descriptor +2 longsword, any magic weapon

descriptor

Amulet of Inescapable Location

Aura: moderate abjuration
CLl: 10th
Price:
Weight: 1/2 lb.

This device appears to prevent location, scrying and detection, or influence by detect thoughts or telepathy, as per an amulet of proof against detection and location. Actually, the amulet gives the wearer a –10 penalty on all saves against divination spells.

Intended Magic Item

descriptor amulet of proof against detection and location

descriptor

Armor of Arrow Attraction

Aura: strong abjuration
CLl: 16th
Price:
Weight: 50 lbs.

Magical analysis indicates that this armor is a normal suit of +3 full plate. The armor works normally with regard to melee attacks but actually attracts ranged weapons. The wearer takes a –15 penalty to AC against ranged weapons. The true nature of the armor does not reveal itself until the character is fired upon in earnest.

Intended Magic Item

descriptor +3 full plate

descriptor

Armor of Rage

Aura: strong necromancy
CLl: 16th
Price:
Weight: 50 lbs.

This armor is similar in appearance to armor of command and functions as a suit of +1 full plate. However, when it is worn, the armor causes the character to take a –4 penalty to Charisma. All unfriendly creatures within 300 feet gain a +1 morale bonus on attack rolls against her. The effect is not noticeable to the wearer or those affected. In other words, the wearer does not immediately notice that donning the armor is the cause of her problems, nor do foes understand the reason for the depth of their enmity.

Intended Magic Item

descriptor armor of command , +1 full plate

descriptor

Arrowbreak Bow

Aura: moderate evocation
CLl: 6th
Price:
Weight: 2 lbs.

This shortbow is beautifully made and inlaid with iridescent designs, appearing to be a +2 shortbow. When it fires its arrows, though, it does it with so much force that the arrows are always broken on either a hit or a miss. This bow must be used as its owner's primary ranged weapon and can only be discarded after the owner is subject to a remove curse spell or similar effect.

Intended Magic Item

descriptor +2 shortbow

descriptor

Bag of Devouring

Aura: strong conjuration
CLl: 17th
Price:
Weight: 15 lbs.

This bag appears to be an ordinary sack. Detection for magical properties makes it seem as if it were a bag of holding. The sack, however, is something entirely different and more insidious—one of the feeding orifices of an extradimensional creature.

Any substance of animal or vegetable nature is subject to "swallowing" if thrust within the bag. The bag of devouring is 90% likely to ignore any initial intrusion, but anytime thereafter that it senses living flesh within (such as if someone reaches into the bag to pull something out), it is 60% likely to close around the offending appendage and attempt to draw the whole victim in. The bag has a +8 bonus on combat maneuver checks made to grapple. If it pins a creature, it pulls the victim inside as a free action. The bag has a CMD of 18 for those attempting to break free.

The bag can hold up to 30 cubic feet of matter. It acts as a bag of holding type I, but each hour it has a 5% cumulative chance of swallowing the contents and then spitting the stuff out in some nonspace or on some other plane. Creatures drawn within are consumed in 1 round. The bag destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.

Intended Magic Item

descriptor bag of holding (any type)

descriptor

Belt of Weakness

Aura: moderate transmutation
CLl: 8th
Price:
Weight: 1 lb.

Appearing to be a wide leather belt that functions as a belt of mighty constitution +4, this belt in fact saps the wearer's health rather than supplement it. A belt of weakness confers a –4 penalty to its wearer's Constitution score. Furthermore, when the wearer rolls a natural 1 on any Fortitude save, the belt constricts, dealing 2d8 points of damage.

Intended Magic Item

descriptor belt of mighty constitution (any)

descriptor

Berserking Sword

Aura: moderate evocation
CLl: 8th
Price:
Weight: 8 lbs.

This sword appears to be a +2 greatsword. However, whenever it is used in battle, its wielder goes berserk (gaining all the benefits and drawbacks of the barbarian's rage ability). He attacks the nearest creature and continues to fight until unconscious or dead or until no living thing remains within 30 feet. Although many see this sword as a cursed object, others see it as a boon.

Intended Magic Item

descriptor +2 greatsword, any magic weapon

descriptor

Biting Battleaxe

Aura: moderate evocation
CLl: 8th
Price:
Weight: 6 lbs.

This vicious-looking +2 battleaxe grants its wielder the Great Cleave feat. But when using this feat, the wielder makes an additional attack against a random adjacent creature instead of choosing which creature to attack. When determining which creature is attacked, the wielder always counts himself as a possible target, even if he is not adjacent to the target. The wielder of a biting battleaxe must always uses it as his primary weapon and must use Great Cleave at every opportunity until subject to a remove curse spell or similar effect.

Intended Magic Item

descriptor +2 battleaxe

descriptor

Boots of Dancing

Aura: strong enchantment
CLl: 16th
Price:
Weight: 1 lb.

These boots appear and initially function as one of the other kinds of magic boots. When the wearer is in (or fleeing from) melee combat, boots of dancing impede movement, making him behave as if irresistible dance had been cast upon him. Only a remove curse spell enables the wearer to be rid of the boots once their true nature is revealed.

Intended Magic Item

descriptor boots of elvenkind , boots of levitation , boots of speed , boots of striding and springing , boots of teleportation , boots of the winterlands , winged boots

descriptor

Bracers of Defenselessness

Aura: strong conjuration
CLl: 16th
Price:
Weight: 1 lb.

These bejeweled and shining bracers initially appear to be bracers of armor +5 and actually serve as such until the wearer is attacked in anger by an enemy with a Challenge Rating equal to or greater than her level. At that moment and thereafter, the bracers bestow a –5 penalty to AC. Once their curse is activated, bracers of defenselessness can be removed only by means of a remove curse spell.

Intended Magic Item

descriptor bracers of armor +5

descriptor

Broom of Animated Attack

Aura: moderate transmutation
CLl: 10th
Price:
Weight: 3 lbs.

This item is indistinguishable from a normal broom. It is identical to a broom of flying by all tests short of attempted use.

If a creature attempts to fly using the broom, the broom does a loop-the-loop with its hopeful rider, dumping him on his head from 1d4+5 feet off the ground (no falling damage, since the fall is less than 10 feet). The broom then attacks the victim, swatting his face with the straw or twig end and beating him with the handle end. The broom gets two attacks per round with each end (two swats with the straw and two with the handle, for a total of four attacks per round). It attacks with a +5 bonus on each attack roll. The straw end causes a victim to be blinded for 1 round when it hits. The handle deals 1d6 points of damage when it hits. The broom has AC 13, CMD 17, 18 hit points, and hardness 4.

Intended Magic Item

descriptor broom of flying

descriptor

Buffoon's Sword

Aura: moderate divination
CLl: 10th
Price:
Weight: 2 lbs.

This blade seems to be and behaves in all ways as a sword of subtlety until actually used in combat. Once used in combat, it imposes a –10 penalty on all Stealth checks made by its wielder. It also makes it nearly impossible for the owner to tell a lie or engage in any other sort of subterfuge. Each time he does so, he must make a DC 15 Will saving throw to avoid blurting out the truth or taking some other involuntary action that spoils his attempted ruse. Only curse-ending magic can rid the wielder of the sword once its curse activates.

Intended Magic Item

descriptor sword of subtlety

descriptor

Cape of Anchoring

Aura: moderate abjuration
CLl: 9th
Price:
Weight: 1 lb.

This bright red and gold cape appears to be a cape of the mountebank. Once worn, however, it affects its wearer as if subject to a dimensional anchor spell. The cape can only be removed after its wearer is subject to a remove curse spell or similar effect.

Intended Magic Item

descriptor cape of the mountebank

descriptor

Cannibal Ring

Aura: strong transmutation
CLl: 16th
Price:
Weight: &mdash

This simple and unadorned copper ring appears slightly tarnished, but seemingly wards off the effects of hunger or other sorts of deprivation; all tests reveal it to be a ring of sustenance. However, after wearing it for 7 days, its owner instead comes to suffer from almost constant hunger and thirst, which, if not sated, ultimately drives him mad enough to become a cannibal. The wearer must eat and drink a full day's worth of food and water each hour to avoid making a starvation or thirst check. Once the wearer starts to take lethal damage instead of nonlethal damage due to failed checks, he begins to experience ever more powerful cravings for the flesh of intelligent creatures (any living creature with an Intelligence of 3 or higher).

Once the wearer feasts in such a manner, he recovers all nonlethal damage sustained from hunger and thirst, though he continues to suffer lethal damage on failed starvation and thirst checks. The next time he is in a situation in which he could eat part of an intelligent being, he must make a DC 15 Will save or dine on the forbidden meat. If the wearer succumbs to this urge again, he recovers all lethal damage from failed starvation and thirst checks, and realizes cannibalism is the key to avoiding the increased hunger and thirst—on any day he eats at least one meal of flesh from an intelligent creature, he does not have to make hourly starvation and thirst checks, and recovers any accumulated damage from failing these checks. Once its curse activates, the ring cannot be removed until the curse is broken.

Intended Magic Item

descriptor ring of sustenance

descriptor

Cloak of Immolation

Aura: strong evocation
CLl: 12th
Price:
Weight: 1 lb.

This cloak appears to be a finely made garment that radiates protective magic. The cloak can be handled or examined without harm, but when it is put on, it immediately bursts into flames that burn continuously but do not harm the cloak, only its wearer. The cloak deals 1d6 points of fire damage each round and cannot be removed unless the curse is broken. Sufficient amounts of water or other smothering materials can douse the flames temporarily, but the cloak reignites when exposed to air again. Spells like resist energy, protection from energy, and similar effects can protect the wearer against the cloak's flames while they last.

Intended Magic Item

descriptor any cloak

descriptor

Crown of Blindness

Aura: moderate illusion
CLl: 10th
Price:
Weight: 1 lb.

This fine silver circlet is often set with a milky moonstone. When a wearer places it on his head, the stone quickly goes dark like the waning moon, and the wearer must make a DC 14 Fortitude saving throw or immediately go blind. The saving throw must be made each round that the crown is worn until the wearer succumbs to the blindness. Removing the circlet requires breaking the curse. In addition to a remove curse spell or similar effect, remove blindness/deafness can be used to end the circlet's curse long enough to remove the item.

Intended Magic Item

descriptor headband of alluring charisma, headband of inspired wisdom, headband of mental prowess, headband of mental superiority, headband of vast intelligence, moon circlet

descriptor

Crystal Hypnosis Ball

Aura: strong divination
CLl: 17th
Price:
Weight: 7 lbs.

This cursed scrying device is at first glance indistinguishable from a normal crystal ball . However, anyone attempting to use the scrying device becomes fascinated for 1d6 minutes, and a telepathic suggestion is implanted in her mind (Will DC 19 negates).

The user of the device believes that she viewed the desired creature or scene through the ball, but she actually came under the influence of a powerful wizard, lich, or even some power or being from another plane. Each further use brings the crystal hypnosis ball‘s gazer deeper under the influence of the controller, either as a servant or a tool. Note that throughout this time, the user remains unaware of her subjugation.

Intended Magic Item

descriptor crystal ball

descriptor

Cursed Backbiter spear

Aura: moderate evocation
CLl: 10th
Price:
Weight: 3 lbs.

This is a +2 shortspear, but each time it is used in melee against a foe and the attack roll is a natural 1, it damages its wielder instead of her intended target. When the curse takes effect, the spear curls around to strike its wielder in the back, automatically dealing the damage to the wielder. The curse even functions when the spear is hurled, and in such a case the damage to the hurler is doubled.

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