Custom Not Quite Cursed Items


Advice


I want to add some items into the game that have bad, unknown, or problematic side effects. Magic isn’t a freebie always wonderful solution to everything. Following are a few items that I have thought of:

  • The classic is the intelligent item with and abrasive or obnoxious personality that just won’t shut up. It is kind of a standard troupe. But it should get the players used to the idea of magic not always being simple.
  • Fortunate Workers Tome - Book (can be used repeatedly) that shows how to make a small golem of some kind. Expensive and difficult but I’m sure they would find that useful. Unknown to the players, when the procedure is followed it also creates an uncontrolled mummy somewhere in the vicinity. Eventually they should figure it out but still might decide it is worth it to get a golem. They just have to hunt down the mummy each time.
  • Wraith’s Scarab – When activated it gives the wearer some of the abilities of an undead creature. Turns them incorporeal, damaged by positive energy, healed by negative energy, etc… But consumes the wearers life force when activated. Something like random ability score drained 1 point each round (which would take days or spells to recover). Might require a low will save to cancel the affect (or should it be a fort save).

All have the same difficulty. How to make it good enough that they want to keep and use it, not so good that it decimates the game, causes some issues without ruining the players fun. I have heard about magic item that grow with the characters. Not sure how to implement that, but it seems like it might work.

What do you think of the concept and/or these examples? How can they be improved? Do you have other suggestions?


The annoying intelligence is a neat idea, but will be painful to roleplay - are you, the GM, going to constantly annoy your players with it? Won't you get tired of that? What if they keep it for the next 15 levels, are you going to always remember to focus on interjecting annoyances from that item? I personally would find that tedious to the extreme.

The golem/mummy idea is interesting but seems disconnected. Why? Why does animating this hunk of clay cause some mummy to pop into existence somewhere? If you can explain it, maybe by saying that the life force for the golem is drawn from the death of a local commoner (maybe it actually kills him on the spot - they make a golem and some farmer down the road drops dead in his field), and then that deceased commoner rises from the dead and seeks revenge (in which case, mummy might not be the best idea, check out revenant for a better one), then it might work.

The third item is the most interesting, but incorporeality, while useful, has its own limitations, and those other limitations make it even worse - adding a PER-ROUND ability score DRAIN would make this an item I would just sell (and probably never find a buyer). If it were a per-use (or per-minute) ability score DAMAGE, I might consider keeping it.

In general, I like the idea. Magic items with side effects, drawbacks, etc., can all add depth to items. Not all the time, but occasionally. Keep them coming!


Yeah, you're right the annoying personality probably would get old fairly quick.

The golem/mummy tome wasn't my idea. It was from a 3.0 DnD campaign setting. It was a undetectable 'trap' type item that was placed by a high level necromancer to cause problems. It might not have been a mummy though. I don't remember for sure, just that it was some fairly powerful corporeal undead.

Yeah, the scarab needs more abilities. I was wanting something that gives significant benefits that are difficult to get with just the standard spells/items. But at a hefty cost so they aren't using it all the time to just breeze through the campaign. Also I did mean damage. I always mix up which one is worse. To me damage sounds worse than drain so I always think that is the permenant one.


A custom item we had in our Evil Campaign was a +2 Bone Dagger which drains a level on each hit (I think there was no Saving Throw on this). However, if the character didn't land a hit to drain a level in 1D4+1 Rounds, it would siphon a level from the wearer as a cost for drawing upon its power, forcing the player to either drop it (and the next person who grabs it gets a level drained), or to take the level drain and deal with it.

Unfortunately with the implementation of us starting the Way of the Wicked campaign, we lost all capabilities of having it. However, when we used it, it was fun and dangerous to use.


A really easy way to generate cursed items is by just looking at the Conditions page and the Universal Monster Ruleson the SRD. Pick an effect you like and then think of what possible thematic reason could generate that effect. For example, maybe the item gives you a limited use breath weapon, but each time you use it you become nauseated from having fire or acid or whatnot spewing out of your mouth. A gaze attack and the blinded condition would work well too, ala Cyclops from the X-men. You can also mine some fun design space by having the item's benefit heal its downside- perhaps a weapon with a constant bleed effect while equipped which grants fast healing for a number of rounds after drawing blood with it.

I like the golem/ mummy thing, but I agree that it needs a bit more connection between the benefit and the consequences. Maybe it summons an undead under their control and a corresponding ghost which will try to return its body to rest? Maybe the mummies generate some kind of visible effect if they touch the golems to alert the players that they are related?


Lurk3r wrote:
A really easy way to generate cursed items is by just looking at the Conditions page and the Universal Monster Ruleson the SRD. Pick an effect you like and then think of what possible thematic reason could generate that effect. For example, maybe the item gives you a limited use breath weapon, but each time you use it you become nauseated from having fire or acid or whatnot spewing out of your mouth. A gaze attack and the blinded condition would work well too, ala Cyclops from the X-men. You can also mine some fun design space by having the item's benefit heal its downside- perhaps a weapon with a constant bleed effect while equipped which grants fast healing for a number of rounds after drawing blood with it...

That's an odd approach. I will look into it and see what I can come up with.

Lurk3r wrote:
... I like the golem/ mummy thing, but I agree that it needs a bit more connection between the benefit and the consequences. Maybe it summons an undead under their control and a corresponding ghost which will try to return its body to rest? Maybe the mummies generate some kind of visible effect if they touch the golems to alert the players that they are related?

If it created an undead for them, the PC's would just never use it since that is evil. That's why I had it making a golem. I thought about making the side effect an identical out-of-control golem, but then there is really nothing getting made for the body of the second golem. Some body in a nearby grave rises as an undead seemed the closest.

Do you have a better idea that will be something the party is willing to use?


I gave our party oracle (character specific) a razor that could change into (and grant proficiency with) any weapon as a move action. Also, the weapon always hit no matter the die roll. BUT for each point that the oracle would have missed by, he took one damage. Against very high AC creatures, there was a difficult decision.


Nagual wrote:
I gave our party oracle (character specific) a razor that could change into (and grant proficiency with) any weapon as a move action. Also, the weapon always hit no matter the die roll. BUT for each point that the oracle would have missed by, he took one damage. Against very high AC creatures, there was a difficult decision.

I kinda like this concept. I don’t think I would give him an always hit. Then they would load it up with effects that take place off of a hit. Holy, bane, fire, ice, thunder, poison, conductive, etc… until it was destroying almost anything off that hit. However, I might give it a varying +to hit based on the damage the wielder is willing to take. Let’s see:

Addlemar’s Striker, medium sized Morningstar

  • It has no inherent bonus on to hit and damage but bypasses DR that requires a magic weapon.
  • Wielder takes 1 point of damage to draw/ready/wield the weapon due to the needles in the grip.
  • As a swift action, the wielder may choose to gain a bonus to hit on his next attack (similar to true strike) by allowing the Striker to feed off him. For every point of damage the wielder takes (up to his character level) he gains a +1 to hit on the next strike. Unlike true strike, the bonus may be held for up to 3 rounds before being dissipating.
  • As a move action, the wielder may choose to gain a bonus to hit and damage on his next attack (similar to true strike but also effects damage) by allowing the Striker to feed off him. For every 2 points of damage the wielder takes (up to his character level) he gains a +1 to hit and damage on the next strike. Unlike true strike, the bonus may be held for up to 2 rounds before dissipating.
    The damage the wielder suffers from the Striker is not subject to DR or regeneration.

    Simple weapon, can be used by almost anyone, low crit range and multiplier, and low damage die. So I don’t have to worry too much about it becoming something the martial characters will put too many shenanigans into make it a mondo game changer. It is limited by the character level. It will allow even a caster to be at least a bit of a threat in a fight. But they probably won’t want to chance using it all the time or it will be really draining their cure resources.

    How does that seem?


  • Here is another with some of the traits of the abrasive personality magic item. But I as the GM won't have to constantly play another character that is in the players possession. Just on certain occasions.

    Retributions Face
    Rod with a shrunken tiefling head on the end

  • As a move action, the wielder can command it to increase or decrease in size to become a wand, rod, club, greatclub, or quarterstaff.
  • If used as a weapon it has a +1 weapon enhancement and does both Bludgeoning and Piercing damage (the shrunken head bites). Note, only 1 end of a quarter staff can deal piercing damage.
  • If the wielder uses an offensive hex, curse spell, or curse-like(GM call) debuff spell it functions at +1 CL, +1 DC, and a +1 to beat SR.
  • If an offensive hex, curse spell, or curse-like(GM call) debuff spell is used on the wielder it functions at +2 CL, +2 DC, and a +2 to beat SR.
  • If the rod detects anyone other than the wielder using an offensive hex, curse spell, or curse-like(GM call) debuff spell within 120’ it calls out to that person in a loud voice. It tells that other person what a great item it is, how helpful it would be for him, that he should come take it for his own, etc…

    What do you think of this one?


  • Ring of Gygaxian Hasting

    Once a day, as a free action, you can take an additional round's worth of actions (e.g. full attack, step and swift, or standard, move and swift action).

    Activating this ring takes 1% off your maximum lifespan. Creatures that are immortal/immune to aging cannot use this ring.


    Nebdel Melfcane wrote:
    Lurk3r wrote:
    A really easy way to generate cursed items is by just looking at the Conditions page and the Universal Monster Ruleson the SRD. Pick an effect you like and then think of what possible thematic reason could generate that effect. For example, maybe the item gives you a limited use breath weapon, but each time you use it you become nauseated from having fire or acid or whatnot spewing out of your mouth. A gaze attack and the blinded condition would work well too, ala Cyclops from the X-men. You can also mine some fun design space by having the item's benefit heal its downside- perhaps a weapon with a constant bleed effect while equipped which grants fast healing for a number of rounds after drawing blood with it...
    That's an odd approach. I will look into it and see what I can come up with...

    Here's a couple I came up with using this approach.

    .
    Nocturnal Headband
    Woven beaded headband with the images of closed eyes and large ears
  • After the headband has acclimated to the wearer (worn 24 hours), the wearer gets a +2 to any perception checks that have an auditory component. In other words if it is only visual (such as noticing a detail in a painting) the bonus would not apply.
  • As a standard action, the wearer can activate the headband’s special power. The headband grants Blindsense 50’ for 10 minutes.
  • However the wearer is also afflicted with the blinded condition for the same duration.
  • After the blinded condition wears off, the wearer is subject to the Light Sensitivity condition for the next hour.
  • For the next 24 hours, the headband is inert and does not function including the perception bonus.

    Not sure how well I like this one though.

    Coward’s Clarity
    Rather plain brooch appears to be cheap costume jewelry.
    Once each day when the wearer is subject to an effect that would give the dazed, stunned, staggered, or confused condition; the wearer instead gets the frightened condition for 1 round and the shaken condition for remaining duration of the original effect.

    This one could be amusing.

  • Grand Lodge

    You do understand that Ability Drain doesn't go away, it's permanent barring the use of Restoration or Greater Restoration, or simmilarly powerful magic?


    YASD wrote:

    Ring of Gygaxian Hasting

    Once a day, as a free action, you can take an additional round's worth of actions (e.g. full attack, step and swift, or standard, move and swift action).

    Activating this ring takes 1% off your maximum lifespan. Creatures that are immortal/immune to aging cannot use this ring.

    I kinda like this one. At first it seems like something that would never affect a PC. But if adds up if they use it too many times.

    Maybe make it 2% off the maximum of each age category.


    LazarX wrote:
    You do understand that Ability Drain doesn't go away, it's permanent barring the use of Restoration or Greater Restoration, or simmilarly powerful magic?

    Yes, that was already discussed.

    Nebdel Melfcane wrote:
    ... Also I did mean damage. I always mix up which one is worse. To me damage sounds worse than drain so I always think that is the permanent one.


    Coolest magic Item Ever!

    Ring of Equilibrium

    Slot ring; CL 20th; Weight —; Aura strong conjuration

    A ring of equilibrium is a wooden ring carefully carved from core of an oak tree, decorated with delicate runes, and sanded and finished to be perfectly round, smooth, and symmetrical. When slipped on a finger, it sizes itself appropriately.

    It's said the ring has a will of its own, but if it does, it evinces no obvious agenda. It favors wearers who possess strong personality traits—either those with strong morals, who exemplify goodness and honor, or those utterly devoid of morals, with the vilest and blackest souls imaginable. The ring especially favors mythic creatures, and often refuses to slip onto the finger of a creature that lacks strong personality traits or isn't mythic.

    The ring has no special power over the living, but when its wearer dies or it's placed on the finger of a dead creature it deems worthy, the corpse and equipment of the wearer remain where they are but the ring vanishes entirely. Within 24 hours, a tree grows in a location that's as close as possible to where the wearer died. The next day, the tree splits along the middle, revealing a cavity where the wearer has been resurrected whole and uninjured, with the ring still adorning her finger. If the wearer died in an unsafe place, the tree appears as close to that location as possible while still being relatively safe for the wearer.

    This rebirth comes at a price. The wearer receives certain knowledge that somewhere in the world, another being has been resurrected along with her—an individual of an opposite alignment who is every bit as wretched as the wearer is good, or vice versa. The opposite has roughly the same level and power as the wearer. The wearer has no knowledge of this other party whatsoever, other than that it exists and is free to do whatever it wishes—perpetrate any crime or perform any good deed—thanks to the wearer. This opposite is always brought back a considerable distance from the wearer. If the wearer dies again but the opposite doesn't, the wearer is resurrected again, along with another creature of an opposed nature. This cycle continues indefinitely until the ring is discarded or it moves on.

    Destruction

    A ring of equilibrium is destroyed if the wearer commits suicide while wearing it and while her opposite is still alive and healthy.

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