Diego Rossi
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92. Madmoiselle de Scuderi Belt
CL 20, DC +10 to Identify the curse.
Result of a failed Identify:
This belt increases the wearer's constitution by +4 and slowly improves the wearer's beauty, making her/his skin smoother and giving he/she a diaphanous complexion with rosy cheeks (+1 to Charisma for every day the belt is worn).
It gives a +4 to Constitution, but it inflicts the wearer with an improved form of Tuberculosis:
Fortitude Save DC 23
Onset 1 hour; Frequency 1/day
Effect 1 of Con drain and 1 point of Cha gain (the Charisma gain can never be higher than the Constitution loss).
Incurable as long as the curse isn't removed.
The belt can be easily removed, but that will not remove the curse. You need a Miracle, Remove Curse, Wish, or Limited Wish to remove it.
The wearer doesn't notice the drain as long as it is <=4. His hit points don't change (but his Fortitude save is affected).
After reaching 5 points of Constitution Drain, the wearer's hit points change, and he occasionally coughs up blood.
After losing more than 50% of his original constitution to the disease, the wearer is Fatigued.
If the curse is removed, the dran can be cured normally. Curing the Drain removes the Charisma gain.
The belt has a "secondary" effect: every person who stays in close contact with the wearer (staying with him in an enclosed room or within 10' of him) for 10 minutes or more in a day must save or contract Tuberculosis:
Fortitude Save DC 12
Onset 1 week; Frequency 1/week
Effects: 1 point of Con drain, 1 point of Con damage (the Drain and the damage require different saves), 1 point of Cha gain (the Charisma gain can never be higher than the Constitution drain).
Cure 7 consecutive saves.
Background: In the past, Tuberculosis was considered a romantic disease. Several Opera heroines suffered from it, and the pallor and the rosy cheeks that were a consequence of the disease were considered to increase the person's beauty.
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Not cursed, just quirky.
92. Headband of Menial Superiority This simple headband gives you a +6 bonus to Profession (butler, cook, driver, gardener, groom, groundskeeper, maid, porter or stable master).
93. Potable Hole This small blue-cloth unfolds into a 1 ft. square and opens into a 1 cubic foot extradimensional space filled with pure fresh water (roughly 8 gallons worth). Nothing else can be left within the space without being harmlessly ejected at the end of the round it is placed within it. The water can be removed and consumed (or otherwise used) normally, and the potable hole creates exactly 8 gallons of water each day.
94. Boots of Steed While wearing these boots, so long as your hands are free to make clopping noises with castanets (or really, anything, two empty halves of coconuts will do the trick), you can travel at the overland speed of a man on horseback. This will not affect your ground speed in combat, however.
95. Glampered (armor property) This armor billows forth into a tent for one when you camp for the night, providing adequate shelter from inclement weather. It immediately deflates back into worn armor when you make an initiative check, or are attacked.
96. Vicious Grimoire the pages of this book are razor sharp and stained with blood all along their edges, as well as having numerous bloody smears and fingerprints around the margins. Reading it takes 48 hours, and no more than 8 hours of that can be in a single 24 hour period. During this time, the reader takes 1 hit point of damage from the sharp pages for each hour, and always attempts to save against healing magic from cure wounds or channel energy. If they save successfully, they receive no healing from that effect. This healing resistance lasts until the 48 hours worth of reading is complete (which will take a minimum of six days), and thereafter the reader will have the Vicious weapon property, usable once / round as a swift action with any melee, ranged or unarmed/natural attack.
Totally cursed;
96. Mild (armor property) This armor has the Wild property, but in addition, whenever the wearer is in a wild shape, they also suffer the effects of a calm emotions spell. If attacked, the spell drops for the remainder of the round, but resumes on the beginning of their next turn.
97. Robe of Entanglement This robe fits fine and moves seamlessly with your body, despite it's many dangling straps, until you enter combat. If attacked by another, or if you yourself roll initiative in preparation to attack, the straps animate and begin wrapping around your limbs, giving you the entangled condition.
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98. Viscous (weapon property) This appears to be a corrosive weapon, until used in combat, at which point the slime coating it proves not to be corrosive, but adhesive. Your hand becomes stuck to the weapon *and* the weapon's striking surface becomes stuck to whatever you hit, and you require a DC 25 Strength check to break either of those bonds.
Whether or not you succeed on this check, you take 1d6 damage as the adhesive is stronger than the skin on your hand. (Attempting to break the connection between the impact point of the target and any armor a target might be wearing, does not cause damage in this fashion, although a worn gauntlet will not protect you in this fashion, as the gauntlet itself will be not only glued to the weapon, but the adhesive will soak through and adhere the gauntlet to your hand!)
The adhesive bond can also be broken down by actual acid, a single flask of alchemical acid doing only 1d3 damage to your flesh if used in this way, as much of it's potency is 'used up' on the adhesive bond itself. The adhesive effect reoccurs whenever you attack with the weapon, and, oh so sadly, this property, if used on a projectile or thrown weapon, prevents it from ever leaving your grasp, and, in the case of a sling, bow or crossbow, also glues the projectile to the launching weapon, as well!
If it could only be refined to only affect the target struck, after it leaves the hand of the target, and then placed on a net, or bolas, this property could find use, but research, while teasing this potential, never seems to deliver on that promise...
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99. Ring of Degeneration Putting this ring on causes you to begin losing one hit point per round. Removing this ring is quite easy, but does not end the curse, which must be removed through more traditional means. This ring is also linked to a Ring of Regeneration somewhere, and if it is destroyed, that ring will cease to function, as it was drawing it's recuperative abilities from its sister ring, so you may well find that someone powerful is pissed at you for ruining their expensive magical remedy...
100. Wings of Frying This gorgeous capelet of cloth-of-gold is decorated with large scarlet feathers, seemingly taken from a mighty Phoenix! (griffon feathers, painted scarlet. One has to make do.) It covers the shoulders like a mantle, and descends into two trains in the rear, when worn, and the person who puts it on has exactly one round to admire how *amazing* they look before it bursts into flames that resemble a pair of fiery wings and do 3d10 fire damage each round to them, and 1d10 fire damage to all in adjacent squares. These wings do not allow any kind of flight, and the wearer does not benefit from any form of fire resistance or immunity, nor can the cape be taken off until a remove curse is applied normally. Unlike most cursed items, the cape can also be extinguished by total submersion (which does not end the curse, merely prevents damage until the wearer surfaces) or a quench spell (which cases the cape to douse for 1 minute, during which time it can be removed!).
101. Mordant's Curse-Thrower. This ornate wand is composed of alchemically strengthened bone, and topped by a shrunken monkey's skull with a full head of long white hair (believed to be a lock of hair from the wizard whose name is engraved on the wand) and functions as a wand of bestow curse, enhanced by the Reach spell metamagic, allowing these curses to be thrown at close range. Additionally, every time you use this wand, an identical bestow curse affects Mordant, whoever he is, whereever he is (and he gets no saving throw versus this effect).
He's pretty sick of this by now. A rival for the Arclord position he now occupies crafted five of these wands as a 'gift' to 'commemorate' his ascension to the Arclord position they were both competing for (she's dead now), and he has tracked down and destroyed three of them. Two to go.
The 'curse' as far as the user is concerned is that using this effective and useful wand will result in an Arclord of Nex tracking *you* down, and he's not happy. Not. Happy.
| Pizza Lord |
Well, do we stop at 101. Start a whole new thread?
For #87. Bag of Holding Breath I had actually intended to add the caveat that the owner does not get any saves against inhaled or gas attacks if the area includes the opened bag. Meaning if they want a save (and the bag's bonus against them) it must be closed (thus having to be reopened every 10 minutes) or left in a safe place or outside the area while opened. But a GM could just choose to use this option in a harsher campaign or for a more harsh curse.
| Pizza Lord |
102. Tunic of Caracal Casting— This detects and functions as a tunic of careful casting but whenever the wearer fails or rolls a natural 1 on a concentration check, a caracal appears, seemingly from their blind spot or from the shadows or underbrush, and attacks them with an pounce (2 claws, bite, and rake). All while howling and caterwauling. The wearer is wearer is considered flat-footed unless they possess uncanny dodge or a similar ability and must also succeed at an Acrobatics check (DC equal to total damage dealt) or be knocked prone at the end. At that point, the caracal leaps away into the shadows, underbrush, or just into nothing. There is no indication that the tunic is the cause of this.
103. Leadshot Vest— This cursed deadshot vest has a subtle curse, possibly the result of failed crafting or degradation. It functions normally, but unknown to the wearer, after the first time they benefit from it, they are cursed.
All projectiles from the wearer count as lead, disregarding actual material and even magical effects that make ammunition count as other material types. This happens to bolts, arrows, shuriken, and other projectiles, but not thrown weapons. There is no actual change in appearance or material, and if such projectiles can be recovered, they can be used as normal by others. The vest can be removed freely, but the curse remains on the wearer once triggered.
104. Vest of the Slithering Tracker— This cursed vest of the vengeful tracker summons a slithering tracker to torment the wearer at the end of any day in which they tracked (not just noticed tracks) or benefited from the vest's powers. The vest also does not bestow extra favored enemy damage against slithering trackers specifically.
The slithering tracker appears once the wearer stops to rest or sleep, even if no longer wearing the vest. If two people wore and benefited in the same day, they will each get their own, possibly at different times depending on when they rest. The tracker appears in the vicinity but must make a Survival check (+0 unless advanced) against DC 10 to 'find' the wearer. Actions, such as covering their tracks, taken by the wearer within an hour of resting to hinder tracking apply to this DC, but terrain and conditions do not. Effects and abilities that make the wearer untrackable, such a druid in natural surroundings, do not apply against the slithering tracker if they're wearing the vest or have it in their possession. If it fails the Survival check, it doesn't find the wearer that day but will return again the next, even if the vest isn't used or worn. It receives a +2 bonus to its check every day it fails until it succeeds.
Once it finds the wearer's location, the slithering tracker will approach and attempt to slay one creature of at least small size, such as a mount, companion, or guard (though it prefers sleeping targetd) before prioritizing the wearer. This could be a mount in the stable of an inn or another guest entirely.
It is intelligent, so can plan and avoid guards or simple traps, but its existence is created and controlled by the curse, it has no past or knowledges beyond the night. It will typically paralyze and drain someone, then it vanishes, leaving no tracks or evidence other than the drained corpse. The tracker can be slain but provides only half the XP of a normal creature and will not return the next day unless the wearer again uses the vest.
For every three levels the wearer possesses above 3rd level, add the Advanced simple template to the slithering tracker when it appears.
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Special If the wearer has an item kept in a pocket or within the vest itself and the slithering tracker drains a victim, that item will be left at the scene. This is the only link or indication that the vest has a connection to the slithering tracker's victims (which might be blamed on a vampire, or cause the wearer to get blamed if it's discovered victims seem to appear when they're around).
105. Vest of Stable Mutation II— This cursed vest of stable mutation works normally for the wearer. Anyone else who spends at least four hours in close contact with the wearer while they are under the effects of a mutagen is subtly affected as well. The next day, they all have a –2 penalty to whichever ability the wearer had boosted and a –1 penalty to the ability that the wearer would have had a penalty to. There is no indication the vest or its wearer is connected to this unless it can be deduced. The penalty goes away after 24 hours spent away from the wearer (whether they're under the effects of a mutagen or not). It can also be removed with magical effects such as lesser restoration but the recipient must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour, as though they were a non-alchemist drinking a mutagen. A succesful remove curse cast on the wearer prevents the curse from penalizing those around him for one day per 5 points the DC is beaten. It does not remove penalties already applied (though the time does count towards the 24 hours the others must be away from the wearer).
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106. Scroll of Page Armor This scroll acts like mage armor, but you stick it to your chest and are covered with dozens of sheets of overlapping paper. These flapping pages is only provide half the AC bonus of mage armor, weigh 20 lbs and give a -2 ACP penalty. They also cannot be removed (unless the spell is dispelled) until the 1 hour duration runs out.
107. Scroll of Mage Ardor When you read this scroll, you are affected by charm person, as if cast by the nearest arcane spellcaster. If there is no arcane spellcaster within charm person casting range, the curse lingers for 1 hour, and you are instead charmed by the first arcane caster you meet in that time.
| Pizza Lord |
108. Lens of Debtection— This quirked lens of detection grants a +6 bonus to checks, but requires a gold piece to be placed upon it before functioning. The coin vanishes and the lens functions magically for one minute. If a platinum piece is used, it functions for up to ten minutes.
109. Sniper Giggles— This curse is found on sniper goggles or greater sniper goggles.
Whenever the wearer is about to make what they believe will be a ranged sneak attack (whether the target is subject to them or not), they are compelled to start giggling. DC 15 Will save (DC 17, greater) negates. Perception checks (DC 10) allows detection, though distance modifiers apply. If the target hears the wearer, they are considered aware (for attacks that require unaware) and receive a +1 circumstance bonus against the attack. Other penalties or conditions, such as flat-footed or unable to see the sniper, still apply.
When the wearer succeeds on a range sneak attack and deals extra precision damage, they must make a Will save (DC 15 or 17) or be affected as though by hideous laughter for two rounds. These are compulsion effects.
The goggles can be removed, but the user needs a remove curse to stop the effect from occurring on future sneak attacks.
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110. Cap of Light-Headedness— This cap of light also reduces falling damage by 1 point (minimum 0) as long as it's activated.
While active, and for one hour afterwards, the wearer is light-headed and has a –1 penalty to checks and saves using mental abilities and concentration checks. It is subtle and there's no overt indication or connection to the cap when it triggers and the penalty is applied secretly.
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111. Cap of Human Guys— This cap of human guise functions similar to its normal counterpart, but the wearer can only take the guise of an adult human male. When taking the guise, the wearer gives a name and profession for the persona, as well as two defining goals, personalities, or quirks. The cap imparts a +2 bonus to the wearer's attempts to bluff or otherwise disguise or pass themselves off as that person (though the form still must be an ordinary person and can't copy an actual individual). This power is learned if the item is successfully identified.
While in human guise, the wearer can only speak Common and has no racial modifiers. They also get no size bonuses to AC, since they'll be inherently trying to 'stay in character' and will instinctively try and 'fit the role'. Additionally, whenever a group of humans or mostly composed of humans asks them to do something as group, they are affected as though by suggestion to be 'one of the guys'. This effect occurs once per use of the cap, but it lasts up to an hour after the guise ends or the cap is removed if not triggered during.
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| Pizza Lord |
The cursed spell versions on scrolls can also sometimes be found as potions or even wands, as applicable, possibly only affecting certain castings or a percentage chance to apply. Such as every 5th spell from a wand or a 10%–25% of triggering.
112. Scroll of Obeyance— This magic scroll identifies and functions as a scroll of abeyance. The target does get a saving throw, but only if they choose to make a save against abeyance. The spell works as intended, but for the duration, suggestions from others are treated as a suggestion affect on the target (DC 10 + suggester's Cha mod). The target is unaware of these saves (as is the suggester) regardless of the save's result.
113. Scroll of Abjuring Steep— This cursed version of abjuring step functions normally. After the spell ends or is discharged, the very next 5-foot step the user takes causes them to spring straight into the air before crashing back down (10 ft. + 10 ft/3 CL). This does not provoke and effects that mitigate falling apply; Acrobatics, feather fall, etc. Remove curse can stop the effect if used before the cursed step triggers, but otherwise there is no time limit on when it can occur.
114. Scroll of Commando— This cursed command spell functions normally, but the caster's undergarments are removed and end up in a pile at their feet. This typically causes a –1 distraction penalty for 2 rounds. The caster also has a –2 penalty (in addition to the distraction penalty above) to Charisma-based checks to influence anyone who can see their underthings laying around. A caster without viable undergarments to remove while casting instead becomes the target of the command.
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115. Ion Stones A Thassilonian student of Wrath created these cursed items as a gift for a rival he especially loathed. These spherical stones can be blue, yellow or white, and when equipped a soft tingle passes through their bearer, who is charged with electricity. This electrical charge inflicts 1d6 damage (per stone equipped) any time the user touches anything other than the ground with their feet. Leans down to pick up a coin? Zap. Reaches for a tasty beverage? Zap. Slaps a rival who just gave them a bunch of cursed ion stones? Zap. This discharge does not affect the touched item or person, only the bearer of the stones, with the exception of discharging a zap and affecting anyone who attempts to cast a spell to protect against electrical damage (such as Protection from Energy) on the bearer (possibly interrupting and spoiling the spell). This defensive discharge (to prevent a spell that might protect against their damage) affects both the touching caster of that spell, and the bearer of the stones (although damage is only taken once if the bearer of the stones is attempting to cast the spell on themself!). The ion stones resist being de-equipped as if someone other than the bearer was trying to grab them, but once seized (and zap!), a stone becomes inert until released from grasp and allowed to resume orbit (so the savvy de-quipper will immediately stow the stone in a pouch or something). Ion stones will not equip at all for a user that would benefit from electrical damage, like a flesh golem or shambling mound. They are mean like that.
116. Rings of Flying Not so much cursed as terribly inconvenient, this pair of silver rings, adorned with bold strips of onyx resembling a feathered wing (and taking up both ring slots when worn), allow the wearer to transform their arms into black raven's wings, and, with some effort, fly at 40' with a clumsy maneuverability. They can do this three times per day, for up to 5 minutes per flight, but it is tiring and after any flight of over a minute the wearer is fatigued for twice as long as they flew (and the rings will not work again during that period). As the users arms are transformed during flight, they cannot use or benefit from any items equipped on their arms, or held in those hands, for the duration.
117. Tome of Clear Thoughts This fascinating tome cannot be put down, and after 8 solid hours of reading, which the reader will resist with violence if anyone tries to interrupt book club, acts like a feeblemind spell on the reader.
| Pizza Lord |
118. Cursed Full Plate of the Corpse
This cursed full plate of the corpse is believed to have originally been created by a powerful ghoul artificer just for laughs and to serve dinner. It detects and functions normally until the wearer comes within 30 feet of what would be a hostile ghoul. At that point, the armor ceases to function and transforms into a large disk, resembling a platter, with the wearer's wrists and ankles secured at the edges as though by masterwork manacles. Freedom of movement and similar effects do not counter this.
Once the armor transforms, it remains in that form permanently until the wearer is completely freed (or devoured), at which time it vanishes. The armor's curse isn't limited strictly to ghouls, but other variants, such as ghasts, dread ghouls, half-ghouls, and even hostile sorcerers with the ghoul bloodline.
The bound wearer falls over backwards (unless they were rushing or otherwise moving forward), usually with a loud clatter, and is basically splayed unarmored and prone on the disk like a meal being presented. The platter and bands are the same material as the armor, typically steel, and there is no lock, so they cannot be picked or knocked open, though they can be attacked and damaged by others. The wearer can attempt a Strength (DC 28 if steel) or Escape Artist (DC 35) check to free one arm or leg as a standard action (no armor check penalty from the full plate).
The platter counts as a magical item for resisting attacks and saves, including rust attacks, which can free a limb if the attack would overcome a masterwork manacle or hit points, or destroy the whole thing (hit points as magical full plate). A successful remove curse immediately frees the wearer, as can teleport effects or becoming incorporeal, gaseous, or ethereal. Changing the target's form does not help, the bands reform (even if already broken or escaped) around any new limbs of any size unless the new form has no limbs, such as a serpent.
A face-down wearer is considered to have cover from most attacks and must be flipped over or otherwise have the attacker able crouch or kneel down to attack them (which includes attempts to strike at the bindings, and may require moving around the wearer to reach them).
Any ghoul consuming a creature bound by the plate receives additional XP equal to defeating a creature of the wearer's HD or CR (which may be in addition to defeating them or their party). Up to four 'diners' may benefit from one 'corpse plate' in this manner.
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119. Cursed Half-plate of the Corpse
This half-plate armor function as #118 except it forms a half-disk platter that binds half the wearer's limbs. Typically for a humanoid, this will either be both arms, both legs, or one arm and leg on either side (roll randomly) but creatures with more arms or legs may have multiple extras bound. This will restrict the wearer's ability to use items, move, or possibly both depending.
120. Perforation Leather
This cursed version of perfection leather functions and detects as normal, but provides only half its armor bonus against piercing-only attacks and such attacks have a +1 bonus to confirm critical hits. This effect is not noticeable to the wearer and only revealed with extensive, direct testing. The wearer may use one of its spell-like abilities an additional time per day.
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121. Cursed Full Plate of the Copse This armor is decorated with images of trees and leaves, and if you wear this armor in a forested region, or touch a tree, you take 2 points of Dexterity drain as your flesh begins to lignify into a woody substance, while your hair falls out and leaves grow in it's place. Every day thereafter you suffer another 2 points of Dexterity drain, and if your Dexterity reaches 0, you are permanently transformed into a tree.
Despite appearing to be made of metal, close examination indicates that it has only the thinnest gilt of metal on it's surface, and is actually composed of ironwood, so that a druid can wear this armor without violating their spiritual oaths. Lucky duckies.
[not cursed, just not hardly what the creator wanted)
122. Bag of Tracks (rust) When you reach into this bag, roll on the Bag of Tricks (rust) table and you withdraw what seems to be nothing, although you feel something furry and squirming in your hand. You can make a sprinkling or 'sowing seeds' motion as part of a move action and leave behind yourself the tracks of whatever animal type you rolled, and as long as you maintain this sprinkling motion, you continue leaving those animal prints behind you. If you stop 'laying tracks' for a full round, you must reach into the bag anew, and perhaps receive entirely different animal tracks...
This bag can be used continuously for up to an hour, and up to three times per day. While you are sprinkling tracks, your own tracks (but not those of companions other than familiars or animal companions or special mounts gained as part of a class feature) are covered up and obscured by these new animal tracks.
123. Bug of Tricks (rusty) This small corroded brass clockwork beetle can do tricks, little dance routines or flips or stunts, performing for up to 1 minute after 1 full round of winding, and able to be wound for up to 1 minute (for a 10 minute performance). It can't lift or move anything over 5 lbs, and cannot follow any but the simplest of commands implanted as it is wound. Sadly, you have no idea how to give it these commands, and so it will only do the last thing it was programmed to do, which is dance an absurd little dance with it's cane, while waving it's silly tophat, while tinny music, generated within it, plays 'Hello! Ma baby, Hello! My Darling, Hello! My ragtime gal.'
| Pizza Lord |
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124. Bag of Nasty Tricks (Rust)— This cursed bag of tricks (rust) detects and functions normally. After any day in which it is used, however, it summons a small creature that steals things from the nearby area and leaves them in the bag.
The creature is rolled on the Gray Bag list, reroll a result of Riding Dog or the GM can choose their own creature. It typically appears at the end of the day when the user is sleeping or resting. It can appear anywhere within 60 feet as though summoned and does not need line of effect from the bag, though barriers of thin lead, three feet of earth and wood, or one foot of stone or metal prevent it from appearing in that direction or location.
The creature looks for other people and then attempts to steal or grab an item from their vicinity. The item need not be inherently valuable, and will likely be shiny or metal, like a ring, gem, coin, or even a fork off a table. It will then say, possibly muffled, "I have it, master! I stole it!" and start moving back to the bag's location. If killed or otherwise stopped, it drops the item and bursts into a tiny, sparkling cloud of mist, similar to a vampire and moves to the bag's location.
If it arrives in any form, it vanishes. It need not touch or enter the bag, nor need it be opened. It must merely get close, in the case of the owner being inaccessible, such as in a rope trick with no way to climb in. If the stolen item was with it, that ends up in the bag and the bag will not work for its user until the item is removed (easily found if reached in).
The user can never see or hear the trickster animal themselves, even with true seeing or similar effects, though any items it carries could be spotted. In most cases, the bag owner will be accused of theft, or at least being a troublemaking miscreant (since the stolen items are rarely of real value, though they could be).
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Special If the user has a familiar of appropriate size, the bag's creature will instead look exactly like that creature, including its voice if it can speak. It possesses all traits of the familiar, including Intelligence, improved evasion, or speaking with others of its kind (which it can do to cause trouble) but it has no shared link with the user for purposes of empathy, sharing perception, scrying, or being harmed or killed.
125. Plate Armor of the Deep Fryer— This cursed plate armor of the deep detects and functions normally. After one minute spent immersed in liquid, at least knee deep, the armor starts to heat the area around it. The armor itself does not become hot or even noticeably warmer, only the surrounding liquid. There is no outward sign that the armor is causing this, though the fact that the warm area is emanating from the wearer is easier to determine.
Every minute, the surrounding water temperature within a five foot radius of the wearer increases using the chart below. These effects are not cumulative with existing temperature, so already scalding water will be unaffected or extremely cold water may take extra time to heat up, though moving water, such as a river or ocean will not slow the heat buildup. The wearer must be completely out of the water or liquid for a number of rounds equal to immersion before the effect ends. Reentering liquid, even a different source, resumes the effect at its last point immediately.
After:
1 minute— The temperature is slightly warmer. This is not harmful, but may cause accusatory looks at the wearer for other reasons.
2 minutes– Creatures that spent the past 5 rounds within 5 feet of the wearer (including the wearer) take 1d3 nonlethal damage from the heat. Creatures breathing or inhaling the water during that time take 1 additional nonlethal. This damage happens every two rounds spent in the area. The additional damage is combined, not separate, for purposes of overcoming heat and fire resistance.
3 minutes– Creatures take 1d3 nonlethal damage and 2 lethal damage from the heat every two rounds and creatures breathing the water take an additional 1d3 nonlethal damage and 1 lethal damage.
4 minutes— 1d6 heat damage (half is lethal) per round and 1d6 additional damage (half lethal) for breathing the water.
5 minutes— Scalding hot. Deals 1d6 scalding damage and an additional 1d6 if inhaled per round.
7 minutes— Water boils. 1d6 damage to creatures around the wearer and an additional 1d6 if inhaled. The wearer takes 10d6 scalding damage if fully submerged per round of exposure.
This damage applies to liquid creatures surrounding or engulfing the wearer as well, such as a water elemental and some oozes, though they must be predominately liquid, not merely gelatinous or jelly-like.
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If the wearer dies, the heating dissipates naturally and the armor floats them to the surface. This floating effect lasts for 24 minutes, before the armor resumes its normal buoyancy and likely sinks to the bottom. This sometimes leads to well-done corpses found bobbing in plate armor in the middle of water.
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125. Trident of Warming Companion piece to Plate Armor of the Deep Fryer, this trident functions normally as a +1 trident until the first time the holder takes cold damage from any source, even the nonlethal damage from extremes of environmental cold, at which point the tridents curse activates and it begins to heat up, eventually glowing red hot as per heat metal, and remaining at that temperature indefinitely unless it is somehow released, or the holder dies. It cannot normally be put down once this curse activates, and the curse must be removed (or suspended, such as by a dispel magic to temporarily 'turn off' the item), or some more unusual solution found. (Cast resist fire on them until you can get a remove curse? Chop off their hand?)
| Pizza Lord |
125. Plate Armor of the Deep Fryer—
The floating effect on the wearer's death lasts 24 hours, not 24 minutes.
126. Trident of Warming—
If the GM wishes to add some benefits, the cursed trident could still be thrown, returning to the wielder's hand and displacing other objects if necessary. It also deals half its heat damage to creature's struck.
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Set wrote:126. Trident of Warming—If the GM wishes to add some benefits, the cursed trident could still be thrown, returning to the wielder's hand and displacing other objects if necessary. It also deals half its heat damage to creature's struck.
A non-cursed version that did extra heat damage (but did not burn it's holder) and provided endure elements (cold) and / or a few points of cold resistance, perhaps even to an area around the user (allowing it to be used as a campfire, kinda sorta, only without the open fire or light source effects of a flaming weapon, and therefore usable underwater) could be neat, particularly as combination utility item / weapon for an underwater race like tritons or gillmen or sea elves.
| Pizza Lord |
127. Scroll of Breadth of Life— This quirked spell identifies as breath of life. Once cast, the target is encased in a warm loaf of bread, vaguely shaped to their body form for five rounds.
A slain target is restored to life only if they remain in the bread for the full duration, at which point they are restored and then gain the full healing they would have received as well as the effects of a restoration (which counters the temporary negative level normally applied). Undead targets are neither healed nor harmed, but can be temporarily immobilized by the bread cocoon.
If part of the bread is uncovered to examine a deceased target, there is no obvious healing or change, but if a Healing check (DC 15) is attempted, they sense that 'something' is happening. Death effect timers are suspended during this time, such as the one round limit normally required for breath of life or a slain creature rising as an undead.
The target only receives a saving throw if they opt to save against the breath of life effect. The warm bread cocoon allows breathing (assuming there is air, ie. it isn't underwater or in a smoke-filled room) and protects the target from most external environment effects, such as cold and heat. It's also buoyant and will float to the surface in most substances. The target cannot see unless the bread is removed from their face. Hearing checks are at +10 DC to hear in or out. Such as a target calling out that they're okay or are being healed and not to interfere.
The bread coating has hardness 1 (bypassed by piercing-only attacks) and hit points equal to 2 per caster level. It soaks half the damage dealt to the target. The target takes no damage from attacks directed at the bread cocoon itself. Uncovering a specific limb or part of the target, such as the face or arm, can be done as a full round action and deals 5 damage to the loaf. If more than two limbs are freed, the bread casing disappears and the spell ends. A cocooned creature can spend an attack action to deal damage to the bread equal to their Strength modifier (min. 1).
The spell lasts for 5 rounds and, after one round spent encased, the target heals the spell's CL in hit points per round. This healing is reduced by one hit point per round for every two hit points the bread of life loses.
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128. Scroll of Boyancy— This cursed scroll of buoyancy functions normally, but all targets are transformed into young, male humanoids of their type or human children if not a humanoid. Targets only receive a save if they chose to save against the buoyancy spell.
Apply the simple template to the targets. This affects physical abilities but not mental ones associated with age. This is real de-aging, but does change their maximum life span (someone with only one year to live would still expire them). They are effectively a young boy of their race (or human). This does not grant human intelligence or languages to those who don't have them (like animals or companions).
This curse's size changing effect also does not resize gear or equipment, including magical items unless they have a specific quality to resize themselves. Certain items will still work if bound or firmly held, like bracers or necklaces or rings, but they will be ill-fitting and may be easier to disarm, remove, or come loose at GM's discretion. Hey, it's a curse.
Effects that alter a target's form, even permanently like baleful polymorph function for a maximum of one minute before the youthful form is restored. This does not end their duration, and they may resume and take effect if the curse ends. The target's death or a successful remove curse is needed to restore the targets to their true form.
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This curse can sometimes be found amongst other spells that affect buoyancy as well, such as mark of buoyancy or neutral buoyancy.
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129. Amulet of Natural Ardor This amulet is carved of ivory in the form of a floppy bunny, and the wearer finds themself unnaturally sympathetic to the plight of natural plants and animals. They must roll a will save to attack a natural plant or animal (even a dire animal, but this does not apply to 'unnatural' creatures of those types, like assassin vines or griffons) as if they all benefited from a Sanctuary spell at CL 10. As much as possible, if there is a non-confrontational option to get around inconvenient foliage, or to discourage hungry scavengers or predators, the wearer will encourage those options before choosing combat, resorting to taking the Total Defense option, if attacked by a natural animal.
130. Ring of Projection Created for a Chelish diva whose voice had begun to falter with age, it triples the volume of the wearers voice, making them three times as easy to hear at a range, and really able to project and 'reach the cheap seats.' It also was later enchanted to be unremovable by the wearer, as they kept losing it. (Fortunately, any other person can remove it, but this may not be immediately obvious...)
| Pizza Lord |
131. Starfearing Robe— This cursed starfaring robe only functions at night, under the open night sky, or in space.
While functioning, they wearer is considered afraid of stars and starlight and is considered shaken if any are visible. This includes the sun if traveling through space, but not during the daytime on a planet, celestial body, or a large ship or station. If traveling through space, they must make a Will save (DC 5 + number of months) or they automatically enter hibernation as a defense mechanism until they arrive or 1 month passes (or if attacked or damaged), when they can attempt a new check at DC 15 to awaken for 24 hours. Continuing travel requires a new save as above for the remaining time. Traveling for a year or longer, such as outside of a system, always puts the wearer into hibernation, though they can come out temporary every month with a Will save (DC 15) as above. These saves are with the —2 shaken penalty when applicable.
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132. Far-Staring Robe— This cursed starfaring robe functions normally until the wearer activates its flight or travel powers. At that point, they become extremely far-sighted, but unable to focus easily on anything closer.
The wearer takes no distance penalties to Perception (vision) checks for the first 30 feet. They ignore ranged penalties for the first increment if they attack's range increment is greater than 30 feet or the first two range increments if the weapon's range increment is less than 30 feet. This does not increase the weapon's actual maximum range.
Attacks on targets within 30 feet are at a –4 to hit and have a 20% miss chance. Non-attacks and actions that that require focusing closely, like Disable Device or reading take twice as long and have a 20% chance to fail. Gaze attacks within 30 feet have an additional 20% chance to fail against the wearer (checked separately after other checks, such as averting gaze).
This cursed farsightedness lasts for 24 hours after the travel power (flight or starflight) ceases being used. A successful remove curse or remove blindness ends it for that use.
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133. Wand of Sage Armor This wand has 50 charges of Sage Armor, which is like Mage Armor, but requires you to make a Knowledge check (as an immediate action, if attacked, or a swift action, normally) sufficient to gain a bit of knowledge about a creature before the AC bonus applies versus that creature (you do not additionally gain information about the creature, from this check, just an understanding of how to avoid it's attacks).
If attacked by a trap, Knowledge (engineering) is the default, or by an environmental effect, such as a landslide or falling tree, Knowledge (nature) or (geography).
If attacked by something by surprise, you have no reaction time, and do not gain the AC bonus from Sage Armor (although you may on later rounds).
| Pizza Lord |
134. Cursed Rod of Abrupt Hexes— This cursed rod of abrupt hexes functions normally. When activated, however, the user perceives the world around them as a hex-based grid for one hour. The user is off-balance, disoriented, and out-of-sorts when moving, even though there's no articulatable reason for not being able to move normally. During this time, diagonal movement costs 2 spaces of movement for every odd diagonal square moved instead of 5 feet for the first and 10 feet for the second. This does restrict diagonal 5-foot steps. This doesn't affect other creatures' perception or positioning (The GM doesn't have to change the map grid.), but the movement penalty does apply to mounts, vehicles, or other creatures the user is directing the movement of (not just controlling or commanding, like ordering summoned creatures to move somewhere unless they're specifically directing the path, such as how their linked familiar or animal companion moves).
Remove curse can end this effect early
135. Rod of Abrupt Taxes— This cursed rod of abrupt hexes functions normally except there's a 20% when used that a bureaucratic entity is called to collect a tithe, feee, or back taxes owed. The rod only triggers once every 24 hours for any user.
Time effectively stops for the user and the Collector appears. It resembles an officious anthropomorphic version of the user's patron, spirit animal, or just an ambiguous (though clearly otherworldly) official. It imparts in clear and polite but firm, terms that the user owes the magical, spiritual, or otherworldly realms a tithe and tribute. The amount is 100 gp x the user's class level in the hex-using class (minimum 100 gp). The user cannot move or take actions other than to agree or refuse. If they have the funds (which can be in gems, trade items, or magic items at GM's discretion) the amount is removed from their possession (and change given) with a flash of the entity's eyes.
If refused or if the user does not have that amount in their possession, the entity shakes its head disappointed and imparts that their hex privileges have been revoked temporarily as a delinquent penalty and they have until the end of the day to make amends. Time resumes and the hex power they were using fails. They lose the ability to use that specific hex for 24 hours (and abilities or effects that would copy it also fail if used in that manner). They possess knowledge of a 10 minute ritual that lets them sacrifice the needed taxes if they acquire the funds, which will restore the use of the hex. A successful remove curse can also restore the restricted hex, but the DC is +1 for every 100 gp of the tax and even on a success that amount is added the next time the curse triggers.
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If the tax is paid, the entity thanks them politely and vanishes with a flash of its eyes. The user then receives one effective round of time stop. This increases to two rounds if the user has 10 or more levels in the hex-using class. Unlike normal, they cannot move, even with transportation spells or magic, and spell durations and timers are not expended on the user, allowing them to plan or cast other spells or buffs. They are aware of the duration and the limitations. Once time resumes, their hex takes effect and they may use any remaining actions they had from the round in which they triggered the rod.
136. Rod of Mental Absorption— This cursed rod of absorption detects and functions normally, but whenever it absorbs a spell, the wielder receives a penalty to their Intelligence, Wisdom, and Charisma-based checks. The penalty equals half the absorbed spell's level (rounded down, min. 0 for 1st-level spells). The penalties stack. The user is aware of this the first time it occurs and can expend one stored spell level from the rod if in hand as a swift action to ignore this penalty for one minute.
The penalty reduces at a rate of one point per day otherwise. A successful remove curse or greater restoration can remove the penalty entirely.
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137. Ioun Scones. These ioun stones detect normally, but only remain 'fresh' for a day after being equipped, then begin to get a bit stale, and turn out to be not made of gemstones at all, just hard kind of tasteless (but brightly colored) biscuits. They lose their normal magical power after a day of use, although they continue to orbit like dull gray stones for about another week, but since they are hard increasingly stale biscuits, they will A) attract whatever sort of vermin are willing to eat such fare, and B) eventually fall apart into crumbs, particularly if they ever get wet.
But hey, you had an ioun stone! For a day...
| Pizza Lord |
138. Ioun Throne Stones— These quirky ioun stones appear and function as normal until a user releases them around their head. While continuing to function normally for their type, they change in form to a small, stylized iron throne made of tiny blades. Whilst circling the user's head, they make random statements like, "Winter is coming.", "Hold the door!", "The lone wolf dies but the pack survives.", "That's how you make a threat.", and "You cannot give up on the gravy." amongst others. The user also receives a –1 penalty to saves against abilities from true dragons and wraiths, cumulative for each stone. If the stone is activated or used in some other manner, such as a wayfinder or familiar, the penalty applies to that user or owner.
139. Noun Stones— These quirky ioun stones appear and function normally, but whenever the user ends a sentence or phrase with a non-proper, physical noun, there is a 50% chance the stone falls from orbit (or otherwise ceases functioning if used in some other manner) for 1 minute. It can be picked up and replaced in orbit (even by another creature), but will not function for that duration.
"Hand me a sword." (triggers)
"Hand me the flaming sword." (triggers)
"Hand me the Black Demon Sword." (Does not trigger)
"Look at the Statue of Liberty." Does not trigger; proper noun and liberty is not a physical object)
"It's Queen Elizabeth." (Does not trigger).
"It's Elizabeth, the queen." (triggers)
"He's in a state of confusion." (Does not trigger, confusion is not a physical object)
"He's in a neighboring state." (triggers; that form of state is a physical object or noun)
"He's in a confused state." (does not trigger, that form of state is not a physical object)
"I need healing." (Does not trigger)
"I need a healing potion/spell." (triggers)
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140. Cube of Farce When this cube is activated, it levitates into the air and begins pulsing random colors over a 30 ft. radius, playing yakity sax. All creatures in the lit area begin performing random actions from the Typical Goblin Distractions list (or similarly pointless and silly actions, like playing tag, or juggling their gear, at the GM's discretion, all while carefully remaining within the 30 ft. affected area) from p. 18 of Classic Monsters Revisited for 1 minute, at which point the music stops, the lights go out and the cube clunks to the ground in the space it was activated. Anyone who enters the affected area during that time is also affected, but anyone removed (forcibly) from the area is released from this compulsion at the end of the round.
On the upside, nobody in that 30 ft. radius attacked you, during that time (probably...).
141. Tube of Force. This foot long tube of force can be used as a small club (1d4 damage) and affects non-corporeal creatures as a force effect. If you are not a size Small creature, you may have a penalty to your attack rolls with this item. Being hollow, and open at both ends, it makes a keen wooshing sound all out of proportion to it's size, when swung. It's also transparent. With appropriate end caps, it could be used as a mostly indestructible scroll case?
| Pizza Lord |
141. Tube of Force
Doesn't really seem cursed.
142. Cursed Boomerang I— This +1 returning boomerang functions normally, except it returns to its user's hand at the end of the turn after they throw it, instead of just before the start of their next turn. It flies to them even if they've moved as long as it has line of effect and they don't have total cover from it.
When thrown at a creature (not objects, including worn or carried gear), the boomerang creates two duplicate boomerangs that will target separate creatures adjacent to the original target at random, whether the user wishes or not and can include allies of the thrower. No creature can be targeted by more than one attack this way. If there are no targets for a duplicate boomerang then it misses and hits nothing.
The original boomerang and any duplicates that did not hit their target fly back to the thrower at the end of their turn unless somehow prevented (ie. caught with Snatch Arrows or picked up with a readied action). If the thrower has a free hand, the original can always be caught as normal. If not, the boomerang makes a ranged attack against the thrower using their own full BAB and bonuses and ignoring concealment miss chances. On a hit or miss it ends up at the thrower's feet.
Duplicate boomerangs can be caught if the thrower has any free hands left after catching the original by making a Reflex save (DC equals the attack roll) but only if they have proficiency with boomerangs or possess an ability that allows catching projectiles, like Snatch Arrows. Otherwise duplicates disappear after the attack roll on a hit or miss.
A caught duplicate remains in existence until the end of the thrower's next turn or it leaves their hand except as an attack. Duplicate boomerangs do not create their own duplicates and disappear after this extra attack.
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143. Cursed Boom-erang— As #142 except duplicate boomerangs that strike a target (or the thrower on returning) burst for 1d6 fire damage (Reflex DC 15; half) in a 5-foot radius around the target. The original boomerang does not burst except against the thrower if not caught. Striking cover does not cause a burst (unless the cover was a creature).
144. Cursed Bloom-erang— As #142 except if the thrower (not any other target) is struck by a returning boomerang they're encased in a quasi-real (1%) illusory bloom of thorny wood rose vines and are entangled until the end of their next turn (Will DC 15; negates). The vines are only a manifestation of the entangling effect, not the source. Abilities that affect plants or allow movement through them don't affect it, though other effects, like freedom of movement function normally.
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145. Bag of Folding This bag neatly folds in half or thirds any item placed within it. When this is sheets of parchment, or clothing, this isn't so bad, but the bag folds *everything.* Coins? Bent in half. Weapons? Bent in half (which results in breakage for wooden weapons, and makes metal ones unusable until repaired). Spellbooks? Well, that's ruined...
It thankfully doesn't affect living things, so if your familiar ends up inside it, no harm (other than possible suffocation), but everything else is fair game. Some things just don't fold well. Gemstones, in particular, shatter under the pressure of an attempt to 'fold' them. Most art objects are similarly destroyed.
But it's great on laundry day! Just shove all the freshly washed and dried clothing in the bag, close it and wait a few seconds, and pull them out neatly folded!
| Pizza Lord |
146. Safety Dancing (weapon property)— The cursed property can affect any dancing weapon. While dancing, after any attack against another creature that is not wearing a hat, the weapon attacks its user as well immediately afterwards as a free action. It can do this even if it is a reach weapon. If the user is wearing a hat when struck, they must succeed at a DC 15 Will save or be forced to dance (even if they don't want to) as irresistible dance (save negates, not partial). For purposes of this effect, a hat includes caps, coifs, helms, and crowns, but not headbands, tiaras, scarves, or other decorative headpieces.
147. Britain-y Spear— This cursed +2 toxic spear has a blued haft with white-bordered red lines intersecting at various points (Union Jack).
Gimme More– The wielder can transform it into a long spear with a command word and it remains in that form until it leaves the wielder's hand or the wielder speaks the command word again. A wielder proficient with spears is proficient with both forms. Other feats and abilities, such as Weapon Specialization, apply to their associated weapon form.
Stronger– After a confirmed critical, the wielder receives a +2 enhancement bonus to Strength for 2 minutes.
Limey!– The owner or wielder must consume citrus (lime, lemon, orange, or similar fruit) each day, typically one lime's worth for a Small or Medium creature. Failing to do so requires a DC 15 Fortitude save or contract advanced scurvy. The DC increases by 1 each day this requirement isn't met (and applies to the DC to remove the disease). The scurvy an be cured normally otherwise. Once a wielder is afflicted with scurvy, they must continue to consume citrus daily as above, even if they lose possession of the spear, until they receive a remove curse (this does not remove the scurvy).
Oops!...I Did It Again!– When the wielder rolls a natural 1 on an attack, their next attack roll (with the spear or not) is always a natural 1 (no chance of critical fumble for this attack, but the wielder is exposed to poison if active on the weapon). If this natural 1 does not occur against a hostile creature before 24 hours pass, the wielder receives a –1 penalty to all attacks the next day.
Hit Me, Baby, One More Time!– If the wielder is struck by a critical threat, as an immediate action they can choose to add +4 to their AC against the confirmation roll but it provokes an attack of opportunity from the attacker, taken after the confirmation roll.
Womanizer– The owner receives a –2 penalty to Charisma-based skill checks against female humanoids after the first time the spear is used until they receive a remove curse. It will reapply if the spear is used again later.
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| I grok do u |
146. Safety Dancing (weapon property)— The cursed property can affect any dancing weapon. While dancing, after any attack against another creature that is not wearing a hat, the weapon attacks its user as well immediately afterwards as a free action. It can do this even if it is a reach weapon. If the user is wearing a hat when struck, they must succeed at a DC 15 Will save or be forced to dance (even if they don't want to) as irresistible dance (save negates, not partial). For purposes of this effect, a hat includes caps, coifs, helms, and crowns, but not headbands, tiaras, scarves, or other decorative headpieces.
Shouldn't there be an additional effect along the lines of only recognizing dancing creatures as allies? Perhaps also allowing a Performance (dance) check in place of the will save? Maybe creatures under the effects of Dance of a Hundred/Thousand Cuts (or similar) are immune to the curse for the spell's duration?
147- THAT'S cursed.
| Pizza Lord |
Shouldn't there be an additional effect along the lines of only recognizing dancing creatures as allies? Perhaps also allowing a Performance (dance) check in place of the will save? Maybe creatures under the effects of Dance of a Hundred/Thousand Cuts (or similar) are immune to the curse for the spell's duration?
Feel free to make a safety dancing II variant weapon property. I was trying to work an 'Overkill' into there somewhere. :)
| Pizza Lord |
Edit: #147. Britain-y Spear
Hit Me, Baby, One More Time!– If the wielder is struck by a melee critical threat
148. Billy Idols— These cursed billy goat figurines detect and function as ivory goat figurines. The user receives the indicated curse after the idol is used and returns to figurine form or is destroyed and persists until they receive a remove curse.
The Goat of Traveling:
Mony Mony– One hour after the user falls asleep, they are affected by a sleepwalk effect for one hour (Will DC 16). Success does not awaken or alert them. If they fail, they wander randomly around the area (within a house or camp, not wandering off into woods or streets). After one hour, they make another save regardless of the first result to continue or begin to sleepwalk. They attempt to return to their bed when the effect ends.
While sleepwalking, they emit a low, subtle moan. This sound seems to emanate from them, though it is produced whether they can speak or talk at all, such as being gagged or even having no mouth. Sleeping creatures nearby receive a Will save (DC 16) or be affected by fitful, restless sleep and that hour does not count as being restful, requiring an additional hour (or two) to be considered rested. Creatures receive a +4 bonus if in separate rooms (with closed doors or other barriers, but not if the user passes an open doorway or window). This persists even if they're awakened by others during the hour and return to rest. A successful save does not alert or awaken the creatures, but those that save can attempt a Perception check (DC 10 with modifiers for distance and sleeping) to notice and be roused by the low moaning of the user.
The user has no penalties to rest while sleepwalking, unless they are roused (such as by a sentry or annoyed neighbor), in which case that hour does not count as rest, and they will need to save for the second sleepwalk if it happened during the first hour.
Cursed users that do not sleep (but rest) make a Will save during periods of rest randomly at a GM's call, or they go into a fugue state and 'black out', moaning as above with no memory of doing so.
The Goat of Travail:
Rebel Yell– Once per combat, the first time the user attacks a hostile creature, they emit a challenging shout. All hostile creatures within 60 feet that can see and hear the user are subject to an Intimidate check to demoralize with a +1 bonus to their save for every 10 feet in distance. All such creatures, pass or fail, will target the user for attacks whenever possible for the rest of the combat, though they are not heedless of danger or risks, nor do they have to. If they have a choice of targets, the user will be preferred. The yell is quite loud and can attract nearby or wandering monsters to the fight. The sound only seems to come from the user and occurs whether they are unable to speak or even if they have no mouth at all.
This is a sonic, mind-affecting, fear effect.
The Goat of Terror:
Eyes Without A Face– The user's facial features other than their eyes vanish, including facial hair, scars, and tattoos (even magical ones). They retain their ears and hearing, but cannot speak, breathe, eat or drink unless they have some other method to do so. They no longer need to eat, drink, or breathe during this time unless they have some other method to do so. Illusions, spells, or polymorph effects that would grant such features (or their appearance) fail to do so, though any other changes to form apply. Masks or other facial coverings can be used to hide their features (or lack thereof).
The first time a creature (other than a bonded familiar or companion) sees the user's featureless face they are affected by a scare effect (Will DC 15). After the effect ends, they must save again if they see the user's face once more. Creatures that save are immune to this effect for 24 hours.
This curse bestows the power to use any of the billy idols with a mental command rather than their normal command word (same action required).
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149. Deep Purple Prism (Ioun Stone)— This cursed vibrant purple prism ioun stone detects, and functions normally except as noted below.
Speed King– There is a 20% that the stored spell is considered quickened when cast. This does not occur if the user has already used a quickened effect that round. A flawed stone's spell will be reduced from a full-round action to a standard action instead.
These effects apply while the stone is in use or to the owner of a device or creature utilizing it, such as a wayfinder or ioun wyrd. After being used by a creature, they continue to apply while the stone remains in their possession, even if removed from orbit or the attached item, until they receive remove curse.
Smoke on the Water– Any water source larger than a small puddle (about 3 feet in diameter) appears to have illusory smoke or fog filling its space, up to 5 feet above the surface, visible only to the user. A successful DC 15 Will save allows the user to see through up to 30 feet of such smoke, though even disbelieving does not allow them to see further than this over larger bodies of water without true seeing. Other effects that allow vision through fog do not work unless they also see through illusions. This is a figment effect.
Burn– The user always needs to make a Reflex save to avoid catching fire when taking damage from fire sources, even instantaneous effects. This does not apply to fire damage from heat, only flames.
You Fool No One– User has a –2 penalty to Bluff checks.
Lazy– User is subconsciously lazy and either (GM's call) takes 1/10th longer to perform tasks taking over an hour, such as Craft checks, or has a –2 penalty to checks during a task, such as guard, lookout, or sentry duty.
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148. Billy Idols—
Love the Billy Idols!
Somewhere in Rahadoum, there's one of these tucked away in a basement, handing out the occasional cure light wounds, in exchange for there being less stray dogs in the neighborhood. And they thought getting rid of worship of the gods was going to clean up their country?
Diego Rossi
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149. Staves of Make-Do
More than a cursed item, these magical staves are a problematic attempt to enchant staves with spells with specific costly components without the needed items. The classical example is the Make-Do staff of Restoring Life.
The staff can cast:
- Raise Dead, 5 charges and a 5,000 gp diamond;
- Restoration (permanently lost levels). 2 charges and a 1,000 gp diamond;
- Restoration (anything but permanently lost levels, 1 charge, and a 100 gp diamond.
Developed in a land where diamonds are extremely rare but other gemstones are more common, the creation process doesn’t include the 10* 5,000 gp diamonds, 25* 1,000 gp diamonds, and 50 100 gp diamonds normally need to make a staff with those spells (*staves are the only magic item that discount the number of costly material components needed to make them).
Instead, the costly component is needed and used up when the spell is cast.
So, casting Raise Dead will require the user to have a 5,000 gp (or more) diamond in the hand that doesn’t grasp the staff. If he hasn’t it the Make-Do part activates and the staff search for gemstones to use. First, it will search the user's possessions for a single gemstone worth 10,000 gp or more. Since the spell must be completed without the specific needed component, the cost doubles. If it doesn’t find a 10,000 gp gemstone, it will use a total of 10,000 gp of diamonds with a lesser denomination or 20,000 gp of different gemstones of a lesser denomination. If it finds nothing on the user's body, it will use whatever it finds in a 10’ radius, doubling all the costs again. If that fails, it will take whatever it finds in a 20’ radius, doubling the costs a second time.
If it can’t find enough gemstones in a 20’ radius, the staff will consume whatever it finds, and then the spell will fail.
The same process is repeated with the other spells whenever the staff had to use a substitute source, The only difference is that the base cost is determined by the material component of the spell used.
This kind of staves aren’t choosy, they will happily use the gems in a magic item, and often utilize Ioun stones as their gemstones sources.
Other kinds Make-Do staves exist, but all have some common characteristic:
1) All the spells in the staves use costly components.
2) The spells in a specific staff will all have a clearly related theme, either as a material or a class of items, like weapons.
3) When they consume an item to fuel a spell, they consume it completely, even if the item is worth way more than the value of the needed component after all the multipliers.
In a famous incident, the wizard Jack the Unwise was strangled by his companions after using the Make-Do Staff of Swords, which casts Mage's Sword and Storm of Blades, to kill his opponent. The staff was very creative in sourcing its material components, "accepting" other forms of weaponry (naturally, with a cost multiplier) for the needed "miniature platinum sword worth 250 gp".
| Pizza Lord |
150. Staves of Make-Do
151. Loud Sex Pistols— These cursed loudshot pistols appear and function normally. The first time a loud sex pistol's wielder activates it or uses it as a melee weapon (even improvised), they become cursed and its appearance changes to be covered with symbols of chaos and anarchy (as well as the letters 'U.K.') in addition to the musical motifs. Until they receive a remove curse, the following properties apply even if not currently wielded unless stated otherwise:
Rotten and Vicious– The user gains the Stench ability (DC 15). They cannot suppress it, but if the pistol is out of their possession for 24 hours (and they've bathed), this ends, but returns immediately if a cursed user picks it back up. While exuding this stench, the wielder treats the pistol as having the vicious property when used in melee (to pistol-whip or as an improvised weapon).
Pretty Vacant– The wielder has a +2 bonus to Charisma-based checks except against those affected by their stench and a –2 penalty to Intelligence and Wisdom-based checks.
No Feelings– The wielder does not benefit from morale bonuses (penalties apply) unless drunk or under the influence of alcohol.
Problems– The misfire chance for all allies' firearms (including the wielder) within 30 feet of them increases by 1 (this can be reduced to 0 by other effects).
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152. Dire Straits Jacket— This +1 balanced armored coat turns into a constricting, but protective straitjacket when the wearer is in dire straits. The jacket can be freely removed while in coat form.
Dire Straits– When the wearer is physically struck by a dire creature, when they receive 50% or more of their hit points in damage from a single attack, or when they receive a critical hit, the jacket turns into a straitjacket and binds their arms to their body. Further such attacks while already bound do not stack or overlap during this time. Items held in their hands or otherwise bound to their arms, such as shields, drop.
While constrained, armor check penalties are doubled and they cannot use their hands effectively. The wearer gains DR 5/bludgeoning and half of any physical damage taken is converted to non-lethal as the padded jacket cushions blows. A DC 30 Escape Artist check can allow them to slip free, with the coat resuming its normal form and dropping to the ground. Others can use Aid Another to assist or they can attempt to undue the complicated buckles as a full-round action (Use Rope DC 20) to free them as above. The straitjacket can be damaged by slashing attacks and has the hit points of the coat. It is always at full hit points when it transforms into a straitjacket and if destroyed the armored coat is as well.
Freedom of movement or teleport effects do not allow escape from the coat, though they still function otherwise (moving the target and the jacket or allowing the wearer to move over difficult terrain or avoid being grappled).
This effect persists for 1d4 minutes (rolled randomly and secretly), after which time the jacket resumes its normal form on the wearer and 1d8 hit points are restored per minute spent confined (healing an equal amount of nonlethal). A successful dispel magic or remove curse can also end the effect, though no hit points are restored.
Money For Nothing– The wearer also receives 1d8–1 gold pieces into their possession for each minute they spent constrained, but only if the full duration was spent confined (1d4 minutes). This only occurs once per day even for multiple wearers.
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153. Dire Straits Jacket, lesser— As #152 but the effect only lasts 1d4+1 rounds and the wearer only heals 1d4 hit points (and nonlethal) and receives 1d4 silver pieces regardless of the time spend confined when the duration ends.
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150. Staves of Make-Do
Is the description clear enough?
How it is meant to work is clear to me, but putting it in English (not my first language) wasn't easy.
My reading is that the staff casts spells with expensive components (in this case, diamonds), but they aren't used in the creation, they are required at the casting from the staff. If the staff user isn't holding the required value of diamond, it consumes twice the value in diamonds from their possession. If that isn't found, it doubles the requirement and consumes that much in other gemstones, etc. etc., expanding its search and doubling the cost each time, until it doesn't find enough... and consumes all the gems in 20 feet of the user for no effect.
I can definitely see this thing being hated by people around the user if they don't carry the requirements (and have them in hand).
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154. Staff of Make-Doo (property)— This cursed property can be found on almost any magical staff and very rarely even on a wand. When used, the staff, and the hand(s) of the wielder (though, this has no mechanical effects), are covered in an unpleasant, noisome substance indistinguishable from sewage waste.
While the staff is coated, it is treated as if under a grease spell and having the stench quality (DC 10 + half staff's CL) until cleaned, which requires at least a gallon of water or dunking and one minute of cleaning or five minutes of cleaning if only wiping it off with cloth or other materials (which are probably in need of cleaning themselves afterwards). A simple dousing or application of create water or prestidigitation won't do it. Remove curse can remove the sewage coating from the staff. Creatures succeeding on their save are immune to that instance of stench, but not a separate reoccurrence from another use of the staff.
The wielder must make an additional Fortitude save when the curse triggers or be nauseated for one round per charge of the ability used, possibly at a penalty if sickened.
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155. Staff of Gall— These cursed magical staves are replicas of the staff once carried by Galstaff, Sorcerer of Light. His party was slain by ogres.
(CL 5) 50 charges
The staff grants its wielder a +1 deflection bonus.
0 charges
Light: centered on tip of staff. Can be dismissed, but cannot be renewed while active, must turn off before activating.
1 charge
"I cast... at the darkness!"— Magic missile. Only when the wielder is in darkness. Does not harm elves, including half-elves.
"Also... I have gray eyes."— Disguise self. All forms have blue or gray eyes, even if that isn't in the normal range for the assumed guise.
"Where are the Cheetos?"— Locate creature. But only to find cheetahs or someone that's cheated in some way in the last 24 hours. Can find specific such creatures if known. The presence of Cheetos (brand specific and at least handful in size) will redirect the wielder in that direction.
Magic stone— When used, one random living ally within 15 feet, included the wielder, must make a DC 15 Fortitude save or contract gallstones. Within 10 minutes they feel aching pain in their gallbladder or kidneys, giving a –2 distraction penalty until cured by a DC 20 Heal check to break up the stones (1d4 nonlethal damage per attempt, failure by 5 or more causes normal damage), they receive a cure disease or 24 hours pass..
2 charges
"It's +9 against ogres!"– Greater magic weapon. Only adds +1 enhancement bonus but also the Bane quality against ogres (including ogre-magi).
Searing light No tricks, the staff shoots searing light.
Curse: Whenever the wielder enters or becomes illuminated by a [light] spell or effect (not the shadowy radius around it), there is a 20% chance that a group of ogres (1d4+2) is summoned nearby and attacks the wielder and their party. They remain for 5 minutes or until reduced to 0 hit points. If there's not enough room for all of them, some appear later at an inopportune time. This does not occur if the wielder is already illuminated and can be avoided by standing in light before casting or entering magically-lit areas. This effect can trigger no more than twice per day.
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156. Arrow of Armor Attraction— This cursed +2 arrow detects as any other type of magical arrow. If placed into a quiver or container with other arrows it will take the place of the next arrow drawn and fired. A user that stops and spends a move action examining the arrow can replace it and draw the desired arrow instead.
The attack and damage is rolled normally using the arrow's +2 bonus regardless of the arrow it appears to be. If the arrow misses or is discarded, it will still replace the next arrow drawn by the user until they receive a remove curse. If the attack hits an enemy, the user must make an Reflex save (DC 15) or any armor they are wearing flies off their body and towards their target.
The armor makes an attack roll at a +2 bonus with no penalties for range or concealment miss chance and deals damage based on its type; 1d4 (light), 1d6 (medium), or 1d8 (heavy). If the armor has spikes or other damaging augments, that is added as well. After the attack, the armor is on the ground at the target's feet.
Only armor is affected, not rings, bracers, or other items that provide an armor bonus to AC. Heavy outfits or clothing that provide armor bonuses can be affected.
This curse can also be found on crossbow bolts and sling stones.
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157. Irradiant Panel— This cursed radiant panel emits harmful radiation (medium) into the five-foot space holding the cube for as long as the sheet of hard light is activate. It does the same for the space facing away, but only during the round of the panel's activation.
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158. Golden Plate of the Scorpion— (strong transmutation; CL 20) This golden plate resembles a half-torso-sized piece of chitin or scale and looks like it can be placed against a humanoid's chest. If done, they become a giant golden scorpion but without the blessing of the forgotten gods of Osirion (no SR or +5 sacred bonus to AC and saves). They keep their mental ability scores and feats. They lose the ability to speak, except in Ancient Osirion, for some reason, but only if they already understand it. This effect lasts for one hour, and cannot be ended early by the user, though it can be dispelled. It functions in an antimagic field.
When they next approach within 30 feet of a hostile, intelligent enemy while using the plate, they become a golden barrel, similar to an apparatus of the crab, except the vehicle resembles a scorpion in shape. Lever 8 strikes with the scorpion tail (it has an internal poison reservoir) and lever 9 is used to adjust burrowing depth. The scorpion has no continual flame eye lamps, nor can it adjust its depth in water (it just sinks and can walk along the bottom, it is airtight).
Additionally, all intelligent hostiles within 30 feet know this, and know how to use the apparatus, and will be inclined to climb into the barrel and control the cursed creature.
The cursed creature can make a Will save (DC 20) every minute to not respond to controls during that time. In this case, it can move at half speed, but take no other actions. Including ones that require lever pools, which means if it's in barrel shape it cannot move.
If the apparatus is reduced to 0 hit points, the cursed creature vanishes and appears up to 100 feet away, at 1 hit point and exhausted. If they can't be exhausted, they are staggered for an hour. Anyone in the scorpion apparatus is safely deposited behind (unless they were burrowing at the time, in which case they're probably in trouble).
The transformation otherwise lasts an hour, as above.
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159. Leroy's Reckless Breastplate This fine breastplate of mithril emblazoned with a golden sideview of a stylized lean running man with wings sprouting from his ankles is a +2 agile mithril breastplate that negates the penalty to your armor class if you take the charge action. This is handy, as whenever an enemy is in sight, but combat has inexplicably not begun immediately, there is a 50% chance every round that you will scream and charge into the fray (taking the charge action, if terrain and circumstances permit).
This may inconvenience allies who are still planning, or buffing, or readying their gear. It, fortunately, does not happen in the case of potential foes that you have not actually chosen to attack, only those you have decided to fight, but have, for whatever reason, not charged yet of your own volition.
160. (Rubber) Banded Armor This +1 silent banded mail is wrapped in countless thin bands of rubber, which cancels out noise penalties and gives the armor the silent property, but makes it moderately more cumbersome, so that the armor is not treated as Masterwork, and has the full Armor Check Penalty of non-magical banded armor.
Unfortunately, this rubber outer layer, which cannot be removed, also causes you to recoil violently from any forceful impact. For every 5 hit points of Bludgeoning damage you take, you fly back 1 space, and if you fly back more spaces than half your movement rate (2 spaces for the average armored individual), you must make a DC 15 Reflex save or fall prone. The DC of this save increases by 2 for every additional space you are knocked back.
A small upside to this property is that you take no damage from the first 10 ft. of any fall (but must make a DC 15 Reflex save or fall prone), and additional damage for distances over this are halved (and the DC to avoid falling prone increases by 2 per 5 additional feet, as with a knockback effect).
161. Goblin Pickle Spear This pole has a pickle on the end of it. Oddly enough, the warty bumps on this pickle are sharp, and can cut a fool, as if it was the pointy end of a spear. The spear itself, and it's bearer, soon enough, reek of pickle juice, which tends to ooze out of the pickle 'spearhead' regularly and drip down the shaft, getting on everything. The spear has no magical enhancement to hit or damage, and the pickle part is not edible, nor even chewable, not even by a goblin's sturdy teeth, being as hard as stone. Attempts to track or identify the bearer of this weapon have a +5 bonus to their DC, due to it's trademark stench, and the trail of pickle juice left behind.
Goblins, of course, care nothing for this downside, or the pickle spears lack of benefits over any other spear. It's a pickle! That stabs like a spear! Or it's a spear! That looks like a pickle! How are you not amazed by this? Have you no soul?
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162. Cornugon Pickle Spear— Similar to #161, the pickle on the end is a tiny cornuchon, smaller than a gerkin. As such, the spear deals damage as though one size smaller. This +1 unholy spear grants a +2 bonus on Charisma checks against devils with 9 HD or less. Once a wielder uses the spear or benefits from this bonus, they are subject to the curse until they receive a successful remove curse.
The wielder does not regain hit points normally and healing effects require a successful caster level check against DC 16. Effects without CLs counts as +0 to +2 (or more, GM's call for potency). The wielder heals 1 hit point per hour if below 1 hit point, this is not affected by the curse.
The wielder can drink a vial of unholy water to be able to heal normally or via magical healing for one hour. Drinking multiple doses does not stack. Once per week, the pickle spearhead on the end can produce one jar of dill pickle juice which functions as unholy water for purposes of this curse (the juice it drips every other time is just normal brine). It tastes unpleasant to most races, though goblins find it rather enjoyable.
Once per year, a Lawful Evil wielder who has been under the effects of this curse for one year and one day can summon a cornugon (horned) devil for one hour. It possesses all its powers except it appears as an ordinary black cat with yellow or red eyes and does not have gear. Adjust stats for size and assume any magical gear is melded to them. It only speaks Infernal (and Cat... basically the same thing) for purposes of being given tasks, otherwise it attacks the wielder's enemies and does otherwise devilish things (and cat things... basically the same thing).
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163. Croco-dill Pickle Spear— This +1 spear functions similar to #161 except it counts as a +2 lance when wielded while mounted on a crocodilian (or alligator) creature. The wielder has a +4 competence bonus to Ride or Handle Animal checks for such mounts and may use the mount’s Strength modifier on damage rolls rather than the wielder’s Strength modifier. Once per week, it can summon an alligator or crocodile that serves as a mount for one hour.
Once used, the wielder becomes cursed with crocodilian flesh. They gain a +1 natural armor bonus, which stacks up to a +3 bonus with existing natural armor. They receive a –4 Charisma penalty to checks and interactions with non-crocodilian creatures (even other reptiles).
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164. Coast-shore Croco-dill Pickle Spear— Similar to #163, this spear can summon a saltwater crocodile instead of a crocodile or alligator once per week.
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165. Cursed Wand of Shield I— This cursed wand of shield appears to function normally, but it provides a +5 shield bonus to the caster.
The shield is fixed in the direction it is cast, typically the direction the caster is facing at the time if not otherwise chosen. It does not move to intercept attacks from other directions or that don't cross that border edge of the caster. The shield is invisible, so only people that can see such things might notice, but even then, only when it doesn't reorient, and only if they know that's how shield is supposed to work (Spellcraft).
The wand's effect overrides and suppresses a normal shield effect on the caster, but can stack with itself, angling the new effect in other directions (including up), though this requires additional castings and charge use. The shield cannot be facing down and doesn't protect against attacks from below.
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166. Mottled Yeti Fur— This opaque bottle identifies as bottled yeti fur and functions identically. The fur, however, is a mottled color of browns, grays, and blacks in addition to whites, reducing the Stealth bonus in snowy terrain to +2.
The fur starts shedding and flaking off after an hour. This doesn't reduce the duration or hinder the bonuses, but makes tracking easier (–5 DC). It seems to constantly find its way into food and drink that gets near the user, and it's slightly allergenic. Any creatures within 15 feet of the user for more than a minute need a DC 15 Fortitude save or be irritated and have a –2 distraction penalty to saves and checks for one hour. They may check again after an hour. A new save is made after an hour if they remain or return to the user's area.
Additionally, the user becomes highly sensitive to alcohol. Imbibing even slightly-alcoholic beverages deals 1d4 subdual damage, as does contact with it. Greater contact, like a bucketful, dunking a limb, or trying to remove the fur early, deals double damage and the user must make a DC 15 Fortitude save or receive a –2 distraction penalty for what would have been the remainder of the fur's duration in the form of rash and irritated skin. A remove disease or remove curse can end this effect.
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167. Steadfast Kidney-Stone— This cursed steadfast gut-stone functions normally except it's just a little harder (12 hp, hardness 1) and a little harder to swallow. It also breaks into kidney and bladder stones and most definitely does not pass harmlessly through the body afterwards.
A Medium or smaller imbiber must make a DC 12 Fortitude save when swallowing it, or choke a little and take 1d4 subdual damage. After a week or if destroyed, the broken pieces form kidney stones and the following day, the user will experience pain in their guts. They have a –2 distraction penalty to skill and ability checks (not saves) and whenever they take damage (other than purely mental or spiritual), they take an additional one damage and one subdual damage (bypasses DR). Starting that day, they make a DC 15 Fortitude save every 24 hours and require 3 non-consecutive saves to pass the stones. Remove curse or remove disease ends this immediately.
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168. Eye-on Stone. This cat's eye agate sphere looks like an actual cat's eye, thanks to it's diagonal inclusion like a cat's eye. When it is equipped, the bearer is staggered by the new perspective, as they can see through it like a living eye. Unfortunately, this is very disorienting, as it zips around the head like a typical ioun stone, fairly quickly, and is actively resistant to being seized and 'stowed away' (attempting to sneak free and resume orbiting), being as hard to grab for the wearer as if they were an unwelcome thief. As long as it is active, the wearer suffers the Sickened condition, from the disorientation, although they can make a Will save each round as a swift action to attempt to focus, and reduce the penalty to the Dazzled condition for that round.
If the stone can be seized, and stowed in a tightly sealed pouch or box, as long as the interior remains dark and the stone can't move around too much, the bearer suffers no penalties as the eye 'can't see' in the dark.
A remove curse will end the cursed sensory link normally, but if the stone is destroyed before the link is broken, the former bearer must make a Fortitude save or experience searing pain as if one of their eyes was just crushed, leaving them stunned for one round, and blind in one eye permanently (permanent Dazzled condition until cured with Cure Blindness, Regenerate or similar magic).
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169. Bottle of Messyges— This cursed bottle of messages detects and functions as normal until a message is placed inside and it's opened or broken. Successfully identifying the cursed property or a very good look (Perception DC 20) may reveal a swine or pig in a centurion helmet or possibly a toga stamped on the bottle.
When opened, the user or breaker of the bottle and anyone adjacent is doused in a messy blast of cheap wine that sprays out or bursts from the bottle (unless it was thrown and broken a good distance away). The message is converted to Common Pig Latin regardless of its original language. For every ten words of the message (or fraction thereof), listeners who understand Common need a DC 10 Intelligence check to decode that part. There is a –2 distraction penalty for anyone being doused or covered in spraying wine at the time. GM is suggested to say the message in Pig Latin out loud once, then call for checks for the PC's if their players couldn't decipher it.
The wine is cheap, poor-quality, smells like sour grape juice and vinegar, and stain clothes, but is otherwise harmless. If the bottle wasn't broken, there will be a half-bottle of wine remaining afterwards.
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170. Cursed Property (Onion)— This cursed property is most commonly found on otherwise beneficial feather tokens but can also be found on wands, scrolls, or even potions. The item functions normally, but when activated, an onion appears and falls on the user's head.
This happens roughly twice a day at random times (when the GM finds it amusing/troublesome) until the user receives a remove curse. It never misses, though it can be deflected by a hat, helmet or closely-held umbrella (too high and it appears beneath it), though its arrival is unannounced.
The onion is otherwise harmless. It's soggy and juuust this side of being rotten. The kind that smooshes more than a little and leaves a wet smear on whatever it touches. And it is pungent, making the user easier to track by scent and being a little off-putting to most others until washed (GM's call on penalties).
An odd side effect of this curse is that the first time a vampiric creature comes within 15 feet of the character (once per each creature ever), a garlic bulb appears and drops on that creature's head. Typically this causes an instinctive recoil and aversion to that area. Added to the normal onion scent, this generally means the cursed individual is protected from inconsequential things like bloodhoppers (#324) and threshers (#338), but may attract other creatures.
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171. Horror-gami Swarm I— This seemingly ordinary origami swarm functions normally, but carries a terrible curse.
Once the swarm is dispersed or ends, it spawns a new swarm of chitinous, black beetle horrors, with disturbing features like tiny tendrils and dripping black ichor and a keening buzz. The swarm's appearance is illusory. A true seeing can reveal that they're really just disturbing, glossy black paper, folded into origami beetles.
Creatures can study the swarm to attempt a DC 15 Will save to disbelieve its appearance, but creatures within the swarm always fail (they have to disbelieve before or after being in the swarm). This generally means being struck by the swarm doesn't allow a save for interacting.
Treat the horror-gami swarm as a scarab beetle swarm but the creatures are considered constructs with fire vulnerability and look like nightmare fuel, with mismatched, tiny eyestalks and lamprey mouths in odd places.
Instead of disease the swarm has:
Horrifying Fear (Ex): Creatures within 30 feet that can see or hear the swarm require a DC 15 Will save or become shaken. Creature's affected by this fear gain a +5 enhancement bonus to speed to move away from the swarm. Those who can see the swarm's true form are unaffected by their fear while those who don't take an additional 1d4 subdual damage each round if coming within 15 feet of the swarm from the mental horror of their appearance (no more than once per round). This is a fear effect and unconscious creatures are immune to the extra damage.
The horror-gami swarm only lasts five rounds, but always knows where the cursed user is located and almost always moves towards them. While unintelligent, it will move around fires or avoid obviously damaging obstacles, or to just pass close to another creature on their way towards the cursed character.
Until the user receives a remove curse, this occurs whenever a swarm is destroyed or dispersed within 60 feet of them (even a summoned swarm, but not if its duration ends, such as a summon swarm spell ending, unless dispersed or destroyed), whether the cursed creature can see it or even knows of its presence.
On any day in which the cursed character sees or hears a horror-gami swarm, they are affected by a nightmare effect the next time they sleep (DC 15 +1 per creature they witness killed, staggered, or rendered unconscious by the swarm(s) since the last time they slept).
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Probably kind of obvious I am just going down the slotless magic item list at this point.
172. All-Luring Golden Apple— This cursed alluring golden apple functions normally except that it affects all creatures within 60 feet that can see it except for creatures hostile to the user within 10 feet of it where it's thrown. Affected creatures that are farther than 20 feet away, move closer each round they fail a Will save to end the paralysis. They take the shortest, most obvious route, avoiding obvious dangers, but not other creatures. They do not count as paralyzed during this movement but attackers get +2 to attacks against them.
If the user is under the apple's effect and a hostile creature kills them, that creature receives a cursed all-luring golden apple the next day, which just appears in their belongings or lair.
173. Animated Poor-trait— This cursed animated portrait functions normally but is cursed. Anyone asking the portrait a question and receiving one of its appropriate responses, has a chance to develop a poor trait or habit. Others nearby merely hearing the response are not affected. The projected image of the portrait may demonstrate a poor trait or habit in its actions, but this is not guaranteed or obtrusive, especially if based on a real creature that didn't have those mannerisms.
The day after receiving a response from the cursed portrait, the user(s) must make a secret Will save (DC 15 +1 per unique response after the first). Success on this check does not alert the user. On a failure, they develop a poor trait or bad habit. It isn't something that needs to be told to them right away, depending on the trait. It might be mentioned to party members or only when a penalty or preferred action might be noted.
A GM can merely assume the cursed individual does obnoxious things that they aren't aware of unless pointed out, like biting their nails and spitting the clipping on the floor, farting or belching at the dinner table, spitting when talking, or scratching their armpits or behinds. Typically things that might apply a reaction or other penalty to most interactions (and in rare cases, like dealing with goblins, have no penalty).
If a character would otherwise already exhibit those traits, the GM can just assign them a bad trait from the drawback list. Not all may apply. Appropriate options might be: Anxious, Condescending, Cruelty (where the GM might only tell them they really want to go after a downed target the first time it comes up), Envy, Headstrong, Hedonistic, Impatient, Pride, or Xenophobic. After a day or so, the GM can inform the player of some of the actions or things the character may not have noticed, such as a dislike of something or a prevalence for belching or sloshing their drink as they talk.
Users only receive one poor trait per day, regardless of responses, but can acquire multiple poor traits over time from the cursed portrait. A single remove curse cast on a cursed user can remove all bad habits and traits acquired from a single portrait, but the DC increases by +1 for each one beyond the first.
If remove curse is cast on the portrait successfully, it loses its curse and functions normally from then on. If this fails, the caster is drawn into the portrait permanently. They are fully animated in the frame and are not restricted in answers or speech. The cannot otherwise cast or use actions or abilities that affect anything, including themselves (such as healing). They do not need to eat, sleep, or breath and they are not subject to most biological effects such as aging or healing or bleeding.
If the painting is damaged or destroyed, trapped creatures are similarly harmed. Mending or repairing the painting does not heal damage taken by the cursed creature. If they take damage equal to their current hit points or the portrait is destroyed, they are dead and their body (and belongings) appear. A remove curse can end this entrapment for one creature per casting, but on a failure, the caster is similarly trapped alongside the cursed creature. The animated poor-trait loses its other powers once a creature is trapped within it.
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174. Scabbard of Pawning— This quirked scabbard of honing appears normal, but if its quirk is identified (or a DC 20 Perception check is made while examining it), an unobtrusive stamp of a chess piece is revealed (black or white pawn). If the user draws or has a weapon that's been in the scabbard for at least a minute (even ones that aren't normally affected, such as already magic items) while enemies or opponents are present, the curse triggers.
The user becomes aware that they would prefer to only move in a straight line and only five or ten feet at a time. In any round in which they move diagonally or more than ten feet, they take 2 points of damage for each such square or additional five feet (A second diagonal counts once, despite being 10 feet of movement). This damage bypasses hardness, damage reduction, or resistances. This only applies to horizontal movement, including mounted movement, but not riding in a vehicle, climbing up or down, teleporting, or non-intentional or forced movement. It does apply when swimming, jumping, burrowing or swinging based on horizontal movement.
The user receives a –2 penalty to melee attacks against creatures that are not diagonal to them. They receive a +2 enhancement bonus to strike creatures diagonal to them (GM adjudicates for reach attacks, or situations where they aren't using a grid, typically determined by the last straight line they moved).
If the user drops a diagonally positioned target with such an attack, they may use an immediate action to 5-foot step into its space if it's adjacent and they can fit, even if they've already taken a 5-foot step that round. This extra step does count as a 5-foot step if they haven't already taken one, and occurs only once per round (they can't use this and then 5-foot step again if they haven't already taken one).
Once the curse triggers, it affects the user for that combat and one hour afterwards, even if they change weapons or resheathe it. It triggers again if they sheathe their weapon (or another) for one minute and draw it again. The scabbard can be discarded at will.
If the user defeats 16 opponents of at least their HD –2 with diagonal strikes from a single weapon drawn from the scabbard (while the quirk is in effect), the scabbard of pawning transforms permanently. The pawn symbol becomes that of a queen and it functions as a scabbard of keen edges for that weapon only. The scabbard loses its other qualities (unless from separate enchantments/curses).
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175. Ring of Animal Fiendship This cold iron band resembles a creature with the head of a cat, lower body of a snake, and folded wings of a bat, coiled around one's finger. Once worn, it cannot be removed, and any familiar, animal companion or summoned animal gains the fiendish template, an evil alignment and does not respond to your commands (although it does not *automatically* attack you exclusively)...
176. Cloak of Arachnids This fine spider-silk cloak has a web motif and appears to be decorated with hundreds of barely visible spiders crafted of metal and stone. Once donned, if you try to remove it, or if it suffers any damage (from being specifically targeted, or the wearer being affected by AoE damage), it immediately transforms into a spider swarm and attacks the wearer.
177. Defunding weapon This magical weapon was intended to steal coin from the target struck, and transfer it to the user. But, no. It steals coin from the user, equal to 1 gp / hit point of damage inflicted, and that money goes straight to Mammon's vault, because he's like that.
If you run out of gold, damage inflicted is reduced appropriately, and if you have not a single gold worth of coinage, you can whale away all day and inflict zero damage. (A small saving grace, the weapon only consumes coinage, and will not devour jewelry or gemstones or valuable equipment to cover the expense of doing damage.)
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Note for #174. Scabbard of Pawning: The free step diagonal when dropping an enemy does not cause damage to the user for not moving in a straight line.
178. Cursed Arrow Magnet— This quirked arrow magnet functions normally but is more robust (hardness 8, 10 hp) and lasts one minute. If it is reduced to 0 hit points or is touched by any creature other than the user before its duration expires, any attacks it has taken are directed at the user to a range of 120 feet. The attacks resemble the weapon used (arrows, bolts, shuriken) but are force replicas. GM rolls an attack for each at +5 to hit regardless of the original attack bonus and they deal base weapon damage +2 regardless of if the original weapon had strength or enhancement bonuses to it. These attacks ignore concealment but not cover.
179. Dust of Squeezing and Poking— (CL 7) Similar in effect to dust of sneezing and choking, this dust detects as another kind, but summons hands of force to grasp, squeeze, and poke creatures.
When used, it spreads in a 20-foot radius. All creatures in the dust's area are affected by grasping hands. Then, all creatures in the area are attacked once per round by spectral hands that resemble pointing, poking fingers (treat as spiritual weapon; +7 to attack. 1d8+2 damage). Creatures that enter the area later are not grasped, but are still poked each round and a creature that escapes a grasping hand causes it to dissipate (they aren't grappled on later rounds). The dust cloud lasts for 1 minute.
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180. Crampfire Bead— This cursed campfire bead functions normally except it causes its user debilitating cramps.
One hour after the bead's campfire is extinguished, the user feels painful stomach cramps that last twice as long as the campfire was used (minimum 1 hour). The cramps cause a –2 penalty to attacks, Reflex saves, and skill checks. Tasks requiring concentration also require a check and have this penalty. Other creatures that spent at least 10 minutes within 20 feet are similarly affected, but receive a Fortitude save (DC 12) to avoid it. A successful save does not indicate anything amiss. Remove curse, remove disease, or heal can end this effect.
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| Pizza Lord |
181. Depilatory Defoliant Polish— This cursed polish detects and functions as defoliant polish. Unfortunately for the user and those around them, it makes hair and fur fall out.
When the polish's duration expires, the user must make a Fortitude save (DC 20) or be affected as though by depilate as their hair and fur falls out in patches and clumps.
Everyone else that came within 10 feet of the user and their fumes must make a Fortitude save DC 10 or have their hair and fur fall out entirely. This DC increases by +1 for each hour or portion beyond the first they end up in that area (a creature that spends 10 minutes, then leave for an hour and comes back for one round, then comes back four hours later would be at +2 DC). Unlike the user, this hair is not in clumps or patches and they do not receive penalties as the spell. Their bodies are just bare and hairless until it grows back in one week (magically, to its prior length, though it will not have dyes or other modifications) or they receive a break enchantment or remove curse. This does cause problems for white-haired witches and dwarves will be very unhappy and will likely come looking for recompense/revenge.
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182. Dust of Emu-lation— This cursed dust of emulation functions normally, however, it turns the user into an emu.
If the user is holding, wielding, or in possession of an item that requires a specific class feature or race to use or activate, the curse triggers immediately (Even if the item requires a class feature or race the user already counts as and can use normally. Note, wands, staffs, and scrolls normally only require having the spell on your list, not having a class feature). If the user does not have have such an item in their possession, then the curse triggers the next time they do touch such an item (during this time they detect as magic and cursed).
Once triggered, the user transforms into an emu (as baleful polymorph that overrides and prevents other polymorph effects). The only difference is that they can activate and trigger any items melded into their bodies that require a specific class feature or race to use. This only applies to effects, weapons and armor are still melded and can't be wielded or worn, but other effects, like flight or invisibility can be used. Scrolls, wands, or staffs requiring a class feature or race can be fired or aimed (and use charges). Further, during this time, touching any item requiring a class feature or race will automatically absorb it as above.
This transformation lasts 24 hours or until the user is killed or receives a remove curse, at which time they resume their normal form.
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183. Bead of Nude Prevention— This cursed bead of newt prevention detects and functions normally. The owner becomes unwilling to remove any articles of clothing or armor. The bead also grants a +2 bonus to resist effects that would disrobe, sunder, steal, or otherwise remove such items from their person if worn.
The curse applies to a creature claiming the bead, or in possession of it when they try to remove clothing or armor. It doesn't activate by handling or holding the bead alone. Clothing and armor includes gloves, hats, helmets, or boots, but not shields or weapons. It does not include containers like backpacks, bags, or pouches or jewelry unless those items are functioning as clothing or coverings or otherwise providing the semblance of clothing, like a ring that cloaks the wearer in illusion. This applies even if the article being removed is an outer garment, like an overcoat or robe.
Whenever the wearer attempts to remove an item, they must make a Will save (DC 15) or be compelled to move away out of sight (or otherwise unobtrusive if possible) and spend one minute removing the item (paired items, like gloves or earrings count as one) or add one minute to the time, such as for removing armor. If in danger, such as combat, they can choose not to take the action after one round, but trying to remove an item within the next 5 minutes will automatically fail and give the same result. On a success, they still must spend a full round action or add that to the time if one minute or longer.
There is no effect on others removing items (other than the bonus to resist above), such as a squire helping to remove armor. This can reduce the time needed to whatever is normal for someone to remove or help remove the item, though the owner will be mortified and unhappy and will likely voice their objection to being disrobed (or dis-gloved or dis-hatted) in front of someone.
While there's no obvious connection to the bead and the modesty initially, during this time, the possessor will slowly realize they are reluctant to disrobe unless absolutely certain they are alone and out of sight (and being invisible does not stop this feeling if there's a chance someone is around).
The curse remains on the owner until they receive a remove curse or the bead is destroyed, which can be done easily or if they fail against a hostile polymorph effect. If they sell the bead or give it away, the curse remains but the bonus against removing clothing from them goes with the bead's possessor.
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| Pizza Lord |
184. Beast-Burn Brand— This henna paste resembles a beast-bond brand. It has 20 charges (not known unless the curse is identified) but burns like a true brand when used.
Once applied to both companion and master, the brand sears and burns, becoming a visible scar, not just henna paint. Both creatures take fire damage equal to the master's level in the class(es) that grant the familiar or companion. Afterwards, whenever the brand's power is used to share spells at range, it deals fire damage to both equal to the spell's caster level. This is stressful to the familiar or companion and affects trust, removing any bonuses for handling bonded animals or companions until the end of the user's next round (unless they are protected from the damage, such as fire resistance).
The brand can't be replaced nor a new brand created until this one is removed or ends. A successful remove curse followed by erase can remove the brand.
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185. Master Librarian's Bookplate of Recall— This bookplate of recall appears normal, but the creator's name is always inscribed in the plate first, though it's been struck through, with space for the next user to write their name. The bookplate can be used three times per day, rather than once. The summoned book is a facsimile, and the true copy goes elsewhere. The bookplate does not function until another name is added to the plate.
When created, the bookplate is bound to its creator (and the name inscribed must be real or their common nomenclature) and to a specific location. Typically a library, study, table, or bookcase, otherwise is ends up on the floor or other surface there.
When the user (except the creator) attempts to recall the plated book, it is moved to the designated location instead if on the same plane. A physical copy and duplicate appears in the user's location and is otherwise indistinguishable from the original, including the bookplate, though it isn't magical. Damage or destruction to the original is mirrored in the facsimile (and the recall fails if the original is destroyed) and the copy only lasts for one hour before vanishing, needing to be called again. It's disappearance may go unnoticed if in a bag or out of sight. If the user attempts to rid themselves of the book (rather than leaving it laying on a desk or unattended), such as throwing it away or selling it, the facsimile vanishes immediately.
For most purposes, such as memorizing or performing rituals using a book or tome, this interruption does not hinder use if the user immediately recalls the book and continues (though that round may not count). For longer rituals, requiring more than three hours or the book's constant presence beyond that, this can prevent their use.
The creator of the bookplate can always recall the original book as normal (once per day; does affect prevent the previous owner's uses per day) as long as the bookplate remains and they count as its owner, which can hinder some divination attempts to find the book. The creator still needs the book's name, title, or working name ('So-and-so's spell book/diary') to do so, meaning they normally can't call it to them until the see it the first time and it's already in their possession.
Removing this curse is difficult, since the actual plated book is elsewhere, but the user can utilize the creator's name to track down or otherwise locate them. A remove curse followed by erase on the bookplate ends the effect and destroys the bookplate.
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186. Congealing Pocket— This cursed concealing pocket appears normal until an item is placed inside it for one minute. After that, when retrieving the item, the user feels as though the pocket is full of gushy pudding. The item (and the user's hand) is withdrawn covered in a congealed paste of foul-smelling goo.
Coated items (and the user's hand) are treated as though under a grease effect. Only check once for the grease effect if the coated item is held in the coated hand. Effects that can end grease remove this. The goo can also be wiped off with one minute of work with a cloth, clothing, or similar scrubbing.
Most items are unharmed by this unless exposed writing, such as unprotected scrolls or books (which the covers might be stained). Items intended to be placed in the mouth, like potions, food, or some musical instruments cause nausea for one minute if used (Fort DC 15 partial; sickened for 1 round). Creature's (including the user) with scent are sickened within five feet of the item or the user until the item and their hand is wiped clean.
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