| Pizza Lord |
187. Drowsing Syrup— (CL 10) This quirked bottle of dowsing syrup works normally until the next time the user is within 60 feet of the target and catches sight of it or comes into contact with it. At that point, the user requires a DC 15 Will save or fall asleep for ten minutes, as though affected by sleep (no HD limit). The creature cannot be roused by normal means except by the target creature (or object, if used to slap them) or they receive ten points of lethal or non-lethal damage. A dispel magic, remove curse, or other effect that can end magical sleep can also end this effect early, but the user will be fatigued until they rest for one hour unless awoken by the target creature or object. This is a sleep effect.
188. Incense of Incense— This cursed property can be found on almost any other magical incense or burnt herb or other offering. The item functions normally, but for each hour the user(s) are under its effects, they also need a DC 15 Will save or become enraged and incensed at the slightest thing. Treat them as under the effects of jealous rage until triggered. Calm emotions or similar effects can end that instance (even if not yet triggered) or a remove curse can prevent all such possible occurrences for that use of the incense.
189. Plague of Spell Knowledge— This curse is found on pages of spell knowledge. The pages function normally and actually add an additional spell use of the linked spell. Once the user attempts to use the page's power, they find that all their spontaneous spells of that level are only the spell on the page. Meaning a sorcerer using a page of spell knowledge (magic missile) can only use their 1st-level slots for magic missile. This does not apply to domain spells or lower level spells using that slot due to metamagic or other effects. Spells of that level can still be cast using higher level slots and can still be converted spontaneously, such as a cleric's spontaneous casting of cure spells.
Once triggered, the curse remains until the user receives a successful remove curse. If they sell, loan, or otherwise lose the page, they lose access to the bonus spell (as happens when the curse is removed). A user can be under the effects of only one such cursed page at a time.
Special A plague of spell knowledge with remove curse (or similar effect) never succeeds at removing this curse.
| Pizza Lord |
190. Pearl of Prowler— These cursed pearls of power identify and function normally. When one is used, however, the user immediately hears a terrifying howl, as though from some stalking predator even if deafened or silenced (mind-effecting, phantasm), that others do not hear. This causes the shaken condition for 2 rounds (Will save DC 11 + pearl's power level).
After that point, the user has a sensation of being watched, seeing shadows moving, or sensing one or more beast nearby. Others cannot detect any of this without true seeing or an effect that lets them observe the Plane of Shadows. Even so, they aren't affected by most attacks or distractions. The shadowy (not illusory) creature(s) will attack them at an opportune time (for them, inopportune time for the user). The attack can come within one round (if the user is in combat, though it won't be on the same round the pearl was used) or within 24 hours.
During any round where the user would be distracted, alone (or mostly alone), or concentrating, such as casting a spell, the creature(s) may attack from the Shadow Plane. In a case where the attack is provoked during combat, such as casting a spell, the creature(s) rolls initiative and if it beats or matches the user's initiative count, it can interrupt their action (such as causing a concentration check), otherwise it appears and attacks at its lower initiative. The creature makes that attack, and remains for one round, attacking the user again before vanishing (ending the prowling). It only attacks the user, even with attacks of opportunity unless it has defensive or passive attacks or effects, like quills. If reduced to 0 hit points or less it vanishes.
The prowlers are chosen at GM's discretion and can be creatures with CRs roughly equal to the pearl's power level. These are added, not calculated as for encounter CR, so a pearl of prowler (1st) might have a wolf, a pearl of prowler (2nd) can be two wolves (two CR 1's, even though adding equal CRs normally adds +2 for an encounter CR. Likewise a pearl of prowler (6th) could have two CR 3 prowlers, even though two CR 3 creatures is normally a CR 5 encounter). Such creatures are typically predators or territorial, such as wolves, dire wolves, hunting cats, primates, or other animals, but not magical beasts. Despite being shadow creatures while stalking, they are otherwise treated as normal animals during the attack.
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191. Undertaker's Preserving Flask— This cursed preserving flask detects and functions normally, but uses toxic chemical infusions to preserve extracts and liquids within it, slowly embalming and poisoning users over time.
If a liquid or component is consumed or imbibed after storage in the flask, the poisons infuse the drinker. It's a slow, long-term poison and shows very little outward sign at first. Treat the poison as arsenic except it has an onset time of one week and a frequency of once per day. Additional doses applied before the initial save increase the DC and effects as normal for stacking poison (there are not multiple saves against each dosage). The damage from this poison does not heal naturally while the poison is present, though it doesn't interfere with healing otherwise, even Constitution damage from other sources.
Users are not aware of the effects until they've taken half their base Constitution in damage. Until that time, the penalties are kept secret and the player feels no appreciable ill effects. Their hit points are unaffected until that point, though penalties to Constitution do affect saves and other results (secretly, applied by the GM). A creature dying to this poison is preserved, as though with embalming fluid. The flask does not detect as poisoned or poisonous, nor does anything within it, though pouring out the contents can detect them as such, as are affected users, whether symptomatic or not, though the origin of the poisoning may not be obvious.
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192. Pyxes of Misplaced Focus— This cursed pyxes of redirected focus detects and identifies as normal but allowing two uses per day.
Whenever the pyxes' power is called upon, the user is cursed. When attempting to use a focus, whether divine or not, for a spell or ability (such as channel energy), the user somehow momentarily misplaces, fumbled, or misaligns it. For instance, a holy symbol on a neck cord is found to have been moved around to their back, or their holy symbol on a shield is unknowingly upside-down, cock-eyed, or just 'not right' and requires a quick realignment and adjustment, or they just bobble it in a seemingly unfortunate or unlucky manner. This curse does not apply to using a focus after casting or imbuing it, such as using a rope or deck of playing cards or blowing a flute that was the focus component of a spell afterwards, only its use or retrieval for the spell or ability.
The curse only triggers during combat or initiative situations, though a GM can trigger it in other appropriate moments at their discretion as the situation calls for it (such as trying to cast a spell with a focus while hanging from a rope and possibly fumbling or dropping it, with a check to catch it). Otherwise, the curse results in the user's initiative count dropping by 4 when triggered. They are not considered casting or performing the action, only delayed while fumbling around for the focus, so attacks during the delay do not risk interrupting spells, though that attacker could ready to do so if they see them fumbling and can recognize the intended action. If this initiative loss ever results in them being 10 or more points slower than the next slowest non-friendly creature's initiative for the encounter (even if that creature is currently dropped or inactive), they lose their turn and reroll their initiative count (which could let them move next if very high).
Each instance of the curse stacks and remains until triggered. There is no limit to how many can be stacked and waiting, though one successful remove curse can remove all waiting triggers.
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| Pizza Lord |
Still just slowly going down the wondrous items list...
193. Elixir of Fiery Death— This cursed elixir of fire breath detects and functions normally, except it deals 5d6 fire damage.
After breathing fire, the user feels the distinct, mounting sensation of burning and heat in their throat. At the end of their next turn, flames burst from their mouth and nostrils, or just wreathe their own head, and they receive fire damage equal to half the damage rolled for their target (the damage before calculating saves for half or energy resistance or vulnerability; no save). If the user did not damage a creature with their breath, because they used it on an object for instance, they instead take 5d6 damage. This also occurs if their target avoided the breath entirely, such as with improved evasion, but not if resistance reduced it to zero. This also occurs once per round for each unused breath use at the end of the elixir's duration, including if it's dispelled.
The user can avoid this flare-up by imbibing liquid, like water or even a potion, before the end of their next turn after breathing. Even some beers or wines can suffice if their alcohol content isn't too high (Generally below 80 proof)
If the user is ever brought below 0 hit points by or while under the elixir's effects, they catch on fire and receive 2 fire damage every round. This replaces the normal roll for being on fire or the lose of 1 hit point for dying. Effects that stop bleeding or stabilize a target, such as a Heal check, do not stop the damage, though the user can be extinguished as normal.
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194. Half-Strength Healing Potion— This curse is almost always found on a cure potion, though it can very rarely be found on a cure scroll. Despite the name, the cure effect functions as though Maximized and heals full damage. The curse is named for its side effect.
Cost Reduction: –25%
One round after use, the recipient receives a Strength penalty equal to half their base Strength score. This penalty only remains as long as the healed hit points do (excess healing above max does not apply). However, it is those specific hit points that must be lost. For example, a creature with 50 max hp damaged to 20 hp that drinks a half-strength cure moderate wounds potion (CL 3) would heal 19 damage, but would have a Strength penalty until all the hit points between 20–39 were lost again, even if they've later healed above it to full health and taken multiple wounds that didn't bring them below 20 hp.)
Otherwise, this penalty cannot be removed by anything short of a greater restoration or limited wish. A successful remove curse can end it, but on a failure, the caster receives a penalty to their casting statistic equal to half their base score. A natural 1 on this check automatically fails.
This curse cannot be used offensively against an enemy through direct action (ie. by pouring it into their mouth or a syringe spear), though they can be tricked into imbibing it themselves. Such a creature only receives the healing of a normal potion of that type (not Maximized).
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195. Grave Mistake Salt— This cursed grave salt detects and functions normally, except that undead creatures treat the boundary as a sanctuary effect (DC 12) for trying to attack or enter into it or disturb it.
If any living creature standing within the salt's radius destroys a corporeal undead while it is outside the salt's radius, the curse triggers and a salt wight rises the next round inside the salt circle and attacks, prioritizing creatures in the salt circle. They don't actually break the ground and can rise from earth, sand, stone, or even on a suspended platform or below decks on a ship.
On the round they appear, they make an attack at the legs of any creatures within reach from below the ground (taking a 50% miss chance) and then climb out of the ground and stand (provoking no attack of opportunity). If there's no room inside the circle, they appear around it. The salt wights are unaffected by the grave salt and do not spawn more undead if slain while outside it, nor can they be turned or controlled. They are otherwise permanent and tend to stay in the salt circle's vicinity, even if it's later dispersed, but can wander on their own or chase prey.
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| Pizza Lord |
196. Fragile Alpenstock— This cursed agile alpenstock detects and functions normally except it grants a +3 enhancement bonus against trip attempts. If the wielder falls or trips, however, their bones become fragile and risk breaking.
This item has the fragile quality, regardless of its magic or enhancements and becomes broken on a natural 1 if used to attack or destroyed if already broken.
If the wielder is tripped or is knocked prone, they take 1d4 damage that bypasses DR. If the wielder is tripped, knocked prone, or takes falling damage, whether falling prone or not, they make an immediate Fortitude save DC 10 + damage taken. On a failure, one of their bones, normally an ankle or leg bone, cracks, chips, fractures, or suffers a minor break. They take 2 points of Constitution damage and receive a –5 penalty to their movement speed. The alpenstock's normal bonus counteracts this, but multiple penalties stack. This Con damage heals at one point per week, though long term care over that week or strict bed rest can heal two points per week. Additional damage of this type during the healing period resets the healing time.
This penalty remains until the Con and hit point damage are healed. Restoration spells or similar effects that heal ability damage are effective. Corporeal undead or other creatures without a Con score are still subject to the movement penalties if they have bones or similar anatomical structure, like a zombie or skeleton, but only need to restore the hit point damage lost.
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197. Gobblin' Fire Drum— This quirked goblin fire drum identifies and functions normally except that it can ignite even attended flammable objects if they're in or held in a creature's mouth and makes creatures try to swallow fire.
Whenever the % roll succeeds to ignite flammable objects, whether any such objects are in range or ignite, all creatures other than the user within the area must make a Will saving throw (DC 10 + half the Perform check) or spend their next turn either placing a flaming object in their mouth, or transferring a flammable object to their mouth (which might then risk igniting on later turns). This could be a tindertwig, torch, swig of oil or alchemist fire, or even a dose of gunpowder or black powder. This is a compulsion effect.
Objects deal differing fire damage based on their type (GM's call). A tindertwig might deal 1 fire damage, a torch might deal 1d3 or 1d6, and a mouthful of lamp oil or dose of blackpowder might deal 1d6 and have a chance of the creature catching fire. Alchemist's fire likely ignites when opened even without the drum's ignition effect. Additional damage from the drum's effect applies and there is not usually a save allowed for placing a fiery object in your own mouth and depending on the object, speech or spellcasting can be hindered (a tindertwig or fuse can be spoken around, a mouthful of oil or powder likely cannot).
A creature does not actually drink or imbibe the object, it is only in their mouth. Once they've taken damage from the object in their mouth, they can spit or otherwise expel or drop it, or use a move action to remove it to hand, such as a torch they don't want to drop. A creature cannot voluntarily release an object from their mouth until it ignites or until they make a Will save as a move action on their turn at the same DC. On a success, it's spit out or moved to a free hand. A creature can move out of the drum's range (if they know how it works) to avoid having the item ignite, but still cannot release it until they make a save or it does ignite.
If there are no flaming or flammable objects that a creature can see, or move to, or put in their mouth, the effect is ignored; a torch or firework can be picked up and put in mouth, a burning puddle of oil cannot, though a burning flask can be.
Whenever the ignition check occurs, whether anything ignites or not, a gout of flame jumps from the drum into the user's mouth for 2d4 fire damage (plus the additional damage from the drum) unless they already have a flammable object in their mouth. Most users that discover this quirk tend to carry a tindertwig in their mouth while playing, quickly replacing it as they ignite.
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198. Horn of Foggy Bottom— This quirked horn of fog detects and functions normally, but the low, foghorn sound tends to end with a raspberry or deflating whoopie cushion sound. As the fog cloud forms, a similar stinking cloud forms in the opposite space behind the user.
The cloud forms in the user's space if the area behind them is blocked by a wall or other solid obstacle. The stinking cloud only lasts three rounds. It always seems to follow the user (actually the horn itself, which could be tossed or dropped) and moves after their turn so they can normally outrun it unless they've delayed or otherwise lowered their initiative. A suitably mobile user could maneuver around foes to bring the cloud towards them. The user receives a –4 penalty to save against the stinking cloud.
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| Pizza Lord |
199. Ironic Spike in Safe Passers (CL 6)— This quirked iron spike of safe passage detects and functions normally, except the Will save to resist its illusion is DC 15.
When using the spike, there is an inexplicable increase in visitors, passers, and crowds in the vicinity of the illusion. While not always hostile, they are typically annoying or in other ways people and things that the user does not want to be discovered by, though in dangerous areas it does tend to be additional patrols.
Such visitors mill about the area twice as long as expected and attempts at distraction only tend to make them linger even longer (successful distractions can divert their attention, but they still tend to remain in the area). If capable of speech, they often expound on the nature of the illusion in a generic way that seems interesting, but don't interact with it unless outside events would make them. For instance, they could just mill at the base of an illusory hillock, remarking about how it would make a great picnic spot or how it reminds them of a nice boob they saw, or how their uncle once jumped over a hill twice as tall. While another might remark that an illusory pile of crates is just a waste of good crates, or rail about how people can just leave crates piled in such a place and how they need to be moved and how they're gonna give someone a piece of their mind about it later, but not actually do anything about the crates themselves.
Non-dangerous lingerers will still raise an alarm and run to alert things the user does not want to find them. Even if left alone, they often make annoying sounds or distracting noises and actions that make resting difficult (GM's call), though they will move on (Not soon enough) if nothing really alerts or troubles them after an indeterminate (GM's determination) period of time..
These looky-loos and other creatures not aware of the illusion are magically protected against the spike user and their allies, being granted safe passage. Any attacks or dangerous actions by a creature inside or immediately exiting the illusion treat them as being under sanctuary (DC 15) and any damage dealt is reduced by 50% and any save against effects are at +4.
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200. Volatile V-ape-orizer— This quirked volatile vaporizer pill detects and functions normally, but makes any potion it vaporizes count as one caster level higher (max CL still applies). It then immediately summons an ape that attacks the user or their allies.
The primate ape appears within reach of the user or other beneficiary of the potion cloud otherwise and immediately makes a full attack against likely targets, prioritizing the user. It receives bonus Hit Dice and a bonus to attacks, damage, and all checks or rolls equal to the volatile vaporizer's level (1st, 2nd, or 3rd).
It also has the same effects that a user of the potion would have received when drinking it with the exception that a healing potion, such as cure light wounds, will be applied as temporary hit points when it appears. An effect must still be able to effect an ape to apply, such as enlarge person not affecting animals. The ape fights until dropped below 0 hit points or for one minute before vanishing.
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201. Elemental Germ— This cursed elemental gem detects and functions normally, but contains a cloud of germs and sickness released on the gem's destruction. A successful remove curse or remove disease cast beforehand can remove this effect. Afterwards, remove curse does not affect the disease.
When the gem is broken, the user and all creatures within five feet of them (or a five foot radius around the space the gem was broken in) must make a Fortitude save (DC 19] or contract an elemental disease based on the gem.
Air: The afflicted consumes or otherwise expels twice as much air and can only effectively hold their breath for half (rounded down) the normal amount of time. Any attacks or damage they take while holding their breath more easily knocks their wind out, requiring a Constitution save (DC 5 + damage taken) or lose one round of held breath.
Earth: The afflicted has a –5 speed penalty when moving in any manner other than on earth, sand, or natural stone (cobblestone streets, yes, but not brick, worked tiles, pavement, or other refined flooring or surfaces. This does not apply to riding vehicles or mounts but does apply to jumping distance modifiers.
Fire: The afflicted has a fever and sweats or otherwise loses bodily fluids quicker. They lose sensitivity to hea and no longer know when they take heat or fire damage below 10 points (GM tracks secretly). They must consume a pint of water per hour or receive a –2 penalty to all saves and checks until they do so.
Water: The afflicted consumes additional water as Fire above, but they are compelled to submerge, immerse, or otherwise douse themselves in water (salt and alkali included) every hour or receive a –2 penalty to all saves and checks until they do so. If seeing a suitable water source to dunk, swim in, or splash themselves while within 10 minutes of their one hour mark or beyond it, they make a DC 15 Will save to avoid being compelled to do so in a reasonably safe manner (avoiding obvious threats, like crocodiles or diving off a dangerously high cliff).
These diseases have a 24 hour onset and their effects are not noticeable without testing or observation (the fever from Fire is more obvious) and they are considered supernatural and DC 19 to remove or cure. A failure to cure through magical means afflicts the caster with the germ, though it is not otherwise contagious or dangerous to mundane curing attempts or long-term care (though see next). The afflicted technically get a new save every day while affected and require three non-consecutive saves to recover, but these only count on a specific opposing elemental plane or elemental-infused environment; Earth to Air, or Fire to Water, and vice-versa.
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| Pizza Lord |
202. Escape Velocity Ladder This cursed escape ladder detects as normal except it is 20 feet long instead of 10 feet (weight 2 lbs).
When the extradimensional space power is used (third command word), instead of creatures being dimension door'd at the end of their turn, they are launched with great velocity at a trajectory along or away from the ground (1d6 x 100 feet). If a solid object is struck, the creature takes 1d6 damage per 100 feet of trajectory.
Roll 1d3 to determine angle: 1: parallel to ground; 2: forty degree angle; 3: mostly vertical.
Otherwise, if the ladder's first command word is used before climbing it up or down (not if otherwise using it normally), there is a 50% chance when the first creature reaches the ladder's midpoint to trigger the curse. All creatures on the ladder at that time are flung up into the air as above, and must succeed at a DC 15 Reflex save or be entangled in the rope ladder as it rolls up around them. Entangled creatures have a –5 penalty to Acrobatics or similar checks to negate falling damage (in addition to any penalties for being entangled) and it also negates abilities that would let the user land on their feet after a fall (such as boots of the cat) but not abilities that would slow falling.
A successful remove curse shrinks the escape ladder to 10 feet in length (weight 1 lb), and it functions normally thereafter. Failure to remove the curse causes the caster to be flung into the air as above and further attempts to remove the curse by that same caster within the next 24 hours always fail, though this isn't revealed except through testing.
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203. Escape B-ladder This quirky escape ladder is believed to have been originally created by mischievous fey, though other jokesters have since created their own designs. Whenever one of its powers is used (not when climbing it normally without using a command word), a living creature (with suitable anatomy) reaching the ladder's midpoint must make a DC 15 Fortitude save or void its bladder, whether they had to go or not.
The result is mostly normal but rather embarrassing or at the least uncomfortable to most creatures, resulting in a –2 distraction penalty to skill checks until cleaned. A strange quirk is that the moisture interacts strangely with cantrips, making it hard to clean through their use. Whether a prestidigitation or drying spell or using create water to wash them in, this causes a strange, random magical quirk, though it's rarely dangerous or more harmful than a zap or poke; strange odor of flowers or licorice or flowers appearing on the clothing or body or funny noises when the target walks.
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204. Impish Doorknocker This cursed insistent doorknocker detects and appears normal, but it opens into an extradimensional simulacrum of the apparent room beyond and can trap users inside.
When the knocker is used and the door opens, the apparent room beyond looks like the area behind the wall or obstruction, but is actually an extradimensional space of no more than 20x20 (though it can look bigger, the boundaries are illusory). This does not cause issues with other extradimensional or nondimensional spaces, though they cannot be accessed within it. Apparent exits do not actually open, though open accesses, like an open door or archway to a corridor could seem to extend further.
The doorknocker can only create what would be within the 20 foot area or what could be viewed from the location it would open into. It can see in darkness, so it can show things to someone with darkvision looking into an apparently dark room or reveal what they might see if they have a light source from the doorway. It does not reveal creatures of any kind, nor can it show invisible objects, secret doors, or traps that a normal observer couldn't see just looking.
Objects are real enough, furniture can be sat upon or hold weight, crates can be opened (or hidden behind from someone looking in), but they contain nothing within. Mechanical effects do not function or do anything that isn't observably apparent (a crate hanging from a rope on the ceiling will fall if the rope is cut or the obvious release lever on the winch is triggered) but if the gears or cranks run under the floor or walls or trigger magical effects or doing something in another room, they do nothing. A lever in the middle of the room that opens a door in the real room, won't work here unless it's obviously connected. The doorknocker cannot determine or intuit effects.
Two rounds after a creature enters, unless more creatures step in, the doorknocker turns into an impish visage and sticks out its tongue with a 'Nyaaaah!', dropping the knocker. The door closes, leaving an apparently normal wall, and seals anyone inside in the extradimensional space. The door closing cannot be stopped, as it's purely visual. The imp knocker then begins wailing or keening like an alarm spell and is unresponsive to commands or attempts at removal. This likely calls guards or attracts creatures to the area. This persists for five minutes. If there are no creatures in the area, assume 1d4+1 imps are called or attracted and show up.
After five minutes, or if hostile creatures show up, the doorknocker expels everyone inside onto their rumps (sitting) in front of it, as well as any objects or items they may have dropped in the space. It then resumes its gargoyle appearance and regains its knocking ring.
A successful dispel magic or remove curse from either side can expel creatures early and stop the knocker's alarm, which may prevent creatures arriving depending on their location and time spent with the noise.
Users aware of this object's curse sometimes use it to get a look into an area beyond without stepping through, though they have to be aware that hidden objects, traps, or creatures inside are not shown.
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| Pizza Lord |
205. Dusty Prose Prism (ioun stone) This cursed dusty rose prism detects and functions normally. When the user is attacked, the AC bonus functions properly, but the user inherently understands that they should speak in old, outdated prose and verbiage (if they speak at all).
The user is not forced to speak in flowery, old-timey sounding prose (Typically a 'verily', 'forsooth', 'thou', 'whereforth', 'whilst', type of phrasing) if they do not speak at all on the next round, but they do not receive the AC bonus from the stone until they do. If they do speak or utter a word, even a nonsense word like a command word or a verbal component, they receive a negative penalty to AC equal to the bonus instead of they don't speak at least a line in old, flowery prose in addition to it. This doesn't apply to a bard's verbal musical requirement unless it's speaking, singing, or reciting words. This also does not count sounds or intonations, such as a groan or cry of pain as words.
This prose never interferes with command words or verbal components, though it can interfere with other commands or statements or ritual intonations. One minute after the last attack, the curse resets and the stone provides its normal bonus again until the next time the user is attacked.
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Cracked: This cursed stone grants its normal competence bonus to initiative, but after any round in which the user does not speak a flowery, prose-filled line, their initiative drops by one on further rounds. The user becomes aware of this the first time it occurs.
206. Scabbard of Blanching This quirked scabbard of stanching is effective on bleed effects of up to DC 20 instead of DC 16. However, whenever the wearer sees another creature under a bleed effect, they gag and are repulsed by it. They require a DC 20 Fortitude save or become sickened and staggered until the end of their next turn. On a success, they are still sickened until the end of their next turn. They only need to make this save once per round, regardless of the number of bleeding creatures. Whether they succeed or fail, they need not make this check again on the next round if seeing a bleeding creature, but it is required again the round after this grace period.
207. Spool of Eyes This quirked potion appears and detects as a school of eyes but instead of eye-fish forming after 1d4 rounds, the imbiber is stunned as 1d4+1 eyes appear on the end of their fingertips. The fingers are random, but one hand will fill first before another. 1d4+1 more eyes appear every 1d6 x 10 minutes stunning the user on the round they appear. Up to a maximum of 1d4 + 10 are created and they last 10 hours or until all are destroyed or dispelled with a successful dispel magic or remove curse
The eyes appear on the tips of gloves or gauntlets if worn, but prevent those from being removed until all the eyes on that hand are gone, and they function as the prying eyes spell rather than the school of eyes effect.
They are always attached to the user's fingertips by a threadlike nerve and can be given commands as normal, with them moving away on an extending line as they do so. Whenever the eyes' optic strand extends or retracts, it makes a whirring sound like fishing line spool or reel at the user's location (Perception DC 5 + distance). The user's hands can still be used for tasks, but there is a –1 penalty for each hand involved in a task if any eyes are extended from their fingertips. Since the eyes are always attached to the user, they need not return to convey what they see, the user can use a full round action instead to experience anything seen by any number of individual eyes equal to their Intelligence modifier (minimum 1).
The strands are no easier to see than the normal eyes from the spell and are as durable (AC 18, 1 hit point). If an eye is severed or destroyed, the user must make a DC 15 Fortitude save or be blinded for one round. On a success, they are considered distracted for one round instead.
If a user with at least one finger eye is transformed into a new form that has less or no fingers, they are blinded for a number of rounds equal to the eyes that are lost.
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| Pizza Lord |
208. Sheath of Bladeshelf This quirked sheath of bladestealth functions normally, but takes the extra step of teleporting itself away if discovered on the wearer (an ability not disclosed by identification unless the curse is identified). If a search, pat down, or a scan with the ability to see invisible objects would reveal the sheath's presence on the wearer, the sheath vanishes (with the weapon). It will appear on the next shelf the wearer sees (it is considered non-existent until then). This can be inconvenient if the next shelf is in a merchant's shop or stall or really inconvenient if there's no shelves close by. If there is no shelf on the same plane, it appears on the ground, visible. If the user tries to create a makeshift shelf in order to find their sheath and weapon, it takes at least an hour of work and either a DC 10 Craft check (woodworking, stone, etc. depending on materials), or a DC 12 Intelligence check.
209. Stone of Dalliance This cursed stone of alliance detects and functions normally, but the user is subject to flights of fancy and daydreams about dalliances with attractive suitors. These may be real people, or just fantasizing.
Once the stone if given to a companion creature, there's a random (GM determines best time), chance that the user (or sometimes the companion), get lost in thoughts and daydreams of trysts and dating. These episodes typically only last about one minute. In a tense or combat situation, this amounts to a –2 distraction penalty. Other times, this is similar to being fascinated. Creatures with no imagination or unable to be distracted by flights of fancy, are still given visions of such trysts, but that makes them really confusing and distracting, still giving them the –2 penalty and 25% chance to do nothing on their turn. These episodes can occur approximately three times per day amongst the owner or their companion and there's no direct indication that they are linked to the stone at all. The stone's power can be used to end an episode on the owner's companion (whether they know the details or not), but the user then has one moment of dalliance daydreams.
A successful remove curse removes the dalliance effect and leaves the stone functioning normally.
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Set
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[Apologies if these have been done before, I searched, but my search results felt dubious...]
210. Dwarven Thrower. This fine dwarven warhammer functions normally until a dwarf attempts to throw it, upon which the hammer remains in the same space, and the dwarf flies screaming at their target, taking and inflicting the same damage that he would have inflicted with the thrown hammer (although he just takes the damage and may apply it to whatever wall or other surface he hits if he failed his attack roll).
211. Winged Books. These tomes have leather covers that flap like wings. Their creator wanted them to put themselves away on high shelves, and come down from there when he called from them, but they seem to have picked up the flighty and easily startled nature of their winged counterparts, and require a Handle Animal check to 'call' or instruct, otherwise flapping around as they will, rearranging themselves on shelves to sit next to books they like better (throwing any attempt at organizing them by subject or author out the window), and fluttering around in a panicky mob when startled by loud noises or novel situations.
212. Mind Fan. This fan is a quasi-real illusion, bearing a fantastic image of an animated Asian dragon coiling through a stormy sky. It's handle can be grasped and manipulated to 'fold' or unfurl the images, but the 'fan' itself is entirely illusion, and despite the colorful design and low sound of a stormy sky it produces when 'snapped open,' it is utterly rubbish as an actual fan, proving incapable of moving air.
213. Slippers of Spider Climbing. These are exactly what they say, if you ever need some slippers that allow you to climb up onto a giant spider, these are your jam. You do not even need to roll anything, if the spider is cooperating. While up there, you also get a +4 bonus to Handle Animal or Ride checks, that only applies to giant spiders. It's not entirely clear who invented these, but given the bizarre abundance of spider-riding humanoids in fantasy worlds...
This isn't really cursed, just not at all what a person might expect, sort of like getting a 'Ring of Invisibility' and finding out that the ring *is* invisible, and doesn't make *you* invisible.
214. Sword of Pounding. While this swords blade feels as sharp as any other, and the wielder can even cut their finger testing it's edge, it inflicts Bludgeoning damage as a weapon one size class smaller, as it turns in a users hand and smacks it's target with the flat of the blade. This also applies an attack penalty, as if using a weapon of the wrong size class.
215. Sword of Wife Stealing. This sword is intelligent. And sexy. And far, far, far more interesting than you. And the ladies love it and want to stay up all night talking to it, cause it's such a great listener, and the way they rest their hands on its pommel, ooh, it makes your blood boil! It's got enough personality and charisma and social skill to make you feel like your *its* wingman. It's just sad when you end up asking your sword's girlfriend if she has a sister...
216. Necklace of Mireballs. The brown beads on this necklace can be detached and thrown, transforming into 20 ft. radius explosions of warm mud, doing 1d6 nonlethal bludgeoning damage and turning the area into difficult terrain for the next 10 minutes, after which the mud, if not washed away before then, dries out into a tiny quantity of dust and blows away. Usually someone in the area gets mud in their eye. Everyone in the area when it splorps needs to make a Reflex save or be dazzled until they spend a move action wiping their face (or wait 10 minutes for it to fade, I guess?).
| Pizza Lord |
210. Dwarven Thrower. This fine dwarven warhammer functions normally until a dwarf attempts to throw it, upon which the hammer remains in the same space, and the dwarf flies screaming at their target, taking and inflicting the same damage that he would have inflicted with the thrown hammer (although he just takes the damage and may apply it to whatever wall or other surface he hits if he failed his attack roll).
I'd have probably called it a Dwarven Tosser, after the phrase 'Midget tossing')
Continuing down the wondrous items list...
217. Winded Fan This quirked wind fan works normally and has only a 10% cumulative chance to break for additional uses, but each use renders the user out of breath and winded for three rounds, effectively considered fatigued during this time, though it does not stack with other fatigue effects. They can speak, with great difficulty (roleplay sounding winded or asthmatic), but cannot effectively cast verbal spells or use command words. A creature that does not breathe or cannot become fatigued can use the fan, but if the cumulative roll for multiple use fails, they take 1d6 damage per 10% chance of the roll instead of the fan being destroyed (no save) and the fan cannot be used for 3 rounds.
218. Gimp Lantern This cursed grim lantern detects and functions normally until its burning hands power is used. At that time, the wielder's head is cloaked in a leather/vinyl/rubbery mask with no eyeholes and a zipper over their mouth, preventing speaking.
The wearer cannot see, has a –2 Perception penalty to listen-based checks or hearing, and any blindsight or blindsense based on hearing or scent is reduced to half. The mask replaces any other masks worn, dropping them to the ground, but hats, headbands, lenses or goggles remain (though anything related to sight or gazing are likely moot). The zipper can be freely opened or closed by anyone other than the wearer, to allow speech or restrict it, although it closes itself after 10 minutes if opened. A familiar or animal companion can unzip the mask, but requires human-like hands or fingers to work it, and communicating this need is likely very hard to do without telepathic direction (empathic is not sufficient) or having trained the animal in that trick, (with non-verbal commands). At a GM's call, an animal without fingers, but suitable anatomy and specific training may be able to work the zipper as well (and also depending on if zippers existed commonly in the world).
The masked wearer can see if holding the lantern, as long as it has a soul fragment flame (so likely not after the curse triggers until a creature dies in the vicinity), but only in the illuminated area. They get a +2 Perception bonus to visual checks and reduce miss chances in the illuminated area by 10% as long as they can see the target (ie. blurred or displaced, but not completely invisible or concealed). Note that while a lantern can be assumed to be pointing forward or in the direction a character is moving, it may take a move action to change its orientation or look around with it otherwise)
The mask cannot be removed without a successful remove curse, meaning the wearer will have trouble eating or drinking (or speaking) without the assistance of others to unzip it. The mask vanishes when removed, but returns for the next user of the lantern when activated.
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219. Coin of the Unlicked Toad This quirked coin of the untrodden road detects as normal, though it is often stamped with the image of a frog or toad on one side and a tongue or person sticking out their tongue on the other, making its appearance obviously different from a 'normal' coin.
When the coin is flipped, the user takes the penalty to their ability as normal and the coin transforms into a small toad or frog. If caught (Dexterity check DC 12), the user inherently knows they must lick the toad. If they do, they receive a +3 bonus to the random ability instead of the normal +2 and it turns back into a coin. If they do not lick the toad within 2 rounds, it turns back into a coin (the penalty remains for the normal duration). If the user fails to catch the toad, it lands and hops 10 feet away, and moves 10 feet each round. It does not provoke attacks of opportunity for movement. If attacked and damaged (1 hit point), it turns back into a coin. If successfully grappled, it can be picked up and immediately licked, though only the initial user can benefit from the ability bonus. Once licked, or after one minute, the toad becomes a coin once again.
Anyone licking the toad must make a DC 15 Fortitude save or receive hallucinations or other mind and perception-altering side effects, giving them a 10% miss chance on attack rolls and a –2 penalty on all skill checks for the next hour. This is a mind-affecting effect.
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220. Horn of Battle Charity This cursed horn of battle clarity detects and functions normally. When blown, however, the user and any creatures affected by its power (those that haven't acted yet, even if they can't normally be flatfooted) opt to charitably allow the attacker to "Take their best shot," the first time they are attacked in melee during the current encounter.
Creatures receive a DC 18 Will save to resist this. Those failing are considered flatfooted and give the attacker a +2 to attack. Even creatures that normally cannot be flatfooted are subject to this (GM's call). Creatures with Intelligence less than 3, undead, or mindless creatures are not affected. Evil creatures receive a +2 bonus to their saves against it. This is a mind-affecting effect.
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| ShroudedInLight |
My party has gained access to a fey magical item workshop full of eccentric gnomes. They craft unique items on commission, all their items come at half market price but also have thematic downsides.
Slot head; Price 17,100 gp; Weight —
Rafi’s Propeller Cap reduces her total weight (but not mass) to 1/10th her normal weight while worn. As a result she can jump vertically and horizontally equally well (normally vertical jumps are quite difficult), and Rafi does not suffer fall damage while wearing this cap. This cap can provide her with up to a +20 to Jump checks in exchange for a penalty to her CMD equal to half the bonus she gained (max of -10) the following round.
Gnomish Downsides: Wearing the Propeller Cap causes her to be treated as a Diminutive Creature for the purposes of being blown away by the wind, for CMD (lowering her CMD by 2), and for any similar effect. Additionally, the propeller’s blades continue to spin after jumping until the beginning of her next turn, during this time she cannot share squares with any other creature or else they’ll get bonked by the propeller.
Requirements: 8,550gp Craft Gnomish Item, Jump, Feather Fall
Slot Ring; Price 21,600 gp; Weight —
This ring allows Zarzuken to transform into any man-made object of which he is aware as a standard action. Zarzuken is aware of an object if he, or anyone else in the group, can accurately describe how the item works in detail at the moment of transformation. This requires a relevant skill check (typically a knowledge, craft, or profession check) with the DC necessary to successfully craft the item (or describe it for a knowledge check). Zarzuken can transform into an object that is up to one size category larger than himself for every 5 levels he possesses. The object may weigh up to his weight multiplied by his level.
Zarzuken retains his own Hit Points while in this other form, and receives the broken condition under certain circumstances. These include: being reduced to below ½ his HP, being disabled with the disable device check (DC is 10 + Zarzuken’s Level), or being broken with a strength check (DC is 10 + Zarzuken’s Level). If already Broken, Zarzuken can be “destroyed” under certain circumstances. These include: being reduced to 0 HP, being successfully disabled twice, or being broken twice by strength checks. If Zarzuken is ever destroyed he automatically transforms back into Gnome form at a negative HP that places him 1 stabilization check away from death.
While transformed in this way Zarzuken’s speed becomes 0ft and he can no longer control the direction of his floating disc. He does not need to eat, breathe, or sleep while in this form but he also cannot rest in this form as he cannot sleep. He gains hardness equal to the typical material the relevant item is made from (typically Wood: 5, Stone: 8, or Metal: 10). Zarzuken suffers a -5 penalty to his initiative checks, AC, Reflex saves, and Dexterity based skill checks while transformed. While transformed he may be targeted by spells that affect objects, and cannot be targeted by effects that target creatures. For the duration, Zarzuken’s senses are replaced with 5ft of blindsense per level and telepathy (contact only); he cannot speak in this form. Zarzuken can only cast spells in this form if they have no verbal, somatic, or material components (Eschew Materials allows him to ignore cheap or free material components).
Zarzuken can operate any moving parts of an object which he becomes as if he had the appropriate power source at hand. The force he can apply is based on his strength. When transforming into larger objects he gains an increase to his strength. Transforming into a small object provides no strength bonus. As a medium object Zarzuken has +4 Strength, as a Large Object Zarzuken has +12 strength, as a Huge Object Zarzuken has +20 strength, and lastly as a Gargantuan object Zarzuken has +28 Strength. If the machine can be powered by outside forces (such as wind, water, or muscle power rather than an internal steam engine) then other party members may assist if they can provide those forces.
Gnomish Downside: Zarzuken must remain in his transformed state for a minimum of one minute. After that he may transform back into a Gnome as a standard action. Whenever he transforms back into a gnome he must spend an equal amount of time untransformed before he can transform again. Zarzuken’s transformations take on aspects of their previous forms; a boat may be decorated with mining equipment if the previous transformation was an industrial drill.
Requirements 10,800gp; Craft Gnomish Item, Polymorph Any Object
Slot body; Price 8,700 gp; Weight —
This item doubles Sylvenmyst’s weight, doubling the damage he takes from falling. As a standard action, Zellana can activate this item to deploy a series of up to 2 balloons per character level (max of 40). Each Balloon reduces the fall damage that Sylvenmyst would suffer by 1d6 (to a minimum of 0 damage).
Gnomish Downside: These balloons are fragile. Whenever Sylvenmyst or Zellana take damage an equal number of balloons pop. Additionally, while Sylvenmyst’s weight is doubled they cannot swim without passing a DC20 swim check. Instead they automatically sink to the bottom (but can walk along the bottom of watery areas at half speed). This can also cause her to be unable to walk over fragile surfaces.
Requirements 4,350gp; Craft Gnomish Item, Feather Fall, Lead Anchor
| Pizza Lord |
221. Rafi's Propeller Cap: ...
222. Zarzuken's Ring of Self Transformation: ...
223. Sylvenmyst's Leaden Balloon Harness: ...
Fixing the numbering.
224. Horn of My Goodness/That's Evil This cursed horn of goodness/evil detects and functions normally except a successful identification reveals that the magic circle effect is stationary and that as long as its duration lasts, the horn can be blown again to increase the effect's radius by 10 feet. There is no limit to the number of times this can be done, though the horn only creates a magic circle once per day as normal, and the limit to its range is a 100 foot radius.The horn must be within the magic circle's effect for the extra use to work, and it need not be blown by the same user. Each use, including the first, requires a DC 15 Perform (wind instruments) check and the DC increases by +2 for each additional use. On a failure, the magic circle is still created or expanded, but the user becomes fatigued and takes an amount of non-lethal damage equal to amount they failed the check by. If a creature cannot become fatigued, is already exhausted, or is not subject to non-lethal damage at the time, it instead takes lethal damage which bypasses hardness, DR, and similar protections (though the damage can be split with shield other effects).
Unknown, unless the DC to identify the curse succeeds, is that anyone using the horn is considered a called and trapped creature for purposes of leaving the area (not bargaining or being controlled), regardless of alignment. The magic circle otherwise functions normally based on the original blower's alignment. Unlike a normal trap version, there is no actual circle or trap that can be disrupted, though the effect can be dispelled to end it early. Users are confined to within the magic circle's radius (which can be expanded). Neither they, nor any magical effects of theirs can pass the boundary, though ranged or missile attacks can, unless they were physically part of the creature, like a manticore's quills, within the past one minute.
The effect blocks a creature's teleportation and other movement past the boundary, but not within it, though teleportation spells and effects from a non-bound creature can free it. It does not stop planar travel through non-coterminous planes. A creature with spell resistance gets one attempt to break free the first time they would cross the boundary (the horn is typically CL 6 for purposes of an SR check).
Once the duration ends or is dispelled, the barrier rapidly compresses to its original size if it's been expanded. Any bound creatures are forcibly moved from the outer edges towards the center and take 1d6 damage (as a spell effect, bypassing DR) for each 10 feet moved (DC 20 Fort, half). If they strike a physical obstacle or other barrier that would block movement, they stop there but still take the full damage they would have received. A DC 20 Strength check and a firm anchor, grip, or other restraint can allow them to stay in place, but does not reduce the damage. Bound creatures at the center of the effect within its normal range take no damage. Bound creatures with spell resistance that have not made a check against the effect may make one at this time to avoid being damaged or moved.
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225. Bottle of Vengeful Shadows This cursed bottle of shadows detects and functions normally except that when the summoned shadow kills a humanoid of at least 4 HD a shadowy image of that creature is pulled into the bottle or its location. The bottle gains an additional charge as normal, but these special charges do not go away at sundown. The bottle resets to four charges as normal, and these are added to it. These extra charges are expended first if the bottle ever has 3 or more charges when activated (but not if in use when they are added, they are used after the normal charges).
The absorbed shadow is only a visual effect. The slain creature is not a shadow nor does it become undead like a creature normally killed by a shadow, nor is it harder to raise. The shadows created by the bottle were never living or creatures with lives or pasts.
The bottle's hidden curse is that the GM keeps track whenever a humanoid creature of 4 HD or more is slain by the shadow. If the charges and duration of the bottle ever reach 0, 1d4 shadows appear every round (up to the number of slain humanoids) and attack the bottle's user (whether in possession of the bottle at that time or not). These shadows are not under any control, not can they be commanded or controlled, though they can be turned. They will defend themselves against other creatures besides the user and will take attacks of opportunity.
These special shadows are only tracked or held (though no souls or creatures are actually within the bottle) for approximately one month, effectively fading away, though a new or unrelated user can be attacked by them if they misuse the bottle or run out of charges before that time.
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| Pizza Lord |
I can't seem to edit my post, so thank you for fixing the numbering. My bad.
Can only edit within an hour of posting.
Continuing my descent along the Wondrous Items chart for inspiration.
226. Instant Barrage This cursed instant bridge detects and functions normally until the user reaches the halfway point while crossing it. At that point, the bridge unleashes a barrage of magical artillery on them.
At the halfway point, and every 5-foot space along the bridge the user moves, a barrage of magical missiles (not magic missiles) rain down on them, dealing 2d6 force damage (DC 15 Reflex, half). This includes moving backwards or to other spaces they've already traversed, though each space only triggers once per round. Other creatures in those spaces when triggered are also damaged (save as above) but their movement or presence does not trigger a barrage. The bridge is not harmed by this damage.
The user can fly or move above they bridge, but must be at least 5 feet above it to avoid triggering the damage, so most jump attempts will not be high enough, at least over all spaces. Walking on the underside of the bridge, such as with spider climb does not trigger a barrage (though passing the halfway point does trigger the curse if they later move back to the top).
The bridge's command word to retract only works for the user that extended it, though it can be destroyed or dispelled, until 48 hours have passed, then anyone with the command word can use it. The bridge otherwise functions normally and can be extended to allow other creatures to cross and recalled from either end by the user (who might fly or jump themselves) or even traversed to reach a point before the midpoint and leap or fly off the side.
A successful remove curse cast on the bridge removes the curse and leaves a functional instant bridge. Failure to remove the curse subjects the caster to a 10d6 barrage (DC 15 Reflex, half).
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227. Magna-Scale Bindi This quirked naga-scale bindi detects and functions normally, but when used, the wearer becomes magnetically attractive.
Attacks with metal weaponry (including metal-tipped, such as arrows or bolts) are at a +4 bonus to hit the user (basically countering the natural armor bonus). Metal based attacks from the user to other targets are at a –2 penalty to hit. The user is not otherwise magnetic, such as sticking to metal surfaces and vice versa or not interfering with lodestones or compasses and this effect may not even be noticeable without numerous tests with metallic attacks.
The curse effect triggers each time the bindi is activated and lasts for 11 minutes regardless of whether its other effects are ended early, dispelled, or the bindi loses its powers or is destroyed, though a successful remove curse can end it early.
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228. Reflector of Mirrored Guarding This quirked mirror of guarding reflections detects and functions normally. When used, however, the wearer is subject to a similar calling and attack at a later time.
Once the mirror is used, there is a 33% chance during the next 24 hours that the user will themselves be summoned into a mirror duplicate's dimension to act as a decoy for an attack against them. This increases to 66% if used twice and 100% if used three times. If the result is higher, the result is checked again the next day as though it were one use less, though additional uses of the mirror before then apply. For example, using the mirror twice in a day requires a 66% chance, but if the result is higher, there is still a 33% chance to trigger a result the next day even if the mirror isn't used. The character does not actually move or leave from other creature's points of view, nor do effects that prevent movement or travel, such as dimensional anchor stop this.
If the result indicates a mirror reaction, then sometime during the day, likely when it's inconvenient (GM's call), the user suddenly finds themselves in a hazy, unfamiliar surrounding with a mostly identical duplicate of themselves holding a mirror of guarding reflections, having just called them against an attack that then checks to see if the called creature is struck as though by mirror image. If they are, they take damage and any effects as appropriate and feel themselves shatter like a mirror before seeming to reappear where they were with any damage or effects sustained. Resistances and any saves are effective. If the attack misses the called user and hits their duplicate (in this case, not the called user), the called creature is immediately 'returned' to their original location. No time actually passes during this exchange and nothing other than damage or effects of the attack can be brought back (such as being on fire or petrified), though things can be lost or destroyed if the attack would indicate, such as damaged equipment from rolling a Natural 1 on a save.
The attack should be similar in damage and effect as the one the mirror image was used against, whether successfully or not. It need not be exactly the same, an electrical attack might be fire or weapon damage attack when the user is called or if the user used the mirror against a death effect, theirs might be petrification. Energy protections and other defenses do apply, but the user has little way of determining these ahead of time (divinations could provide a clue, and the GM can tailor the attack in such cases if the user plans ahead). The attack could also be mostly harmless in rare occasions, such as a charm person which won't normally be an issue once the target is returned, but it will almost never be an attack that wouldn't do anything or an attack someone wouldn't use on the user themselves, like a charm person if they aren't a humanoid.
Once this occurs, one stored 'charge' of use is removed as though the percentage chance was higher, and any remaining uses still need to be checked for (at the reduced percentage). There is no limit to how many use charges are held in wait and the mirror need not be in the user's possession when they trigger. GMs may call for multiple checks during the day if backed up charges exceed 3 or more (and since the chance will be 100%, they will trigger). A successful remove curse on the user can prevent them from being called and remove any effective use penalties stored up. The mirror itself is unaffected by attempts to remove its curse.
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229. Scalding Boat This cursed folding boat detects and functions normally. When used, it boils the water around it, and then folds back up.
Once the boat begins sailing or actively moving, not just floating, it begins to heat the water around it as though with the heat metal spell, though it does not affect metal, only the surrounding water. It affects an area around the boat based on twice the craft's longest dimension (typically either 20 feet or 50 feet).
Instead of by rounds, its intensity increases in minutes. Once it starts it continues to build regardless of if the user stops rowing, sailing, or moving it. After one minute, the water around it is warm, then after two minutes the water is hot (1d4 damage to creatures touching it), then after three minutes it is scalding (2d4 damage). At this stage, the boat itself begins emanating heat as though hot (1d4 damage), even though it is predominantly wood.
The surrounding water remains at this temperature until it stops being a boat or 5 minutes pass with no creatures inside it. After 10 minutes, if still a boat, it immediately folds up into box form. Loose items on the craft are moved safely into the box, space permitting (GM's call what ends up if there's too much stuff), and passengers are dumped into the surrounding water. The box does float, and functions as a flotation device for a lightly encumbered creature, possibly two small or light ones. The folding boat does not function for 10 minutes after being returned to box form, whether on its own or by command.
The water around the craft remains scalding for three minutes after the boat becomes a box before cooling to merely hot, and then warm and then its normal temperature (assuming it isn't normally hotter). Aquatic plants and animals are unharmed by the heated water and do not detect or notice it at all. A freezing salmon will not be warmed, nor will a cold subtype even feel uncomfortable. Other, non-aquatic, plants or animals are affected normally, as are dead ones (a frozen or dead trout will thaw or cook).
A successful remove curse spell can end the curse permanently, leaving a normal folding boat, but requires the caster to be at least waist deep in hot (1d4 damage) water at the time of casting and requires the casting of resist energy (fire) or protection from energy (fire) as well within the next round.
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| Pizza Lord |
230. Bottle of Airheadedness
This cursed bottle of air functions normally, but the next time the user breathes air that isn't from the bottle, they receive a –1 penalty to Intelligence for each breath taken from the bottle (penalty cannot reduce Intelligence below 1). This lasts for three times the duration that air from the bottle was held or used. The user can make a DC 20 Intelligence check (with the penalties) when this happens to realize their lightheadedness or any effects are from the air in the bottle, otherwise they not aware of any adverse effect from the bottle, even when the penalties end.
231. Balm of Impish Grace, Cursed
This cursed balm of impish grace detects and functions normally, however, for each attack of opportunity that could have been taken on the applied creature, the one who applied the balm (which might also be the creature it was applied to), if within 100 feet, is subject to a magical attack. The attack is at +10 to hit the applier and deals 3d4+3 untyped magical damage. If the applier can see the creature that would have made the attack, they retain their Dexterity bonus, otherwise they are considered flatfooted against the attack.
232. Harp of Charring
This cursed harp of charming detects and functions normally, but whenever the user succeeds at a Perform check to use its suggestion power, whether successful or not, the DC increases by one.
If the user fails the Perform check, the harp bursts into flames, dealing 2d6 fire damage to one of the user's hands. This damage cannot reduce them below 0 hit points from hand damage. Additionally, the user must make a DC 15 Reflex save or catch on fire. A natural 1 on this roll may indicate any gloves or objects on the user's hands may also be damaged by an equal amount of fire damage. The user has a –2 penalty to actions taken with the burned hand (and requires a concentration check if used for other tasks, like somatic components while casting) until all the fire damage is healed.
The harp burns intensely for one round and cannot be extinguished, even burning in airless space or voids and charring to nothing more than a scorch mark. The increase to Perform checks is unique between users, so a new musician using its powers (before the curse activates) has their own increased DC and any former ones keep theirs.
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233. Carp of Harming
This cursed harp of charming detects and functions normally, but whenever the user succeeds at a Perform check to use its suggestion power, whether successful or not, the DC increases by one.
If the user fails the Perform check, the harp turns into a giant carp (use stats for a giant gar) and immediately attempts to bite the user (add the ambush bonus). If it succeeds, it tries to grab them and swallow them on later rounds.
If not in water, which is likely, the carp cannot move more than 5 feet as a move action and has no Dex bonus to AC. As a swift action each round, can flop rapidly, which is a super effective attack that allows it to make a free attack against any creature adjacent to it (other than those it's grabbed) and any creature moving adjacent to it until its next turn (though only once per round), and deals unarmed damage (typically 1d4+2 nonlethal).
The carp is otherwise real and acts like a carp. A true seeing effect can note that the harp appears to be a curved fish with harp strings, rather than its actual appearance, though several such harps are actually carved in such a manner and don't show up to such scrutiny, though their appearance can be a hint. The increase to Perform checks is unique between users, so a new musician using its powers (before the curse activates) has their own increased DC and any former ones keep theirs.
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| Pizza Lord |
234. Insignia of Vapor
This cursed insignia of valor detects and functions normally except it adds +1 to each dice rolled for the swift action channel energy.
Whenever the bearer dispatches an opponent with a smite attack, whether they choose to use the swift action channel or not, an invisible stinking cloud is centered on them (CL 10, DC 15). Only the bearer and allied creatures can scent or be affected, though any creatures that can see invisible can see the cloud.
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235. Insignia of Vipers
This cursed insignia of valor detects and functions normally except it adds +1 to each dice rolled for the swift action channel energy and it resembles a heraldic snake or serpent.
Serpent creatures have a +1 circumstance bonus to attack and damage against the bearer. The bearer has a –2 penalty to saves against serpent poisons and venoms. Serpents are never harmed (but can be healed) by any of the bearer's channel energy attempts, not just ones provoked by successful smite attacks.
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| Goth Guru |
236. Talking item.
It can be a magic item or your treasured 10 foot pole. In any case a mouth will appear on it and it will start talking. Usually something annoying like the meaning of life or the average wing speed of a sparrow. Lf the owner talks to an object, it starts talking back. "Hey! I never asked to be a caltrop!" With remove curse you can leave it for some other poor sap to find.
| Pizza Lord |
239: Gloves of Magic Master When activated, it gives the wearer + 3 DC to their next spell. But reduces the number of spells they can cast per day and can't cast another spell in the next minute after casting the spell with this bonus.
Correcting the numbering, though I don't know how much using the gloves reduces the number of spells that can be cast per day after using it.
240. Needles of Fleshscraping
These cursed needles of fleshgraving detect and function normally, but all items, even nonmagical ones, make a secret save to resist (assume +0 bonus if not otherwise known). Any object that succeeds, secretly and seamlessly phases to the Ethereal Plane without observers or the user being aware (unless they can see ethereal objects). The object remains there for one hour before safely returning to the Material (or original) Plane. If transferring to the Ethereal Plane isn't possible, a false tattoo of the item is still created, and the original object remains, possibly confusing the user.
The GM notes the amount the object passed the save by (minimum 1). When the tattoo is peeled off, dispelled, or after 7 days, the user takes that amount of damage and receives bleed 1. The object created from the tattoo is made of skin, resembling shed snake or lizard skin, and likely being useless for whatever shape it is. It does count as the tattoo recipient's flesh, for purposes of spells or effects that link or use such connections.
241. Needles of Fleshcraving
These cursed needles of fleshgraving detect and function normally, but whenever the user peels the tattoo off, it remains looking like a tattooed hunk of flesh (no damage) for one round. The user requires a DC 17 Will save (compulsion), or they devour the patch of skin, taking one round. If they succeed, the item takes form as normal.
A consumed item is temporarily, but effectively, lost and gone (barring limited wish or greater) for 5 minutes, at which time the user becomes nauseated for a round (no save) and appears to heave up the item unharmed (it forms in whatever shape or condition it would have been normally).
| Pizza Lord |
Still just meandering down the wondrous items list and ruining magical items that catch my eye.
242. Restless Legs Lockpicks
These restless lockpicks detect and function normally, but have a +4 bonus when animated (the normal +2 if used manually). The time needed to perform a task with the tools (manually or not) increases by one round. This extra time does not count against the normal 10 rounds per day of the lockpicks can function autonomously.
Whenever the user activates the ability of the lockpicks, they are overcome with the need to move around while the tools do their task (no save, mind-affecting, compulsion). They must walk or pace or otherwise fidget and move. They must move at least 10 feet per round, which can be in any direction or even back and forth (pacing), but always provokes unless they have other abilities that negate such attacks, like Spring Attack. They can use Stealth to remain quiet and can perform other actions, such as attacking or casting (unless the actions require standing still for a round). If a user cannot move at least 10 feet each round, they are affected by confusion for one round (no save, mind-affecting) and cannot help but make noises of frustration (grunts, groans, whines, complaints, etc. even on a roll of 'Act normally').
The user can stop the tools as normal to end the effect, but must restart the task themselves regardless of time spent by the lockpicks already.
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243. Wherewhistle This cursed werewhistle detects and functions normally except it can target up to three creatures per day, either separately or at one time, or even the same creature again if it succeeded at its Will save.
Whenever the whistle is blown, whether targeting a creature or not, the user forgets where they are completely. Including in relation to where other places are. They don't know the location, its name, or how they got there. They cannot make choices based on the direction things are, unless it's clearly observable; they can see roads or mountains and road signs but cannot make choices like, "Back to camp" or town or the last room, nor the distance to any of those or other things.
They do not forgot other things, like who might be at camp or even if they know the properties of the curse; they know why they can't remember, they just can't. Allies can help give directions or indicate where to go, but does not give any other revelations. Telling a user they're in their own house won't make it feel any more familiar.
The effect lasts for 10 minutes if the whistle was targeted at a creature, successfully or not or lycanthrope or not, or one minute if just blown for any other reason (Perform (Wind Instruments) check to make money, just for fun, etc.)
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244. Whatwhistle
This cursed werewhistle detects and functions normally, except it affects all lycanthropes within 30 feet of the user, though it still only works once per day whether blown accidently or not.
The first time a user blows the whistle in the presence of a lycanthrope, whether successful or not, they are cursed to always ask "What?" when someone indicates something specific to them. This does not effect their actual knowledge or actions, but they must ask even if it gets irritating.
This applies to creatures, objects, concepts, etc. "Attack that orc," or "the orcs" will result in "What orcs?" even while the user is moving to attack or before they cast a spell.
The cursed character is intended to roleplay this, and failure to do so reliable can result in the GM applying distraction or other penalties (–2 or so) to a check, as will the inability to respond, such as being silenced. The curse can be ended with remove curse but ends after one month regardless, though it can be extended or returned with further uses of the whistle.
This doesn't apply to general questions, such as "Do you have any healing potions?" or "Hand me a torch." but specific ones, like "Do you have that healing potion I gave you?" or "Give me that/your/my torch," which will result in a response of "What [subject]?" even while the cursed individual can be digging out, holding, or handing over the indicated item. It especially applies after a general question followed by a specific one, like "Do you have any healing potions?" followed by, "Well, give me it/one!" receiving a "What?" or "One what?" The user need not interject in questions they overhear or that don't involve them, but must if they are part of a group or otherwise involved; "The king will see you now." or "How has your day been?" GM's call when a "What?" response is appropriate.
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| Zepheri |
245. Medallion of the Dark Sun: All your spells and abilities that damage undead are considered 6th level higher for the purpose of effects and also gain a +2 to DC. While you can get this medallion, you win the vampire template, If a non-vampire undead wears the medallion, it takes 2d4 holy damage every minute while wearing it. If a vampire is wearing the medallion, blood will no longer sustain him unless it comes from another vampire (This only applies if you are a real vampire).
| Pizza Lord |
246. Werewolf Whistle
This cursed werewhistle detects and functions normally, except it works on all werewolf or other wolfen or canine shapeshifters within 30 feet, reverting them to their normal or humanoid forms (DC 20 Will save).
Against any other lycanthropes that fail their save, those targets' curse changes to werewolf lycanthropy (permanently) and they are shifted into hybrid form for an hour at least before they can change forms. This does not cause changes to alignment or force actions or aggression. If this occurs, the user must also save vs. lycanthropy (DC 20) or contract the former type of lycanthropy from one of the affected creatures (GM's choice if multiple types).
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| Pizza Lord |
247. Decanter of Endless Water, Cursed
This cursed decanter of endless water detects and functions normally until it is dispelled or turned off.
Once its flow of water ceases, the user (the one who triggered it, not necessarily the one who stoppered or deactivated it) is cursed to spew water from the mouth. They spew an amount of gallons equal to the gallons of water produced by the decanter during that activated use (up to 3,000 gallons).
The user expels this water whenever they attempt to speak, and if there is at least 30 gallons remaining, it will be in the form of a geyser. At less than that, it will expel at one gallon per round of speaking. The geyser effect functions as though from the decanter, and can knock the user over. If there is a question of which direction the speaker is facing, the GM makes the call, normally towards another creature if not specified.
The user's breathing and other functions are unaffected but all their attempts at speaking in any language become Aquan (whether they understand it or not. Other creatures may need Perception or listen checks to make out the words (if they can understand Aquan) if the speaker is releasing a geyser's amount of water, but not during 'stream' dispensing. Spellcasting and command words are possible, but requires a concentration check for verbal spells if expelling a geyser volume.
A successful remove curse can end the effect on a user, as can speaking over a number of rounds to expel all the accumulated gallons of water. A successful remove curse followed by a bless water spell cast upon the cursed decanter can remove the curse and make it a normal decanter of endless water, but both spells must be cast by someone under the effects of a curse and expelling at least a geyser worth (30 gallons) of water at the time (the two spells need not be from the same caster).
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248. Double-Boundary Chalk
This quirked boundary chalk detects and functions normally, except it creates a paired wall of force effect 10 feet behind the user parallel to the line being drawn. These extra lines do not count against the chalk's limit, but may trap the user if used in a narrow space, like a corridor. If there is solid space behind the user, such as if used at a corner, the extra barrier is not created.
The user can dismiss a section as normal, but the linked section also dismisses. This does not happen if a section is breached or disrupted in other ways, such as disintegrate.
Set
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249. Mage's Head
Inspired by the creator of the Mage's Hand, this eccentric craftsmage created a preserved human head that can wear a single headpiece and be worn as a necklace. So, extra head slot item, at the cost of a neck slot item, and the questionable practice of *wearing a dead man's preserved head as a necklace.*
250. Sword of Sounding
This sword screams when swung and can be heard clearly by all within 300 ft. On any round you draw or sheath the sword, or make an attack (whether you hit or miss), or use it as part of a Dazzling Display or similar weapon performance, you are deafened by the siren like clamor it produces for 1 round. Some versions of this sword use ghost sounds, and produce just incoherent wails, but the very finest use minor image and produce recognizable words, generally panicky and craven, begging not to be used, or insulting the appearance or 'bladefeel' of various potential adversaries, pleading to 'not be stuck in that smelly thing.'
Bonus; reverse cursed item! This +1 (not cursed!) Spear of Backbiting is the only success of SO many failures. It functions as a normal +1 spear, and can lengthen itself to function as a standard spear or longspear upon command. Three times per day, as a swift action, you can command it to strike an opponents back, gaining a flanking bonus to hit (+2) and treating the foe as flat-footed against that single attack. You do not get this benefit a second time against a single creature during the same combat. [Not gonna number this one, because it is not a cursed item, it is a *reverse* cursed item! A traditionally cursed item that is actually useful! And now I want to make useful versions of the Vacuous Grimoire and Stone of Weight...]