| 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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