Cursed Items are Back with Mordenkainen's Magnificent Emporium

I don't think these would trigger bad blood. From what I can see from the berserk blade, once the battle is over, the PC can throw the blade far away and never see it again.

Did you miss the section on "Using Cursed Items?"

Dragon said:
Each item curse has a statistics block, just like a normal magic item. This statistics block explains the trigger and the effect of the curse, which functions in addition to the item's base powers and properties. When an item's curse is triggered, the curse stays in effect until the end of the encounter.


Once an item's curse is triggered for the first time, the item's owner cannot be rid of the item until the curse is broken. A cursed item that is being worn cannot be physically removed. A cursed item that is being wielded (including an implement, a shield, or a weapon) can be put away on the owner's person, but it cannot be discarded.


So all curses have effects that last for the rest of the encounter when they're triggered -- but once they're triggered the first time, you can't discard them [and I elided sections where you have to save or use them for the rest of the encounter, and where if someone takes the item it will teleport back to you after a while].



Methods to get rid of a cursed item in the article:

Easy: Use Disenchant Magic Item to destroy the item [but you only get half Residium.
Moderate: Get a character with good knowledge of Arcana to un-curse it [takes an hour, hard DC check].
Hard: Get a rust monster to eat it.
Variable: GM determined quest to uncurse the item.

Basically, if you have an arcanist, you can generally get it uncursed, though it might take a few days. If you don't, you need to buy a Disenchant scroll or go on a quest.

Nasty, but fun, particularly with rare triggers like this one. Although the Berserker's Weapon has no endpoint beyond "the end of the encounter"--It's not clear whether the character's allies have to batter her into unconciousness when it's triggered or whether they can calm her down and "end the encounter".

That is interesting. That's a move away from using DCs of the PC's or party's level.

For what it's worth, they said a while ago that it was always intended to be that way- it's just they assumed that the party would be facing challenges of their level (so it amounts to the same thing.)

I have to agree with Scribble here; DCs have never been set by party level; they're set by challenge level. Obviously, those usually track -- but note that canned adventures have an ECL that may or may not match character level, and challenges are based on the ECL, -not- on individual character levels. The only place I can think of where DCs are set based on your level rather than the challenge level is Aid Another -- and that's an odd case.
 

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I have to agree with Scribble here; DCs have never been set by party level; they're set by challenge level. Obviously, those usually track -- but note that canned adventures have an ECL that may or may not match character level, and challenges are based on the ECL, -not- on individual character levels. The only place I can think of where DCs are set based on your level rather than the challenge level is Aid Another -- and that's an odd case.

Eh, look in the RC, there are some DCs that ARE set to be sliding, and not with any really good logic except it might be more fun that way I suppose. Not that I disagree with you, but not all of WotC has always seemed to agree with it. Personally I always set absolute DCs. But then my games tend to be a bit more like a sandbox (but honestly I don't think what I do fits in any one 'box', sand or otherwise).
 

I don't think these would trigger bad blood. From what I can see from the berserk blade, once the battle is over, the PC can throw the blade far away and never see it again. A curse for a single encounter is not that horrid. It does mean the treasure value is wasted, but it could have been far worse.
It's much more interesting than that. The Cursed item is actually useful most of the time. And doesn't kick in that often. Do you use a +2 vanguard beserker's blade or drop back to your vanilla +2 sword? The risk is sometimes worth taking. A world away from prior editions cursed items.
 

It's much more interesting than that. The Cursed item is actually useful most of the time. And doesn't kick in that often. Do you use a +2 vanguard beserker's blade or drop back to your vanilla +2 sword? The risk is sometimes worth taking. A world away from prior editions cursed items.

I agree. Providing weapons with various tradeoffs makes for much more interesting decision making. I've always avoided things like player wish lists for items, but this could add an interesting twist. Here is the top item on your wishlist, but oh yeah, it may also have an associated curse.
 

Yeah, they have the potential to be pretty interesting. It seems like 4e is right on the verge of having really good item support. They just need to unbend a bit.
 

I can't say enough about how much I am looking forward to this book. I'm hoping for some great rare items and it sounds like they are moving towards more items that are interesting and flavorful rather than just granting combat bonuses. Cursed items in particular add a really interesting tension to the game that has been missing for the most part as far as magic items go.
 

It seems a little odd mechanicwise, too. Arcana reveals the presence and nature of magic and now there is not even a ritual that could identify a curse? Nay, I don`t buy that.

Detecting a cursed item should be difficult but not impossible; I hope they find a fun way to fashion that aspect.

All in all, a good idea to bring the curses back. I hope they come up with some of the more funny ones as well.

Agreed! I'm running Castle Zagyg (a.k.a. Castle Greyhawk) in 4e for some folks at a local game store, and there will be curses and traps galore. I hope the rules come out in time for the first cursed item to find its way into the hands of my unsuspecting players!

Of note, though, is that I really like the idea that the magic items are beneficial, but have the curse lain on top of them. So rarely does it make sense to have an item that's just outright vile to own, so having these items retain some value makes them even more cursed in a way: the players will WANT to hold onto them and try to remove the curse. Very dangerous, and opens up lots of fun decision points for the PCs.
 


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