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Cursed Items Thread
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<blockquote data-quote="Arbiter of Wyrms" data-source="post: 2497671" data-attributes="member: 18021"><p>Cursed Items:</p><p><strong></strong></p><p><strong>The Apprentice’s Destiny</strong></p><p>This cursed (dependant) +3 giantbane greatsword only functions in the hands of an arcane spellcaster. For wielders without access to arcane spells, it is simply a masterwork greatsword.</p><p> Faint conjuration; CL 9th; Craft magic arms and armor, summon monster, Price 28,800gp</p><p></p><p><strong>Sandman’s Dust-Bag</strong></p><p>This non-descript black velvet bag holds only sand. Five times per day, the bearer of this bag may pull out a handful of sand and cast it at her foes. This acts as sleep spell cast by a 1st level sorcerer. The bearer of this bag must sleep 16 hours per day. Attuning the bag to a new owner requires that the new owner carry the bag (and suffer the drawback) for three days before the sand is usable. The bag must be periodically refilled with non-magical sand to continue functioning.</p><p> Faint enchantment; CL 1st; Craft wondrous item, sleep, Price 360gp; Weight 1 lb.</p><p></p><p><strong>Windrobes</strong></p><p>These elaborate samite robes in blue and white are resize for each wearer, but the sleeves and the skirt of these robes are always far too long, generally three times the wearer’s total height. The robes cease to function if the wearer bunches up the sleeves or gathers the skirt so much that either hands or feet are exposed. All armed melee attacks made by a wearer whose melee weapon is outside the robe with the wearer’s hands are inside the robes suffer a -4 penalty, and any attempt made by the wearer to resist being disarmed suffers an additional -4 penalty. Running, or even walking, while these robes are worn is impossible. Laying these robes out to don requires a full-round action, or, as a standard action, requires a Dex check, Use Rope check, or Profession (Taylor or Seamstress) check, DC 15. Donning the robes requires another full-round action. Donning the robes without laying them out requires three full rounds. Removing the robes requires a standard action.</p><p> Wearing these robes properly, and with the collar and belt fastened grants the wearer the ability to fly at will, speed 120’, maneuverability perfect. The wearer also hears constant birdsong, which is mood-lightening, but also quite distracting, causing him to suffer a -2 to all Concentration checks and granting immunity to all morale penalties while the robe is worn.</p><p> Faint transmutation; CL 9th; Craft Wondrous Item, overland flight, permanency, heighten spell, Price 15,000gp; weight 10 lbs.</p><p></p><p><strong>Matriol, The Razor of Faith, Protector against the Stone Usurpers, Whelmer of the Watery Wave-riders, Flamefoe, and Ardent Auror of the Air.</strong></p><p>This intelligent, Keen, +3 Outsider/Elemental Bane rapier is dedicated to defending the prime material plane against extraplanar creatures. On the prime material plane, the sword’s intelligence is suspended, rendering it a potent magical sword, but incapable of thought, action, or awareness. On any plane other than the prime, the sword’s intelligence awakens, but all other magical properties are suspended, leaving the weapon a knowledgeable, trustworthy, and somewhat effete advisor, but unsuitable for combat.</p><p> Matriol has Int 17, Wis 16, Cha 19, ego 20, Spot 20, Listen 14, Knowledge (The Planes) 29. </p><p> Overwhelming conjuration; CL 20; Artifact.</p><p></p><p><strong>Marekyurie’s Boots of Magical Flight</strong></p><p>The cursed winged boots function only once per wearing</p><p> Faint transmutation; CL 5th; Craft Wondrous Item, fly, Price 14,400gp; Weight 1 lb.</p><p></p><p></p><p><strong>Insensate Regalia</strong></p><p>Apparently inspired by the old saying “See no evil, hear no evil: speak no evil,” this peculiar trio of magical items may offer more drawback than benefit, but resourceful adventurers could find them useful in rarefied circumstances.</p><p><strong>See No Evil</strong></p><p>This simple, heavy, quilted, silk sash serves as an effective blindfold. While worn, it’s wearer is totally incapable of sight, as though under the effects of a blindness spell.</p><p><strong>Hear No Evil</strong></p><p>These earplugs simulate the effect of a deafness spell, rendering the wearer insensate to sound, but not vibrations, so long as they are worn. They also grant total immunity to sonic damage.</p><p><strong>Speak No Evil</strong></p><p>This item, perhaps the most peculiar and the most useful of the trio, is a gag. It does not interfere with the wearer’s breathing, and, in fact, offers a +2 bonus vs. inhaled poisons, but does render the subject totally incapable of speech, ruining all attempts to cast spells with verbal components. The gag also creates a continuous zone of truth, centered on the wearer.</p><p><strong>Synergistic Effects:</strong></p><p>Wearing both the blindfold and gag together grants the wearer the effects of both improved invisibility and silence in addition to the effects the two items grant individually.</p><p>Wearing the blindfold and gag together grants the wearer the ability to cast clairaudience/clairvoyance and the benefits of the improved blindfight feat in addition to the effects the two items grant individually.</p><p>Wearing the earplugs and the gag together grant the wearer free use of see invisibility, but only so long as the blindfold is not worn, and also prevents the wearer from being flanked.</p><p>If all three are worn together, the wearer is not granted use of the see invisibility spell, but does gain the effects of all of the other effects the items grant, both individually, and in synergy. Additionally, the wearer gains the benefits of a magic circle against evil, minor globe of invulnerability, & stoneskin and once per day the wearer of all three items may cast forbiddance and guards and wards.</p><p></p><p><strong>Darts of Homing</strong></p><p>These darts come in pairs. When one is thrown and sticks in an object, the character throwing it cannot relinquish custody of the other until he again has both in his possession. The bearer of one dart always knows the direction toward the other dart, and hears a constant keening until the two are within five feet of each other.</p><p></p><p><strong>Axe of High Standards</strong></p><p>Every attack made with this +3 Shocking and Thundering Burst Dwarven Waraxe of Throwing and Returning deals damage. If the axe fails to hit the creature or object targeted, the damage rolled is applied to the wielder instead.</p></blockquote><p></p>
[QUOTE="Arbiter of Wyrms, post: 2497671, member: 18021"] Cursed Items: [B] The Apprentice’s Destiny[/B] This cursed (dependant) +3 giantbane greatsword only functions in the hands of an arcane spellcaster. For wielders without access to arcane spells, it is simply a masterwork greatsword. Faint conjuration; CL 9th; Craft magic arms and armor, summon monster, Price 28,800gp [B]Sandman’s Dust-Bag[/B] This non-descript black velvet bag holds only sand. Five times per day, the bearer of this bag may pull out a handful of sand and cast it at her foes. This acts as sleep spell cast by a 1st level sorcerer. The bearer of this bag must sleep 16 hours per day. Attuning the bag to a new owner requires that the new owner carry the bag (and suffer the drawback) for three days before the sand is usable. The bag must be periodically refilled with non-magical sand to continue functioning. Faint enchantment; CL 1st; Craft wondrous item, sleep, Price 360gp; Weight 1 lb. [B]Windrobes[/B] These elaborate samite robes in blue and white are resize for each wearer, but the sleeves and the skirt of these robes are always far too long, generally three times the wearer’s total height. The robes cease to function if the wearer bunches up the sleeves or gathers the skirt so much that either hands or feet are exposed. All armed melee attacks made by a wearer whose melee weapon is outside the robe with the wearer’s hands are inside the robes suffer a -4 penalty, and any attempt made by the wearer to resist being disarmed suffers an additional -4 penalty. Running, or even walking, while these robes are worn is impossible. Laying these robes out to don requires a full-round action, or, as a standard action, requires a Dex check, Use Rope check, or Profession (Taylor or Seamstress) check, DC 15. Donning the robes requires another full-round action. Donning the robes without laying them out requires three full rounds. Removing the robes requires a standard action. Wearing these robes properly, and with the collar and belt fastened grants the wearer the ability to fly at will, speed 120’, maneuverability perfect. The wearer also hears constant birdsong, which is mood-lightening, but also quite distracting, causing him to suffer a -2 to all Concentration checks and granting immunity to all morale penalties while the robe is worn. Faint transmutation; CL 9th; Craft Wondrous Item, overland flight, permanency, heighten spell, Price 15,000gp; weight 10 lbs. [B]Matriol, The Razor of Faith, Protector against the Stone Usurpers, Whelmer of the Watery Wave-riders, Flamefoe, and Ardent Auror of the Air.[/B] This intelligent, Keen, +3 Outsider/Elemental Bane rapier is dedicated to defending the prime material plane against extraplanar creatures. On the prime material plane, the sword’s intelligence is suspended, rendering it a potent magical sword, but incapable of thought, action, or awareness. On any plane other than the prime, the sword’s intelligence awakens, but all other magical properties are suspended, leaving the weapon a knowledgeable, trustworthy, and somewhat effete advisor, but unsuitable for combat. Matriol has Int 17, Wis 16, Cha 19, ego 20, Spot 20, Listen 14, Knowledge (The Planes) 29. Overwhelming conjuration; CL 20; Artifact. [B]Marekyurie’s Boots of Magical Flight[/B] The cursed winged boots function only once per wearing Faint transmutation; CL 5th; Craft Wondrous Item, fly, Price 14,400gp; Weight 1 lb. [B]Insensate Regalia[/B] Apparently inspired by the old saying “See no evil, hear no evil: speak no evil,” this peculiar trio of magical items may offer more drawback than benefit, but resourceful adventurers could find them useful in rarefied circumstances. [B]See No Evil[/B] This simple, heavy, quilted, silk sash serves as an effective blindfold. While worn, it’s wearer is totally incapable of sight, as though under the effects of a blindness spell. [B]Hear No Evil[/B] These earplugs simulate the effect of a deafness spell, rendering the wearer insensate to sound, but not vibrations, so long as they are worn. They also grant total immunity to sonic damage. [B]Speak No Evil[/B] This item, perhaps the most peculiar and the most useful of the trio, is a gag. It does not interfere with the wearer’s breathing, and, in fact, offers a +2 bonus vs. inhaled poisons, but does render the subject totally incapable of speech, ruining all attempts to cast spells with verbal components. The gag also creates a continuous zone of truth, centered on the wearer. [B]Synergistic Effects:[/B] Wearing both the blindfold and gag together grants the wearer the effects of both improved invisibility and silence in addition to the effects the two items grant individually. Wearing the blindfold and gag together grants the wearer the ability to cast clairaudience/clairvoyance and the benefits of the improved blindfight feat in addition to the effects the two items grant individually. Wearing the earplugs and the gag together grant the wearer free use of see invisibility, but only so long as the blindfold is not worn, and also prevents the wearer from being flanked. If all three are worn together, the wearer is not granted use of the see invisibility spell, but does gain the effects of all of the other effects the items grant, both individually, and in synergy. Additionally, the wearer gains the benefits of a magic circle against evil, minor globe of invulnerability, & stoneskin and once per day the wearer of all three items may cast forbiddance and guards and wards. [B]Darts of Homing[/B] These darts come in pairs. When one is thrown and sticks in an object, the character throwing it cannot relinquish custody of the other until he again has both in his possession. The bearer of one dart always knows the direction toward the other dart, and hears a constant keening until the two are within five feet of each other. [B]Axe of High Standards[/B] Every attack made with this +3 Shocking and Thundering Burst Dwarven Waraxe of Throwing and Returning deals damage. If the axe fails to hit the creature or object targeted, the damage rolled is applied to the wielder instead. [/QUOTE]
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