Cursed Items!!!

Scribble

First Post
So one thing I missed in 3e was cursed magic items...

I mean it was always fun in prior editions to be a Bastage and hand out a cursed item. (so long as one didn't do it too much... then you're just a CENSORED)

I'm thinking now that the reliance on Magic is minimized, cursed items can once again shine!

I'm also thinking perhaps modeling them on diseases? The magic of the item has gone wrong, or was never correctly implemented to begin with... Now the raw magic seethes throughout the item, and when held becomes almost an addictive agent...

Cursed Sword (Level low?)
+7 Vrs Will
Improve: 25
Maintain: 20
Worsen: 15 (or lower)

The target is free of the item's effect...

Initial: The target becomes enraptured with the sword, and seeks to use it abobve all other weapons.

The target begins to suffer a -2 penalty on all attacks. In addition, if he does not use the sword, the encounter does not count towards a milestone.

Final State: The sword continues to impose a -2 penalty on all attacks, and the character does not gain a daily action point after an extended rest. Anytime the character does not use the sword, that encounter does not count towards a milestone, and the character cannot use a second wind.

I didn't take all the time I should to make sure all the math was right... but it's the basic idea...
 

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Didja see the Vecna artifacts in the DMG? Short section, but there's some good ideas there. Maybe a lot more powerful than you're looking for, but if you want it to be rare anyway....
 

Back Biter Level 2+
A cursed weapon
Lvl 2 +2
Lvl 7 +3
Lvl 12 +4
Lvl 17 +5
Lvl 22 +6
Weapon: Spear
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Encounter): Immediate interrupt. When you become bloodied you make a basic melee attack against yourself with this weapon.

PS
 

Treating curses as diseases has a lot of merit, but a sword that deals a -2 to hit (and stops you from using an appropriately enchanted weapon for your level) gets nastier as you level up because you're missing out on a bigger expected weapon enchantment. A technically functioning item (that gives the appropriate enchantment for its level) with a downside is more fun.

And you could make the "cursed" weapon the highest enchanted one and see if the players suck up the curse and use it.

Amulet of restful sleep
{Put appropriate enchantments per level here}
Enhancement: Fortitude, Reflex and Will
Your Perception check DC to wake up takes a -10 penalty (normally -5) and you cannot be woken up with a shout (an ally must take a standard action to shake you).

Non-weapons would need the disease treatment, or one could just take it off while sleeping.
 

Hellzon said:
Treating curses as diseases has a lot of merit, but a sword that deals a -2 to hit (and stops you from using an appropriately enchanted weapon for your level) gets nastier as you level up because you're missing out on a bigger expected weapon enchantment. A technically functioning item (that gives the appropriate enchantment for its level) with a downside is more fun.

And you could make the "cursed" weapon the highest enchanted one and see if the players suck up the curse and use it.

Amulet of restful sleep
{Put appropriate enchantments per level here}
Enhancement: Fortitude, Reflex and Will
Your Perception check DC to wake up takes a -10 penalty (normally -5) and you cannot be woken up with a shout (an ally must take a standard action to shake you).

Non-weapons would need the disease treatment, or one could just take it off while sleeping.

Sure but it's a cursed weapon so I doubt you'll want to keep it forever. :p


Thats an interesting idea too... both a benefit and a problem.
 

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