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Cursed Items
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<blockquote data-quote="WalterKovacs" data-source="post: 4320373" data-attributes="member: 63763"><p>Cursed items I've dealt with:</p><p></p><p>(a) A "rain" bow. It was actually a normal magic bow, but caused it to rain on you when it was used. The party ended up using it to increase the damage on call lightning spells</p><p></p><p>(b) A belt of gender changing ... it's a purely rp based cursed item. If you are attached to the character, you still want the curse 'removed' ... but it isn't going to really hurt your character in combat, etc ... it can even provide some alternate uses for diplomacy/bluff/etc in roleplaying situations</p><p></p><p>(c) Intelligent items. Not exactly cursed, but it does give a nice "pro/con" effect. My intelligent item was "Screamer" ... a +5 longsword, that required succesful will saves to actually use, as it talked a good game, but didn't really want to fight. It was 'bonded' to me ... and I happened to have the lowest will save of the party. Similarly, I had a mask of deceit that was bumped up to an intelligent item. The item was a curse in that it effectively made the character evil. Even after the character was able to rid herself of it it pretty much informed the rest of her adventuring career. She was slowly being brought to the good side, as one of the PCs was a half-fiend that was denying it's evil nature. She was effectively neutral until that same half-fiend character triggered her slide back into darkness.</p><p></p><p>Cursed items can be just as useful as rp hooks as artifacts ... but they need to be done appropriately to really work well. Just having booby traps to make players afraid of using items isn't exactly the best way of using them. </p><p></p><p>The artifacts are an interesting way to go with them. Perhaps the cursed items might "hate" certain creatures more than others, and will actually protect other types. For example a powerful wand that belonged to a necromancer does very little damage to undead, or perhaps even heals them. [and perhaps harms the caster if used against undead].</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4320373, member: 63763"] Cursed items I've dealt with: (a) A "rain" bow. It was actually a normal magic bow, but caused it to rain on you when it was used. The party ended up using it to increase the damage on call lightning spells (b) A belt of gender changing ... it's a purely rp based cursed item. If you are attached to the character, you still want the curse 'removed' ... but it isn't going to really hurt your character in combat, etc ... it can even provide some alternate uses for diplomacy/bluff/etc in roleplaying situations (c) Intelligent items. Not exactly cursed, but it does give a nice "pro/con" effect. My intelligent item was "Screamer" ... a +5 longsword, that required succesful will saves to actually use, as it talked a good game, but didn't really want to fight. It was 'bonded' to me ... and I happened to have the lowest will save of the party. Similarly, I had a mask of deceit that was bumped up to an intelligent item. The item was a curse in that it effectively made the character evil. Even after the character was able to rid herself of it it pretty much informed the rest of her adventuring career. She was slowly being brought to the good side, as one of the PCs was a half-fiend that was denying it's evil nature. She was effectively neutral until that same half-fiend character triggered her slide back into darkness. Cursed items can be just as useful as rp hooks as artifacts ... but they need to be done appropriately to really work well. Just having booby traps to make players afraid of using items isn't exactly the best way of using them. The artifacts are an interesting way to go with them. Perhaps the cursed items might "hate" certain creatures more than others, and will actually protect other types. For example a powerful wand that belonged to a necromancer does very little damage to undead, or perhaps even heals them. [and perhaps harms the caster if used against undead]. [/QUOTE]
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