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*TTRPGs General
Cursed Magic Items: So where do they come from now?
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<blockquote data-quote="Gothmog" data-source="post: 856107" data-attributes="member: 317"><p>When I DM, "cursed" items can result by three different means:</p><p></p><p>1) The item is created cursed. This is the vast minority of items- there really isn't much of a good reason to create a cursed item other than to hinder an enemy. This accounts for maybe 5% of my cursed items.</p><p></p><p>2) Some kind of flaw in the item creation process. In my games, when a character makes an item, I require a spellcraft check to successfully make the item with a DC equal to 15 + (GP value of item/5000). If the skill check is equal to to DC, then the item is flawed, and manifests some sort of flaw. Not usually as serious as a curse, but the greater the value of the item, the more powerful the drawback. This accounts for about 70-75% of my cursed items.</p><p></p><p>3) Items that were normal or enchanted items, but due to circumstances in which they were used, became cursed. For example, the armor of a general who ordered the slaughter of a town of innocents, and was washed in their blood during the butchery might become Armor of Rage as it is infused with the fear and anger of those who died. Another example: a flask that contains holy water or oils in a temple might become a flask of curses if a black mass were performed in the temple to an evil god. This accounts for about 15-20% of my cursed items.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 856107, member: 317"] When I DM, "cursed" items can result by three different means: 1) The item is created cursed. This is the vast minority of items- there really isn't much of a good reason to create a cursed item other than to hinder an enemy. This accounts for maybe 5% of my cursed items. 2) Some kind of flaw in the item creation process. In my games, when a character makes an item, I require a spellcraft check to successfully make the item with a DC equal to 15 + (GP value of item/5000). If the skill check is equal to to DC, then the item is flawed, and manifests some sort of flaw. Not usually as serious as a curse, but the greater the value of the item, the more powerful the drawback. This accounts for about 70-75% of my cursed items. 3) Items that were normal or enchanted items, but due to circumstances in which they were used, became cursed. For example, the armor of a general who ordered the slaughter of a town of innocents, and was washed in their blood during the butchery might become Armor of Rage as it is infused with the fear and anger of those who died. Another example: a flask that contains holy water or oils in a temple might become a flask of curses if a black mass were performed in the temple to an evil god. This accounts for about 15-20% of my cursed items. [/QUOTE]
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