Cursed items are magic items with some sort of potentially negative impact on their user. Occasionally they mix bad with good, forcing characters to make difficult choices. Cursed items are almost never made intentionally — they result from rushed work, inexperienced crafters, or a lack of proper components. When a magic item creation skill check fails by 5 or more, roll on the table below to determine the nature of the curse.

Common Item Curses

d%Curse
01–15Delusion
16–35Opposite effect or target
36–45Intermittent functioning
46–60Requirement
61–75Drawback
76–90Completely different effect
91–100Substitute (roll on Specific Cursed Items table)

Identifying Cursed Items

Cursed items are identified like any other magic item, with one exception: unless the check made to identify the item exceeds the DC by 10 or more, the curse is not detected. A lower successful check reveals only the item's original (apparent) purpose. If the item is already known to be cursed, the nature of the curse can be determined using the standard identification DC.

Removing Cursed Items

Some cursed items can simply be discarded. Others force a compulsion upon the user to keep the item regardless of cost; some reappear even after being discarded.

Removal Procedure

  • Target the character or item with remove curse or similar magic.
  • Caster level check DC = 10 + the item's caster level.
  • If successful, the item can be discarded on the following round.
  • The curse reasserts itself if the item is used again after removal.

Common Cursed Item Effects

The user believes the item is what it appears to be, yet it has no magical power other than to deceive. The user is mentally fooled into thinking the item is functioning and cannot be convinced otherwise — even by magic.

The item does the opposite of what the creator intended, or targets the user instead of someone else. The interesting part is that these items aren't entirely useless — if the opposite effect is sometimes desirable, the item functions as intended in those cases.

The item functions perfectly — at least some of the time. Three varieties exist:

  • Unreliable: Each time the item is activated, there is a 5 in 20 chance (25%) it works normally.
  • Dependent: The item only functions in certain situations (specific locations, alignments, temperatures, etc.).
  • Uncontrolled: The item functions as normal but also activates randomly (d% roll each round or each use).

The item has stringent requirements for it to remain usable. One or more conditions must be met: character alignment, class, deity, gender, race, worship. If the requirements are not met, the item's functions may be reversed or simply fail.

The item is generally beneficial but carries a negative aspect. Drawbacks may occur only when the item is used (triggered), or may be constant. Examples: a weapon that also damages its wielder on a critical hit; armor that emits light whether the wearer wants it to or not.

See Also