Labyrinths & Liontaurs
Contents

Notes

Cursed Items

Cursed items are permanent magic items with some sort of potentially negative impact. Sometimes they're directly bad for the user; sometimes they're just inconvenient. Occasionally they mix bad with good, forcing characters to make difficult choices.

When something goes wrong in the crafting process, failure results in a cursed item.

Cursed items can be designed and placed by the game master, or determined randomly:

d% Curse
01-15 Delusion
16-35 Opposite effect or target
36-45 Intermittent functioning
46-60 Requirement
61-75 Drawback
76-90 Completely different effect
91-100 Game master creation

Delusion

The user believes the item is what it appears to be, yet it actually has no magical power other than to deceive. The user is mentally fooled into thinking the item is functioning and cannot be convinced otherwise without the help of a remove curse spell.

Opposite Effect or Target

These cursed items malfunction, so that either they do the opposite of what the creator intended, or they target the user instead of someone else. The interesting point to keep in mind here is that these items aren't always bad to have.

Opposite-effect items include weapons that impose penalties on attack and damage rolls rather than bonuses. Just as a character shouldn't necessarily immediately know what the enhancement bonus of a noncursed magic item is, she shouldn't immediately know that a weapon is cursed. Once she knows, however, the item can be discarded unless some sort of compulsion is placed upon it that compels the wielder to keep and use it. In such cases, a remove curse spell is generally needed to get rid of the item.

Intermittent Functioning

The three varieties of intermittent functioning items all function perfectly as described — at least some of the time. The three varieties are unreliable, dependent, and uncontrolled items.

Unreliable: Each time the item is activated, there is a 5% chance (01-05 on d%) that it does not function.

Dependent: The item only functions in certain situations. To determine what the situation is, either select a situation or roll on the following table.

d% Situation
01-03 Temperature below freezing
04-05 Temperature above freezing
06-10 During the day
11-15 During the night
16-20 In direct sunlight
21-25 Out of direct sunlight
26-34 Underwater
35-37 Out of water
38-45 Underground
46-55 Aboveground
56-60 Within 10 feet of a random creature type
61-64 Within 10 feet of a random race or kind of creature
65-72 Within 10 feet of an arcane spellcaster
73-80 Within 10 feet of a divine spellcaster
81-85 In the hands of a nonspellcaster
86-90 In the hands of a spellcaster
91-95 In the hands of a creature of a particular alignment
96 In the hands of a creature of particular gender
97-99 On nonholy days or during particular astrological events
100 More than 100 miles from a particular site

Uncontrolled: An uncontrolled item occasionally activates at random times. Roll d% every day. On a result of 01-05 the item activates at some random point during that day.

Requirement

In a sense, a command word is a requirement. Nevertheless, some items have much more stringent requirements that must be met for them to be usable. To keep an item with this kind of curse functioning, one or more of the following conditions must be met.

Requirements are so dependent upon suitability to the item that they should never be determined randomly. An item with a requirement that is also intelligent often imposes its requirement through its personality. If the requirement is not met, the item ceases to function. If it is met, usually the item functions for one day before the requirement must be met again (although some requirements are one time only, others monthly, and still others continuous).

Drawback

Items with drawbacks are usually still beneficial to the possessor but they also carry some negative aspect. Although sometimes drawbacks occur only when the item is used (or held, in the case of some items such as weapons), usually the drawback remains with the character for as long as she has the item.

Roll on the table below to generate a drawback that (unless otherwise indicated) remains in effect as long as the item is in the character's possession.

d% Drawback
01-04 Character's hair grows 1 inch longer. Only happens once.
05-09 Character either shrinks 1/2 inch (01-50 on d%) or grows that much taller (51-100). Only happens once.
10-13 Temperature around item is 10°F cooler than normal.
14-17 Temperature around item is 10°F warmer than normal.
18-21 Character's hair color changes.
22-25 Character's skin color changes.
26-29 Character now bears some identifying mark (tattoo, weird glow, or the like).
30-32 Character's gender changes.
33-34 Character's race or kind changes.
35 Character is afflicted with a random disease that cannot be cured without powerful magic.
36-39 Item continually emits a disturbing sound (moaning, weeping, screaming, cursing, insults).
40 Item looks ridiculous (garishly colored, silly shape, glows bright pink, . . .).
41-45 Character becomes selfishly possessive about the item.
46-49 Character becomes paranoid about losing the item and afraid of damage occurring to it.
50-51 Character's alignment changes.
52-54 Character must attack nearest creature (5% chance [01-05 on d%] each day).
55-57 Character is stunned for 1d4 rounds once item function is finished (or randomly, 1/day).
58-60 Character's vision is blurry (-2 penalty on attack rolls, saves, and skill checks requiring vision).
61-64 Character gains one negative level.
65 Character gains two negative levels.
66-70 Character must make a Will save each day or take 1 point of Intelligence damage.
71-75 Character must make a Will save each day or take 1 point of Wisdom damage.
76-80 Character must make a Will save each day or take 1 point of Charisma damage.
81-85 Character must make a Fortitude save each day or take 1 point of Constitution damage.
86-90 Character must make a Fortitude save each day or take 1 point of Strength damage.
91-95 Character must make a Fortitude save each day or take 1 point of Dexterity damage.
96 Character is polymorphed into a specific creature (5% chance [01-05 on d%] each day).
97 Character cannot cast arcane spells.
98 Character cannot cast divine spells.
99 Character cannot cast any spells.
100 Either pick one of the above that's appropriate or create a drawback specifically for that item.

Completely Different Effect

Treat this as intermittent functioning (see above), but rather than failing to function, the item does something else instead. That second function could be the same each time it is activated, or it could randomly vary each time.