Posts Tagged With: cursed item

Exploding Die Backlash Bracers

This is a fine pair of magical bronze bracers.

This is a cursed item that cannot be removed unless a Remove Curse spell is cast.


Once worn, these act like Bracers of Armor AC 6. However, anytime spell damage is rolled that results in extra damage due to an exploding die, all extra damage is also applied to the caster.

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Cardsharp’s reversal, or, That’s not a papercut – THIS is a papercut

Possibly a cursed item that is apparently enchanted to secure big wins, and indeed does so, but goes off immediately after helping its owner to a major haul; or possibly a nasty weapon to be used by a gambler who doesn’t like the way the game is going, the cardsharp’s reversal is a deck of cards where the aces of each suit are modified in such a way that the edges can become razor-sharp mid-shuffle, and the cards themselves a little larger and substantially heavier – perhaps they even transform into slightly-larger-than-card-sized razors.

In PFRPG terms, this transformation triggers a Reflex save vs DC 25. On a successful save, the victim takes 2d6 damage plus 1d6 bleed, and a -2 penalty on all Dexterity- based checks involving the hands until the previous damage is healed. On a failed save, the target loses 1d6 fingers: in addition to the above effects, for each finger lost there is a further permanent -1 penalty to the aforementioned checks and to checks pertaining to grip strength (eg disarm checks) until the fingers can be reattached, regrown or replaced, presumably with a regeneration spell or similar. This penalty reduces by 1 for each level gained, as the character learns to compensate, but never to less than half its original value, rounded up. A hand that has lost enough digits may lose the ability to grip altogether.

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Focus of Paradox

The focus appears to be a high quality item that increases the bearer’s ability.

This is a cursed item that cannot be removed until the character accepts a permanent 2 point paradox flaw.


While using magic, all paradox points accumulated are doubled.

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Hand of Nurgle

A silver chain is threaded through this rotting hand; it is meant to be worn around the neck. Each finger on the hand wears a different ring.

This is a cursed item that cannot be removed unless a Remove Curse spell is cast.


Each ring contains a random spell and 4d4 magic points. Each spell may be cast once per day. However, each time a spell is cast, the bearer must make a Disease check at -10% or be infected with Nurgle’s Rot. Each successive spell cast in the same day incurs an additional 10% penalty on the Disease check. Should the character be in combat, and be reduced to less than 50% of his hit points, the character must make a Willpower check, or he will cast a spell from the hand applicable to the situation.

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Medallion of Shame

This gold medallion depicts a mighty warrior on the front, standing in a challenging pose, ready to fight.

This is a cursed item that cannot be removed unless a Remove Curse spell is cast.


Once picked up, this medallion causes the wearer’s Honor to be lowered to Dishonorable. It cannot be raised in any way until the medallion is removed. Once removed, the character’s Honor returns to its original value.

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Spell Pouch of Spontaneous Casting

This spell pouch is made of fine leather, with velvet designs sewn onto it with golden thread.

This pouch provides an unlimited supply of spell reagents at will. However, there is a chance during spellcasting of triggering a spellstorm.


Whenever a spell that requires a “to hit” roll (check or attack) is an automatic hit (20) or automatic miss (1) there is a chance that a spellstorm is triggered. A DC 10 + spell level caster check must be made or else the spellstorm is triggered. If a spellstorm is triggered, every remaining prepared spell, in alphabetical order, is cast at the same target of the spell that triggered the storm. The casting of these spells happen in the same round, then the character’s turn ends. These spells are consumed from the character’s daily allotment.

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Short Sword of Clumsiness

This fine sword has an intricately inlaid hilt and pommel.

The guard on this sword is hinged (DC 35 Perception check to spot) and folds up against the blade.


On a successful hit, the wielder must make a DC 15 Strength check or lose his grip, causing his hand to slide up through the guard onto the blade, dealing 1d3 Dex damage.

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Immovable anchor

When the chain or rope to which this anchor is connected reaches its full extension, both the anchor and the chain/rope become completely immovable and nigh indestructible, like an immovable rod (only even stronger). It cannot be raised. Attempts to damage the chain either damage the objects used to make them, or potentially damage the part of the ship nearby as weapons bounce off. Additionally, the natural movement of the ship on the sea will grind it against the chain like a thin rock, causing the ship to sink eventually. (Use your system’s rules for running aground on jagged rocks to determine damage etc.)

If this is not an intentional trap or cursed item, but rather a misguided invention or a device intended for a more durable ship, it may be possible to deactivate the anchor – but this may require diving down to the anchor and working underwater.


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Razor belt (the “it’s a cinch” trap)

This belt consists of a normal belt buckle and a normal belt end, firmly attached to magically sharp wires (or monofilaments in a scifi game) which then have the middle section of the belt sewn around them. When the belt is pulled tight prior to buckling, the viciously sharp strands slice through first their sheathing and then the victim’s body with so little resistance that the victim is likely to suspect that the belt has broken before they realise the terrible wounds they have received.

These belts are commonly designed to look like potent magical/tech items, and the wealthier sadist will even go so far as to make the belt and then apply genuine enchantments or tech to ensure that it gets worn. Failing that, they are usually of exceptional quality and/or a fashionable make, to snare dandies.

The same basic mechanism can be applied to chokers, ties on sweatpants, sandal straps, corsets – anything that loops around a part of the character’s body and gets drawn tight against what it encircles.

In the PFRPG ruleset, a CR 10 version of this trap would have a DC 27 Perception check to notice the trap, and it would deal 12d6 damage when tightened. You might prefer to vary this to (10+Str mod)d6 – particularly cruel on a trapped Belt of Giant Strength.

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