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Limitless

Adventures
©2016

Cursed Magic Items


An expanded gameplay mechanic for cursed items
Cursed Magic Items
Cursed Magic Items
Limitless Adventures Design Team
Andrew Hand: Editing
Michael Johnson: Writing, Graphic Design, Art Direction
A Note on Our Sample Game Mechanic

The purpose of this product is to make your life as DM easier.

The curses and items in this module are merely a suggestion for expanding the roleplay opportunities in your
campaigns. It's not necessary to use them this way in your campaign, just one way. Feel free to play with the idea in
a way that makes sense in your game world.

We value your business and your feedback, send us your comments, questions and concerns to
support@limitless-adventures.com

Novelties

Every Limitless Adventures product will contain something new; a unique creature, spell, item, god, or optional rule that is
previously unpublished. These novelties are set apart in blue text boxes.

tm
Adventure Awaits
Most Limitless Adventures include a special Further Adventuretm section that gives you hints on where to take the
adventure after an encounter is resolved or location has been visited.

Cursed items in older editions (1E/2E, especially) are reviled and avoided as much as possible by players. Many items
could mean instant death to the user, without recourse. This stigma has worked its way into modern campaigns, where
(as the book suggests) the curses are a surprise for the player. For the player, it seems more like a trap or a
punishment, which becomes a missed opportunity for game play.

Many modern edition (5E) items have some benefit to the user, which allow for more interesting player choices. Should
they just cast remove curse, and be done with it? An item might give them useful benefits, or even fit the general
background desires of the character. A thief wants to steal, what's a little more theft? Barbarians might not be
interested in Persuasion, why not Intimidate instead. While the player might see the item as a burden, the character
may actually decide the item is a boon.

Additionally, we suggest inspiration, XP, and other bonuses to keep the item around a bit longer, building a rich game-
play atmosphere.
Further Adventuretm
Perhaps you find this module useful and recommend it to a friend or like us on Facebook or Twitter...
You could join our e-mail newsletter and get free exclusives monthly at www.limitless-adventures.com ...
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1 Limitless ©2016
Cursed Magic Items
XP and Session Awards
Sometimes created as a punishment, a quick fix without regard to consequences, or via intense acts
of will by a user - these cursed items can be a burden to some, a boon to others. It's all in your
perspective.
Roleplay and Cursed Items

XP Bonuses for Accepting a Cursed Item and Session Bonuses for Roleplay
The goal of giving an interesting cursed item to a player is to create opportunities for roleplay. Players may have personal
choices they tend to make that might not fit a character's background and motivations. By introducing an item that may
somewhat "force" the player's hand, the session can expand.

To reward players, we've provided example XP and inspiration rewards for taking on the additional burden. Once they accept
the item as a player (their character might be none the wiser) they receive immediate XP for taking on the challenge, and then
at regular session the DM may offer session-based bonuses and inspiration for effective roleplaying. Being cursed is a source of
experience.

Rarity Acceptance CR per Session CR Medium Difficulty Level


Common -- -- --
Uncommon 1/4 (50 XP) 1/8 (25 XP) 1st
Rare 1 (200 XP) 1/4 (50 XP) 3rd
Very Rare 3 (700 XP) 1 (200 XP) 6th
Legendary 6 (2300 XP) 3 (700 XP) 13th

Party Play: It is recommended that the cursed bonus be awarded as part of the party's end-of-session XP awards, and placed in
the pool for everyone. The consequences of a curse may have a deep impact on everyone's experience. The curse CR is similar to
defeating one additional monster of the equivalent CR. Once when accepting the curse, and once per session when activated.

Calculations: A cursed item has an acceptance CR and session CR based on its rarity. This is similar to the CR calculations
made when designing an encounter. The session CR is only valid once per session, and only if the curse was activated.

Common Curses
Most common magic items that contain curses (or low level curses) should be considered as trapped or poisoned, or
under the effects of relevant spells. These would be one-time effects that then are gone. You may use the Uncommon
curse table on the following page, but only allow the effect to last 24 hours, ending after a long rest, or some other time
limiting range.

Award the session XP if a common curse is activated and roleplayed by the player.

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Cursed Magic Items
Uncommon Curses
Uncommon curses are more like side effects of an enchantment. Perhaps a shortcut made in
construction offset a benefit with a drawback, or it just wasn't seen as important. Common curses
complicate the story with some unintended consequences.
Uncommon Curses

Acceptance 50 XP ; Session Bonus XP 25XP


Setbacks and unintended consequences
d100 Type of Curse Curse Benefit
01-09 "Subdue the weak" Disadvantage on Persuasion Advantage on Intimidation
10-18 "Muleskinner" Disadvantage on all interactions with animals, Advantage on Intimidation
Nature checks
19-27 "Clumsy" Disadvantage on Athletics and Sleight of Hand Advantage on Investigation,
accidentally finding things.
Passive Perception +1
28-36 "Anything you can DC 12 Wisdom saving throw on first round of Advantage to Acrobatics,
do..." combat to use highest level spell slot or Athletics and Dexterity checks
special abilities to show off
37-45 "Unwilling to part" Subject will generally refuse to part with the typically +1 (if appropriate)
item/weapon.
46-54 "Lost in thought" Disadvantage on initiative rolls. Advantage on Investigate,
Arcana, and History
55-63 "Center of Attention" DC 12 Wisdom save to not begin performing Advantage on Performance
whenever in a crowd checks
64-72 "Glib" DC 12 Wisdom save or lie when asked a direct Advantage on Deception and
question. Stealth.
73-81 "Payment first" DC 12 Wisdom save or focus on monetary gain --
over altruism.
82-90 "Sticky fingers" DC 12 Wisdom save to NOT pickpocket Advantage on Sleight of Hand.
distracted humanoids.
91-99 "Stingy" DC 12 Wisdom save to only pay no more than Advantage on Insight.
half, haggling or not, for any transaction.
100 "Drunken" DC 12 Wisdom save around alcohol, or drink Advantage on Persuasion and
(1d4 rounds) until poisoned condition, even if Peformance checks.
in combat.

Amulet of Suffering
Cursed Uncommon wonderous item, necklace; attunement required
50 XP on acceptance, 25 XP each day an effect is triggered
This silver amulet, showing an image of an elephant holding the world, was created by a strange order of monks who sought to
bear the sins of the world on their own shoulders. It provides +1 to AC once attuned.
Each dawn, roll d100, and apply the uncommon curse above to the character until the following dawn. The curse may be
broken by a remove curse or similar magic. When removed, the amulet reverts to a non-magical amulet worth 25gp.

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Cursed Magic Items
Rare Curses
Rare curses arise out of spite and wrath. They may also be created when a spirit is accidentally (or
intentionally) bound to a magic item during its creation. These forces tend to cause characters to lose
control during stressful moments, and make them see the events through to completion.
Rare Curses

Acceptance 200 XP ; Session Bonus XP 50XP


Deeper consequences, forced actions, angry spirits
Type of
d100 Curse Benefit
Curse
01-09 "Refuse to Subject will refuse to part with the item/weapon, will use the item typically +1 (if
Relinquish" to the exclusion of other items or methods appropriate)
10-19 "Spirit of This spirit influences the user to pursue every goal with abandon. Advantage on
Bloodlust" Failing a DC 15 Wisdom saving throw in combat will mean the Initiative rolls, Item
player will use their most powerful spell slots and abilities first, is +1 even when
and will immediately rush into combat. Fleeing enemies are the spirit is
pursued until the next long rest. banished
20-29 "Spirit of This spirit influences the user to pursue consumption at all costs. detect magic at
Gluttony" Failing a DC 15 Wisdom saving throw in combat will mean the will, Item is +1
player will use any and all consumable magic items first. The user even when the
will take any consumable treasure, food, or alcohol that is spirit is banished
available. In locations of food or drink, a DC 13 Wisdom saving
throw is required to resist the urge to gorge, lasting 1 hour. The
character also begins to gain weight, regardless of consumption
and activity.
30-39 "Spirit of This spirit influences the user to pursue acquisition at all costs. mage hand at will,
Greed" Failing a DC 15 Wisdom saving throw in combat will mean the Item is +1 even
player will stop and search for treasure on any fallen foes. They when the spirit is
will continue to search and examine treasure. Each turn, or when banished
taking damage from foes, the player may re-attempt the save. The
user will take any treasure that is available, but will take coins and
jewels over bulky items if encumbrance is a factor. In non-combat
situations, a DC 10 Wisdom saving throw is required to resist the
urge to steal any nearby coins or coinpurses, lasting 1 hour. The
character will opt for the lowest possible maintenance lifestyle.
40-49 "Spirit of This spirit influences the user to give up and disengage from the Resistance to
Sloth" world at all costs. Failing a DC 15 Wisdom saving throw in combat psychic attacks,
will mean the player will immediately drop down, sitting where Item is +1 even
they are standing. They are considered prone. They will refuse to when the spirit is
take any action, but may make a save each round on their turn, or banished
when taking damage. They will auto-fail all Dexterity saving
throws. The character will opt for the lowest possible maintenance
lifestyle, and will begin to stink from lack of self care.
50-59 "Spirit of This spirit influences the user to fight to the death for any damage. Item is +1 even
Wrath" Failing a DC 15 Wisdom saving throw when taking damage, or be when the spirit is
forced to attack the creature (with this item if a weapon) who banished
damaged you until you drop to 0 hp or it does, or until it can no
longer be reached to make a melee attack against it. Out of
combat, the character will tend to lose their temper at any
challenge (guards preventing access, a challenge in a bar).

4
Rare Curses (continued)

Acceptance 200 XP ; Session Bonus XP 50XP


Deeper consequences, forced actions, angry spirits
d100 Type of Curse Curse Benefit
60-69 "Spirit of Hubris" This spirit influences the user to put their own Once per long rest, the user can
personal glory ahead of all others. Failing a DC 15 "smite" for 2d8 force damage.
Wisdom saving throw at the beginning of combat, Item is +1 even when the spirit
the user will immediately charge the greatest foe is banished
(or any more powerful foe that arrives) and use
their most powerful spells and abilities first.
Outside of combat, whenever treasure is
distributed, the user will demand double shares in
the treasure, or the most powerful items.
70-79 "Spirit of Envy" This spirit influences the user to want what others The user gains an additional
have, it is more subtle than the other spirits. Allies d12 hp during a rest of any
fighting within 10 ft of the user are at disadvantage other players are injured. Item
to attacks as the user subtly sabotages them. A DC is +1 even when the spirit is
15 Wisdom save is required by other players to banished
suspect and prevent this effect, even if they have
experienced it before.
80-89 "Vulnerability" This curse gives the user vulnerability to two types The user gains resistance to
of damage, even when not holding/wearing the one more type of damage
item. (differing from the
vulnerabilities).
90-95 "Missile Ranged attacks made against an ally within 10 ft. Resistance to ranged attacks
Attraction" are redirected to the user, even when not wearing when wearing/weilding the item
the item
96-100 "Melee Melee attacks made against an ally within 5 ft. are Resistance to melee attacks
Attraction" redirected to the user, even when not wearing the when wearing/weilding the item
item

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Cursed Magic Items
Very Rare and Legendary Curses
Very rare and legendary curses are intentional effects added to items by their creators. They tend not
to have benefits. These items intend to change, drain, or destroy the user with very little recourse.
Very Rare Curses

Acceptance 700 XP ; Session Bonus XP 200XP


Draining, Item cannot be dropped or removed without removing the curse.
d100 Type of Curse Curse Benefit
01-24 "Bleeding" Each time the user takes damage from an attack, they must make a DC 15 --
Constitution save or gain one level of bleeding, which is 1d4 necrotic damage
per round. These effects stack.
25-49 "Draining" Each short or long rest, the user will lose 1d4 hitdice from their pool before --
the user may attempt to heal.
50-74 "Burdened" Any ally within 5ft taking damage will only receive half of the damage, the --
other half applied to the user.
75-100 "Unquenched" Weapon cannot be sheathed until it has killed a creature, and remains in the --
user's hand magically.

Legendary curses require the most powerful magics to remove. Only Greater Restoration or Wishes
can remove their effects.
Legendary Curses

Acceptance 2300 XP ; Session Bonus XP 700XP


Curse effects linger even if item dropped or removed. Only Greater Restoration or Wish may end effects.
d100 Type of Curse Curse Benefit
01-32 "Soul Drinker" Each long rest (or 24 hour period) made without killing a If you score a critical
creature reduces the player by 1d4 max hitdice for healing. If hit against a creature
the player dies, their soul is trapped in the item. Killing any that has fewer than 100
creature resets the user's max usuable hitdice to begin the hit points, it must
countdown again. succeed on a DC 15
Constitution saving
throw or be slain
instantly as the sword
tears its life force from
its body (a construct or
an undead is immune).
33-65 "Hewer" Once per long rest, the item requires a d100 hitpoints of --
damage to be inflicted. Until this damage is fulfilled, the user
is at disadvantage on all attacks. Taking a short or long rest
without meeting the quota will inflict 1d12 psychic damage on
the user.
66-99 "Changeling" Over the course of one week, the character assumes a race --
selected by the item. They lose all racial abilities of their
current, but gain none of their new race. This effect is
permanent until removed by greater restoration or wish.
100 "The Crucible" Attuning with this item requires a DC 20 Ability saving throw --
based on the class for which is is designed (ex: Robes for a
wizard DC 20 Intelligence save). Failing this save results in
5d6 fire damage each round until the item can be removed via
greater restoration (or higher level magic), or the user dies.

6 Limitless ©2016
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