Magic Item Curse (d100)

One Hundred Magic Item Curses and Side Effects

d100 result

1

Whenever used as a weapon it does double damage to an opponent, but also half damage to the wielder.

2

Whenever the item's main power is used, all allies of the wielder within 10 squares will lose one hit point.

3

Whenever the item's main power is used, the wielder is -2 to AC and all saves until the next short or long rest

4

Each time the item is taken into possession, the new wielder loses 10 Hit Points until the item is given to another.

5

When any power of the item is used, the temperature within 1 square is reduced by 2d4x10 F (or 5d6 C) for 2d6 rounds.

6

When any power of the item is used, the temperature within 1 square is raised by 2d4x10 F (or 5d6 C) for 2d4 rounds.

7

The holder of this item becomes insubstantial to any metal item (even enchanted metal), it will simply pass through them.

8

The holder of this item has a poisonous touch, any who make contact take 5 damage per round (save ends).

9

Whenever a creature fails a save vs an ongoing effect of this item, it becomes charmed by the wielder for 2d6 rounds, after which time it will come to it's senses and react with great fear and hostility toward the wielder (+2 to all attacks vs the wielder).

10

The wielder becomes fantastically strong (increase Strength to 20) but ridiculously clumsy (reduce Dexterity to 5).

11

The item consumes treasure of a mineral nature (precious metal coins and gems) within 2 squares, reduce any coin or gem values of any treasure parcels in range by 50%

12

If the wielder of the item rolls a natural 1 on any attack roll vs an enemy, the wielder will transform against their will into a beast (keep basic attack, AC and hit point values, halve all skill bonuses involving intelligence, wisdom or charisma, use of powers becomes impossible and the character loses the ability to talk) until the end of the encounter.

13

When the main power of the item is used, all creatures other than the wielder are blasted with magical energy, a 40 ft burst, DC 14 Will save or the target moves its speed away from the wielder. The fleeing target avoids unsafe squares and difficult terrain if it can.

14

.When the wielder rolls a natural 20 when using the item, the wielder receives a premonition of death or serious harm.

15

20% chance each time the item's main power is used, the item summons a random elemental to an adjacent square, the elemental is the same level as the item and is not under anyone's control, it will remain until the end of the encounter.

16

The item will summon a Efreet lord when the wielder is reduced to zero hit points, the Djinn or Efreet will heal the wielder back to full health, but exact a terrible toll as payment for this service.

17

The wielder's face breaks out in a bad case of acne.

18

Each time a main item power is used, there is a cumulative 10% chance that the wielder will be inflicted with body rot (Body rot affects extremities, toes, fingers, ears, nose, lips, eyelids, hands, feet, arms, legs, head in that order), the damaged body part will be lost (literally rot away and fall off), but may be restored with major divine healing.

19

The item contains the life force of another person (previous owner of the item), each time a main item power is used the item comes closer to exchanging the life force of the wielder with that of the captured former owner (3d4 uses).

20

The item is a prison for a Death Slaad, and there is a 1d4% cumulative chance that each time the item's powers are used, that the entity will break free, kill the wielder's soul, possess the body and use it to slay all wielder's associates.

21

Each time the item's main power is used five times, on the sixth attempt, the item will emit a potent gas which renders all creatures, including the wielder, within 4 squares, immobilized for 2d4 rounds.

22

The item is powerless when used against one type of creature (undead, construct, ooze, etc), also, when within 6 squares of a creature of this type, the item will invoke unreasoning hatred within the wielder, directed at any creature of this type, the wielder must make a saving throw each round (or each minute) to avoid attacking.

23

The daily powers of the item are only unlocked after a humanoid has been sacrificed and the item bathed in their blood.

24

When the item's daily power has been used 6 times, it will drain the magic from the most powerful magic item within 25 feet. The drained item will not function for at least 1d4 days.

25

The wielder will shrink one quarter of an inch, each time the item's main power is used, permanently.

26

The wielder will grow one quarter of an inch, each time the item's main power is used, permanently.

27

The wielder causes hostility toward themselves in all animals (except humanoids) within 10 feet.

28

The touch of the wielder causes metallic items to rust.

29

Any creature killed by the wielder of this item will continue to speak (or communicate in some way) for a few hours, after it's death.

30

After the wielder uses the main power of the item, it will teleport to a square adjacent to the nearest opponent.

31

The wielder, immediately after rolling for initiative, will see a mirror image of one opponent in the combat area, the image will appear real unless the square it is in is occupied by another creature, or it is interacted with by the wielder.

32

The wielder will gain one pound of body weight, each time the item's main power is used, permanently.

33

Any liquids consumed by the wielder will act as though they are strong alcoholic beverages (equivalent to an equal volume of Vodka).

34

When the item is used, any flammable liquids or powders on the wielder's person will ignite.

35

Every time the wielder uses the main power of the item, they will forget the last hour of their life.. no recollection of what has transpired will remain in their mind (to them, it would feel like time teleporting into the future).

36

Using the item's power results in a disadvantage to the next strike roll of the user.

37

The wielder of the item will never feel hunger as long as they are in possession of the item.

38

The first time the item is used against any enemy, the wielder must save (DC 14, Constitution) or be blinded.

39

The wielder emits a potent body odor, detectable up to 10 feet away, which they are completely unaware of and doubt is true if informed of it.

40

The touch of the wielder will drain 10 hit points, once per day, per individual touched, there is no way to block this effect.

41

Any time the item is used, all objects that are able to be locked within 20 feet, will become locked.

42

Each time the item is used, there is a 10% chance the wielder will be stunned/dazed by an incredibly insightful and distracting idea, concept or realisation, which they will forget a few seconds later.

43

During the short rest after any instance in which the main power of the item is used, the character will inflict 1d4 Hit Points worth of damage to their own body, trying to cut out the imaginary spiders under their skin.

44

If the wielder ever rolls a natural 1 on any attack or check involving this item, they will be transformed into another race, permanently. This transformation renders them Helpless for 3 rounds until it is completed.

45

Any time the item is used against a new enemy, the wielder is rendered deaf for 1d4 rounds.

46

Any holy water within 10 feet of the item becomes polluted.

47

The owner of the item loses all interest in any kind of sexual activity while they have it in their possession.

48

The owner of the item believes they are infested with tiny fleas that can not be seen, while in possession of the item.

49

The touch of the wielder kills non-sentient, non-monstrous green plants.

50

A large and persistent wart appears on the wielder's nose.

51

All saving throws and AC defence against any magic effect are reduced by 1 for anything within 10 feet of the item.

52

. Small items made of wood rot from the wielder's touch (any item up to the size of a door will take from 1-7 days to rot away).

53

The wielder's hair will become progressively more grey with each use of the item's main power, within 6 uses, the hair will be completely white.

54

While in possession of the item, the wielder is -2 to save versus any poison or toxin

55

The wielder must eat and drink 6 times the normal amount due to the item's drain upon their metabolism, they will suffer from one step of exhaustion each time a main power of the item is used.

56

There is a cumulative 3% chance that the wielder's physical sex will change each time the item's main power is used.

57

The possessor of the item gains a deadly allergy to one reasonably uncommon type of food. If consumed, they suffer one stage of exhaustion, take 1d4 damage per hour (DC 13 Constitution save to end) and will not be able heal at their normal, natural rate for 8 hours.

58

Whenever any power of the item is used, any small fire within 50 feet will be extinguished (if present), or one living, warm creature will take 1d4 Hit Points cold damage.

59

The possessor of the item becomes obsessed with it, and can not willingly be away from it for more than 1 day if at all possible

60

The possessor of the item becomes increasingly angered by the sight and smell of fresh flowers, after a few days, they will attack flowers on sight.

61

The possessor becomes irrationally convinced that their own abilities stem from some sort of unusual food (raw liver, for instance) and will require a meal of it at least twice a day or suffer from one stage of exhaustion.

62

The wielder treats one type of creature as allies, unless they are directly attacked by them. This is an irrational behavior caused by the item subverting their will and changing their perceptions.

63

There is a 1% cumulative chance that, each time the item's power is used, the wielder is transformed into a water breather for 2d6 turns, after which they suffer one stage of exhaustion... if they survive the ordeal.

64

After using the item's main power for the 5th time, the wielder becomes berserk, attacking the nearest target, friend of foe, for 2d6 rounds, unless rendered unconscious.

65

While using the item's power, if the wielder speaks, they will lose the power of speech for 24 hours.

66

The wielder withers and ages 1d6 years each time the item's main power is used. If this withering results in an age past the normal lifespan of the wielder's race, the will die and rise again as an undead wight, who's unnatural existence is linked to the item (taking the item away will destroy the wight).

67

Each time the wielder uses the main power of the item they will demand praise for their actions, this compulsion becomes worse and worse with each use, after 5 uses, they will become outraged and attack anyone who does not praise them for their astonishing prowess and bravery.

68

The possessor of the item will not be able to hear their own voice, causing them to yell when speaking and not be able to sing (other than this, their hearing will be just fine).

69

The possessor of the item will suffer from a short fit of 2d4 sneezes each time they use the items power.

70

Anyone in possession of the item will hover one inch above the ground, able to walk as normal, but unable to run, charge or jump

71

Anyone in possession of the item will have any flight effect placed on them cancelled by the item within 2d4 rounds.

72

The touch of the item's wielder causes liquids to freeze solid (and thaw at the normal rate once out of contact).

73

Any use of the items power will inflict one stage of exhaustion on the wielder.

74

All of the wielder's hair will fall out, exactly four hours after using the item's main power for the first time (only).

75

Each time the item is used in combat, the wielder is compelled to shout out a random phrase of the DM's choosing.

76

While in possession of the item, the wielder's voice takes on the sound and qualities of a member of the opposite sex.

77

Any attack made by the wielder uses 1d12 as the To Hit dice (not 1d20) and no critical hits are possible, however, all damage inflicted is doubled.

78

While in possession of the item, the wielder's normal range limits for attacks are halved (thus long range is at half the distance it was before).

79

Every time the item is drawn forth, worn or taken out and used, it is of a different type (thus a sword becomes a club, leather armor becomes chainmail, etc).

80

When the item's main power is used for the 10th time in combat, all creatures (including wielder and allies) within 5 squares are teleported randomly around the area, and lose the ability to tell friend from foe until the end of combat.

81

The possessor of the item will wake after each night's sleep, with a different appearance. Gender and race remain the same, as does relative attractiveness, but they will appear to be someone else. This change is permanent.

82

The possessor of the item is afflicted by irrational greed.

83

Tiny creatures within25 feet of the wielder are pulled5 feet per round, toward the item, each round after the item's main power is used.

84

The possessor of the item will become obsessed with glory through combat, initiating conflict and seeking out increasingly foolhardy challenges.

85

.Any time an effect causes the wielder to be pushed or pulled, increase the distance by5 feet.

86

Every time the main power of the item is used, the wielder gains vulnerable 5 to a different type of damage (fire, cold, acid, etc) for 1d4 hours.

87

The possessor of the item gains an irrational fear of heights.

88

After any use of the item's power against an opponent, the item will teleport into the possession of the creature just attacked.

89

.After 2d6 uses of the item's power, the wielder will shoot a beam of radiant energy from their eyes at the nearest opponent (ranged attack +10 vs AC, within 50 feet, 1d4x10 radiant damage) and be blinded (DC 14 Constitution save to end after 1d4 rounds).

90

There is a cumulative 5% chance per use of the item's power, that it will summon a swarm of stinging insects, inflicting 1 point of damage per round to the wielder and all creatures in adjacent squares, until the end of combat.

91

After use of the item's daily power, it teleports into a random square within 20 feet of the wielder. If the item teleports into an occupied square, the occupant takes 6d6 damage, is knocked prone .

92

There is a 20% chance each time the power of the item is used, that the wielder will fall in love with the first member of the appropriate gender that he or she makes eye contact with.

93

Each use of the item's main power will cause immediate, intense nausea and vomiting (wielder is sickened for 1d4 rounds and suffers one stage of exhaustion)

94

There is a 10% chance each time the item's power is used, that a bolt of lightning will leap from the wielder and strike the nearest target within 25 feet (10 points of damage to both the wielder and the victim).

95

Use of the item has a 5% chance per use of polymorphing the user into a sheep for 1d4 rounds.

96

When activated it radiates intense heat, inflicting 5 damage to the wielder per round unless dropped. The heat persists for 2d4 rounds.

97

While in possession of the item, the wielder is unable to swim.

98

While in possession of the item, the user can not wash away any dirt, stains or odours.

99

The item will inflict a random disease on the wielder, each time it's daily power is used.

100

Each time the item is used, it alerts a powerful enemy of the user's exact location.