[Cursed Items]

Copyright © 2001 by Robert J. Hall

Return to Fantasy HERO®


Permanent magical items will sometimes become cursed, usually as a result of faulty craftsmanship; the introduction of a deliberate flaw in the design; or due to one or more powerful spiritual events that "traumatize" the object. These cursed items often become a serious liability for the owner, causing major turmoil in his life - usually for the worse. To effect such a dramatic change, the item must have magical abilities that often can not be employed directly by the owner. Instead, these negative powers are triggered as a result of using the item in its intended fashion.

Two factors distinguish the nature of a curse. The first is the method by which the item became cursed. The method will determine the conditions under which the curse is activated, and how the affliction can be satisfied. The second factor is the means by which the curse affects the victim. A curse will usually induce the owner to continue using the item to the exclusion of other suitable alternatives, even when the consequences have been revealed. An item that does not have this property, yet has negative ramifications for the wielder, is instead a trap.

Any powers that are employed solely for use by the curse become a disadvantage that can be used to buy down the character point cost of an item. If a curse is activated as a consequence of employing one of the powers of the item, the Side Effect limitation can instead be applied to the activating power with an additional (-1/2) bonus for "Always Takes Effect".

I. Creating Curses

Faulty Craftsmanship

One likely form of a curse is a magical item that suffers from a flaw in its craftsmanship. During the lengthy process required to construct the item, a fatal mishap occurred that caused the magic to be improperly applied. The result is a device that is either unreliable to use, or has unexpected negative consequences.

Of course, to be a properly accursed item, the beneficial powers must outweigh the consequences of their use. Thus, an unreliable item with weak magical effects will usually operate properly the majority of the time. Likewise, a more powerful item may function less often but with spectacular results upon success. Magic objects with the Activation roll limitation can be used to simulate this flaw, but the value of the roll must be balanced against the Active Cost of the power. Other limitations can also be used to limit the conditions under which an object will operate properly.

Table 1. Activation roll for unreliable items
Maximum Active Cost Activation Roll


10 15-
20 14-
35 12-
50 11-
70 10-
90 9-
120 8-

Faulty devices with negative consequences for the owner will present a dilemma, as the curse will prove a hindrance yet the power often makes up for this handicap by its effectiveness. To represent a flaw of this type, the Side Effect limitation can be used in combination with an Activation roll. The resulting curse will have a gradual or delayed side effect, or else the negative power will prove to be a significant hindrance only under certain circumstances.

Flawed objects that are less reliable than they are worth will usually be eliminator by their creator or sold by the current owner. Hence enchanted objects that are put up for sale are highly suspect, and should only be purchased from reputable merchants. Characters who foolishly proceed with a purchase from an unscrupulous magic dealer can expect to end up on the short end of the deal.

Deliberate Flaws

Magical items can also be created that include a deliberate flaw which is intended to have a negative consequence for the user. This flaw could be designed with a particular individual in mind, as either an expression of revenge or to manipulate the subject toward a particular purpose. In the former case, the victim will often suffer a horrific end as the revenge slowly but inexorably comes to fruition. The subject may even become aware of his fate as the curse takes form. In the end, however, he may be powerless to escape his doom, even if he seeks the aid of a powerful magi.

A revenge curse often has a subtle effect on the victim, as it has been carefully tailored toward a specific target. Thus, if the curse were to affect anybody besides its intended victim, the result will almost certainly be less effective. Such a curse will usually bend, shape and manipulate the thoughts of the victim, so that he will become hopelessly obsessive and develop either a Psychological Limitation, Berserk behavior, or a strong Reputation. Such a curse is often imposed by means of mentalism powers, such as Mind Control or Mental Illusions.

Less frequently, the curse will cause the body of the victim to acquire a permanent handicap. These are expressed as a Physical Limitation, Dependence, Susceptibility, Vulnerability, or an Age disadvantage. Such limitations are instilled by means of a Cosmetic or Minor transform that uses a Cumulative effect. This transform is often triggered when the beneficial power of the item is activated. The limitation must be unusually severe, being worth twenty points or more.

Table 2. Physical limitation incurred by a deliberate flaw
4d6 Roll Type of Limitation


4-5 Reduced Persistent Power
6-7 Reputation
8 Distinctive Features
9 Age
10-11 Susceptibility
12-13 Physical Limitation
14-17 Psychological Limitation
18 Dependence
19-21 Reduced Characteristic
22 Berserk
23-24 Vulnerability

Items intended to manipulate the victim in some particular manner will usually have a mind-altering curse that sways thoughts toward achieving a goal. Usually this curse is subtle in its effect, as the victim will resist any direct instructions which he strongly opposes. Instead, the aim of the curse is to slowly modify behavior of the victim so that the goal becomes the desired action of the victim. This behavioral curse often requires an intelligence to direct the powers, so a malevolent spirit must be bound into the item. Such spirits are double-edged swords, however, and can easily become corrupted so they direct behavior beyond the original goal. These malevolent spirits can be simulated using the HERO Computer AI rules with appropriate psychological limitations.

Another category of the deliberate flaw curse limits the use of a powerful item to individuals who match a select criteria. Anybody who attempts to operate the item, besides the select group, will suffer a negative consequence that is comparable to its positive abilities. This consequence can range from wounding the wielder, to the outright destruction of the item. In the former case, the intention of the flaw is to serve as a deterrent to any individuals who are not permitted to use the item. Often such an item will carry an obvious warning on its surface to prevent unintended use by an interloper.

The curse for such a restricted item is usually activated by a special trigger that is able to distinguish physical differences between individuals. Such a trigger can use an enhanced sense that allows it to identify the required traits of the selected operators. This effect can be simulated by HERO powers that use a single trigger with an enhanced sense. This special sense is limited to use by the trigger.

If the item is intended for a wielder with a restrictive psychological makeup, a sentinel spirit with appropriate mental powers can be brought into the item. However, such sentinel spirits are extremely difficult to bind into a physical object. Hence such guarded items are unlikely to be self-destructive, as they are all but impossible to duplicate. Sentinel spirits can be simulated using the HERO Computer AI rules with appropriate psychological limitations. A benevolent sentinel spirit can employ judgement about how it limits the use of the item, so that it may simply disable most of the powers when wielded by an otherwise well-intentioned individual.

Finally, certain individuals with a particularly wicked sense of humor have been known to construct items that always produce unpredictable results. These items can actually be exceedingly difficult to construct, since each variation in powers must be designed into the construction formula. More often, such an unpredictable device draws its energies from a source of pure chaos. In such a case, however, the item may prove too dangerous to keep, and a sane wielder may come to seek its destruction. Hence, such chaotic items are almost always wielded by crazed or thrill-seeking individuals.

Haunted Items

Objects that were party to one or more particularly hideous acts during their past can become vessels for a primordial spirit. At first this spirit will be little more than an inert presence within the vessel, but over time it can become twisted and evil due to repeated acts of villainy committed with the object. Such a malevolent spirit will seek to possess anybody wielding the item and have them fulfill the perceived destiny of the object. In due course, the wielder will inevitably become corrupted by the dark thoughts of this spirit fiend.

Items can also become corrupted as a result of a death curse of a particularly powerful figure, such as the leader of an evil cult. The psychological signature of the individual at the moment of death can become strongly imprinted on the item, haunting the vessel with images of the final moment of trauma. Such an aura may torment the wielder with thoughts of this untimely death, and he can become compelled to right the balance through an act of revenge.

A spirit within a cursed item can be built using the HERO Computer AI rules. It will have acquired one or more useful skills and abilities from former owners, and is able to contact the wielder through voice or mental communication. The spirit AI will be suffering from strong psychological limitations due to its steady exposure to hideous behavior. This spirit will be compelled to control the wielder through threats and coercion, and only the strong willed can continue to employ the vessel without succumbing to its dark nature.

II. Types of Curses

  1. Too useful to give up despite drawbacks

  2. Such an item is very beneficial to its owner, but it has a flaw that can prove difficult to endure. Such a flaw may take the form of one or more limitations on the use of the powers, or a certain unreliability that makes its use risky under hazardous circumstances. The item could also be inhabited by a spirit that the owner may find vexing, but is lacking sufficient power to be seriously obstructive.

    Zlad, Duke of Flies

    This odd cape was owned for three centuries by Zlad, a prominent servant of the demon Xaldrath. Despite the lengthy proximity to this malevolent beast, there is nothing intrinsically evil about this cape. Instead, the fabric has several odious properties that will make the owner rather undesirable to mundane folk.

    The cape of Zlad is intimately tied to the insect world. Indeed, the material is made from the thin carapace of many small beetles, all woven together by spun threads of spider silk. This gives the cape a glossy grey appearance that is aesthetically displeasing to the eye. The cape is instantly attractive to any insects in the area and makes the owner the focus of a constant buzzing cloud of flies. The result is that the social skills of the owner are often severely hindered.

    Fortunately, several magical properties have been woven into the fabric of the cape which compensate for the annoying insects. The owner will immediately sense any insects in his immediate vicinity and can view the world from the point of view of any of these bugs. By spreading the cloak wide with his arms, the wearer is also granted the ability to fly through the air - followed, of course, by the annoying cloud.

    Abilities: (Curse in italics)

      Change Environment - Cloud of Flies, 0 END Persistent (-1), No Range (-1/2), Always On (-1/2), Only where flies exist (-1/4)
    • 3d6 Suppress PRE, Only for PRE-based skills (-1/2), No Range (-1/2), Always On (-1/2), Only versus targets who dislike insects (-1)
    • Sense Insects, Ranged, 360 Degree Sensing, +5 PER
    • Clairsentience to Sight, Only from point of view of an insect (-1)
    • 5" Flying
    • +20 PRE, Only versus insects (-1)

    Combined: OAF Cape (-1/2), Independent (-2).

    Active Cost: 55; Real Cost: 16.

  3. Owner becomes psychologically obsessed with the item

  4. Items of this type have a curse of such a subtle nature that the owner will rarely become aware that a change is taking place. Indeed, his closest companions are more likely to notice the changing behavior of the owner over time and may even be able to deduce the cause. By that time, however, the wielder is usually too obsessed with the item to be voluntarily parted. This dependency will only continue to increase over the years, until the owner can not bare to part with the cursed object.

    Such an obsession can be handled by means of a concealed spirit AI that is capable of inducing a psychological limitation in the owner. This limitation can occur as a result of a cumulative Minor Transform, or due to a Mind Control power with a single-command limitation. In either case, the power is subtle in its effect and requires a gradual effects limitation that lasts for many months or even years. A minor transformation can even be used to induce a physical Dependency limitation, so that the owner will eventually suffer withdrawal pains whenever he parts from the object.

    Once the owner is sufficiently obsessed with the object, the invested spirit can then begin to directly affect his behavior and actions. However, the curse is more likely to be simply the obsession of the owner with the object to the exclusion of most other activities.

    Monocle of Madness

    This deceptively simple magical object has the appearance of a flawless crystal lens mounted in a 13-sided golden star. When held before an eye with the attached handle, the lens will serve as a monocle that provides a remarkably clear view of the surroundings. What is more, this monocle can easily sense both magical invisibility and illusions, giving the owner a tremendous tool to use against such deceptive magical arts.

    Unfortunately, this cursed device will soon lull the owner into a false sense of dependency on the monocle. The curse will slowly manifest itself over the following months as the owner begins to view illusionary apparitions through the lens. The nature of these false images become more horrific, and the owner is consumed with terror as these invisible nightmares seem to follow him about. The evil spirit that controls these apparitions is remarkably clever and devious in its approach, so that even an intelligent owner can easily fall victim to this curse.

    Abilities: (Curse in italics)

    • AI (18 INT, 15 EGO, 9 DEX, 2 SPD) - Isaryx
      Follower Cost: 18 points.
      • 10d6 Telepathy, 0 END (+1/2), Invisible Power Effects (Mental) (+1/2), Only to read thoughts (-1/2), No Range (-1/2)
      • 10d6 Mental Illusion, 0 END (+1/2), Only when target is peering through monocle (-1)
      • Deduction 13-
      • Tactics 13-
      • Program: generate terrifying images
      • Limitation: must slowly terrify owner (common, total)
    • +1 PER to Sight Group, Only thought lens (-1/4)
    • +3 PER Sense Magical Invisibility to Sight, Only through lens (-1/4)
    • +10 PER to Sight Group, Only versus Magical Images (-1), Only through lens (-1/4)

    Combined: OAF Monocle (-1), Independent (-2).

    Active Cost: 59; Real Cost: 13.

  5. Item gradually takes control of owner

  6. This item is possessed with an intelligent spirit that uses its arcane powers to sway the thoughts of its wielder. Unless the owner of the item has a personality that is in close alignment with the spirit, this power will initially have only minor effects. Over time, however, the venomous and seductive thoughts of the spirit will begin to wear on the wielder, and he will gradually succumb to its influence.

    To simulate this effect, the item becomes the focus for an AI entity that has powers of mental telepathy, limited mind control, and EGO drain. The drain has a gradual effect limitation and a comparable recovery advantage, requiring many weeks or months of steady contact before the ego of the wielder is sufficiently weakened to allow successful mind control. The AI will also have one or more psychological limitations that strongly motivate it to manipulate the owner toward some end. It may also have suitable complementary skills, such as persuasion and conversation.

    Crypt Hammer of Khazurin

    The wielding of this holy relic was a sacred duty that has fallen to a northeron knight for untold generations. The hammer is singularly effective in striking down the spirits of those who walk the land after their time has passed. There are some who claim this legendary artifact was a gift from a higher power, and it was remarked that those who wield the hammer of Khazurin often seem to be touched by a god. Unfortunately, this sacred weapon was stolen from the Crypt of Zhazurin and has been missing for over a century. Every few years another notheron knight sets forth in a quest to find the lost hammer.

    The Crypt Hammer of Khazurin possesses an unearthly power that protects the wielder from the spirit world and allows him to dispatch the undead to their final rest. However, the weapon has an almost maniacal obsession to this duty and will continually work to bend the thoughts and actions toward this singular duty. Indeed, so powerful is this compulsion that a weak-willed owner may appear to become insane.

    • AI (10 INT, 15 EGO, 10 DEX, 2 SPD) - Arturna
      Follower Cost: 4 points.
      • 3d6 Telepathy, 0 END (+1/2), No Range (-1/2)
      • 2d6 Mind Control, Telepathic (+1/4), 0 END (+1/2), Only to hunt undead (-1/2), No Range (-1/2), Always On (-1/2)
      • 1d6 EGO Drain, Recover 5/Season (+2), Gradual Effect (1 Month) (-2), Single Charge per Week (-2)
      • Sense Undead, Ranged
      • KS: Undead Haunts and Behavior 14-
      • ES: Deduction 11-
      • Limitation: must slay undead (common, total)
    • 2d6 HKA, Affects Spirits (+1/2), 15 STR Min (-1), 1+1/2 Handed Weapon (-1/4)
    • 10d6 Dispel Afterlife Support, Affects Spirits (+1/2), Linked to HKA (-1/2), Only after HKA does BODY (-1/4)
    • +2 OCV w/ War Hammer
    • +20 Power Defense, Only Versus Undead (-1/2)

    Combined: OAF War Hammer (-1), Independent (-2).

    Active Cost: 95; Real Cost: 19.

  7. Penalties for inappropriate use of the item

  8. Certain magical items are designed for a specific purpose, and the artisan can build in magical restrictions to prevent inappropriate use. Normally this restriction will take the form of a punitive power that is triggered when the item is not used in an appropriate context. When a more sophisticated level of judgement is required, a spirit can be bound in the cursed item to determine when the restriction is being abused.

    The nature of the curse will usually depend on the type of restrictions placed on the item. If the curse prevents use by inappropriate individuals, then the level of powers unleashed can be lethal. Such a curse will often be made obvious by means of a warning message on the surface, or an obvious preference expressed in the design.

    For less restrictive requirements, however, the curse is more likely to serve as a corrective lesson to the owner - such as a Drain attack. In this case, the curse is often bundled with a Transform power that will create a Dependence disadvantage. This disadvantage will prevent the item from being completely abandoned, as the owner will suffer from withdrawal symptoms whenever he is separated from the cursed object.

    Reliquary of Noble Andrews

    The Guidrow Bastion lies stride the main pass that protects the lowlands from the Orcish hosts of the Kharken Mountains. In ancient times, the Bastion twice fell to this evil host and the Orcs ravaged the homes and towns of the valley people.

    As a sign of favor from the gods, however, the holy leader Noble Andrews appeared out of the Trent Woodlands. He then gathered and led the peasant armies that finally drove the hated beasts back into the mountains. Noble was truly blessed from birth with a righteous spirit of the light, and his leadership and cunning saved the people of the land from utter annihilation.

    The hand of Noble Andrews, the only portion of his body that survived his final sacrifice, rests within a reliquary shaped in the form of a ceremonial rod. This silver rod consists of an long, fluted shaft with two smaller, rounded grips along the length, an armored hand holding a sphere, and a cone-shaped planting cap at the base. It is said by the valley people that the hand of Andrews still guides the defenses of the Bastion, as the fortress has never since fallen to the Orcish hosts.

    Abilities: (Curse in italics)

    • AI (14 INT, 12 EGO, 16 DEX, 3 SPD) - Noble Andrews
      Follower Cost: 10 points.
      • 6d6 Telepathy, 0 END (+1/2), No Range (-1/2)
      • 3d6 Energy Blast, 0 END (+1/2), No Range (-1/2)
      • Language: Orcish (Native, Literate)
      • KS: Orcish Culture 12-
      • AK: Kharken Mountains 13-
      • Tactics 13-
      • Limitation: make owner slay orcs (uncommon, strong)
    • 6d6 Energy Blast, 0 END Persistent (+1), Damage Shield (+1/2), Sticky (+1/2), Always On (-1/2), Only Versus Orcs (-1).
    • 4d6 Absorption Versus Physical Attacks, Aid to STR.
    • +20 PRE, Only Versus Orcs (-1).
    • Change Environment - Illumination, 0 END Persistent (+1), Always On (-1/2), No Range (-1/2).

    Combined: OAF Reliquary (-1), Independent (-2).

    Active Cost: 160; Real Cost: 31.

  9. Item is physically attached to wielder

  10. When worn or wielded in the appropriate manner, these cursed items will become permanently attached to the flesh of the victim. Thereafter the item can only be detached upon the death of the victim, or by means of an extremely powerful magic spell. The particular curse in this case is that the item can not be replaced by a more suitable object and will often serve as a hindrance to the owner. However, the attached item was most likely designed for a specific purpose, so it is empowered accordingly.

    Such a melding curse can be simulated by means of a triggered cosmetic or minor transform power that effects both the item and the minor transform. This transform will often have a Difficult to Dispel advantage to prevent easy removal. Note that all powers associated with the item must have the Inaccessible Focus limitation.

    Caber's Crushing Gauntlets

    These amazingly supple adamantine mesh gauntlets appear to be the work of a grand master armorer, as they are almost as soft and flexible as worked leather. Despite their superior quality, however, Caber's Crushing Gauntlets carry a terrible curse that will nearly cripple the owner. When worn, both magically gloves shrink to fit the hands like a second skin. Once they have done so, however, the gloves can never be removed short of amputating the arms.

    Any beings or objects grasped by the owner will be crushed with a tremendous strength. This is regardless of the nature of the creature grabbed, whether friend or foe. All the owner can do is struggle to release the grip from the target, a task that will require most of his strength and willpower.

    Abilities: (Curse in italics)

    • 7 DEF, Mass (-1), 6 Coverage (4- Activation) (-2)
    • +2 OCV w/ Grab
    • 1" Stretching, Linked to OCV (-1/2), Only for grab (-1/2)
    • 2d6 HKA, Penetrating (+1/2), Trigger (While grasping item) (+1/4), 0 END (+1/2), Continuous (+1), Reduced Penetration (-1/4), Must Wear Both Gauntlets (-1/4), Always Active While Grasping (-1/2)
    • +10 STR, Only for grasping (-1/4), Linked to HKA (-1/2)
    • 1d6+1 Minor Transform (Meld Gauntlets to Flesh), Cumulative (+1/2), Trigger (Wearing Both Gauntlets) (+1/4), 0 END (+1), Continuous (+1), No Range (-1/2)

    Combined: OIF Gauntlets (-1/2), Independent (-2).

    Active Cost: 86; Real Cost: 16.

  11. Negative effects appear to be unrelated to the item

  12. This curse is of such a subtle nature that the owner is unlikely to attribute any negative effects to the otherwise beneficial item. Such subtle curses are usually created for the purpose of revenge against a certain individual or group of people. The crafter of the item will be well versed in the particular habits and beliefs of his target, so the curse will use this knowledge for the effect. The pleasure of the crafter is in escaping punishment for his deed, while knowing how the victim will continually suffer from the curse.

    These types of curses will often require a long period to come to fruition. The negative effects will then be blamed on other, more recent activities than the acquisition of the object. Such a slow curse can be simulated by means of a Gradual Effect limitation; a lengthy Time Delay; or an unusual Trigger advantage.

    Likewise, a subtle curse could instead take hold only under unusual circumstances, or else the owner could be completely oblivious to the baneful effects. These hindrances can be created using either Unluck; a slow but methodical wasting disease caused by a Drain; or by an unusual phobia limitation imposed by a Minor Transform. Such powers require the Invisible Power Effects advantage, or the the owner could grow suspicious that a curse is taking effect.

    Helm of the Gorgon

    This eerily beautiful iron heaume was constructed by the dour dwarven ironwright Ivarin Kilnholt, with the aid of a gnomish earth mage. The helm was constructed as a tithe for Ressart Kuolle, an utterly ruthless man who had bloodily conquered Ivarin's home land and ruled the surviving dwarves with an iron hand.

    The Helm of the Gorgon is enchanted with magical abilities that only served to further enhance Lord Kuolle's power. However, justice was served in due course as the tyrant's body slowly withered from the insidious powers of this helm. So subtle was the nature of this curse that Kuolle never discovered how he was betrayed.

    The Gorgon's Helm is masterfully crafted in the shape of a bundle of steel vipers. Each snake's head on the helm is fitted with two small, but perfectly cut emeralds. The baleful stare of these tiny reptilian eyes gives the wearer a complete view of his surroundings without the need to turn his head.

    A magnificent pair of large emeralds is also fitted over the eyes, each glowing with a dire inner light. Anybody viewing these horrible green lenses risks being instantly turned to stone. Indeed, Ressart accidentally lost several of his most trusted aides by this means.

    Abilities: (Curse in italics)

    • 8d6 Major Transform (to stone), All or Nothing, Persistent (+1/2), Always On While Worn (-1/4), Requires PER Roll (-1/2), Target must make eye contact (-1), Only living things (and their possessions) (-1/2), Not via reflective surfaces (-1/2).
    • 9 DEF, Hardened (+1/4), 5- Activation (Areas 3-5) (-2)
    • 360 Degree Sight, Infrared Vision
    • 2d6 BODY Drain, Recover 5/Year (+2+1/4), Invisible Power Effects (All) (+1), Trigger (Wear helm) (+1/4), Single Charge (Once per month) (-1), 11- Activation (-2), Gradual Effect (1 month) (-2)
    • 1d6 STR Drain, Recover 5/Year (+2+1/4), Invisible Power Effects (All) (+1), Trigger (Wear helm) (+1/4), Single Charge (Once per month) (-1), Linked to BODY Drain (-1/2), Requires at least 1 point of BODY Drain to activate (-1/4), Gradual Effect (1 month) (-2)

    Combined: OIF Helm (-1/2), Independent (-2).

    Active Cost: 34; Real Cost: 12.

  13. Significant effects occur immediately

  14. Once activated, this type of cursed object has an immediate and pronounced effect on the wielder. However, the negative effects cause little or no further damage following activation, so the object will now be of some benefit to the new owner. If the wielder becomes sufficiently covetous of the powers in the item, he will thereafter be reluctant to part with it.

    The curse may require steady maintenance by the object, so that the effect can gradually fade away once the item is lost. However, the rate of fading is so slow that it will not be noted for several seasons have passed. An impatient owner will thereupon decide that the curse is permanent. Hence he will retain the item in his possession - thereby fulfilling the curse. Should the item be passed to another owner, the curse will be immediately reactivated on the new subject.

    A curse of this type can be simulated by a triggered Drain with no range and a very slow rate of return - usually no quicker than five points per year. The Drain is activated when the powers in the object are first used, and are thereafter maintained whenever the object is wielded. The powers of the item must be immediately obvious and of sufficient utility that the owner is likely to remain covetous of the object despite the negative effect. Such objects are usually created as a result of a flaw in craftsmanship.

    Leper's Choker

    Fastid Harcutt, the court mage of the imperial empress Euchel Snow, suffered a devastating blow when his beautiful wife was struck with leprosy. His beloved was banished for life to the Isle of Veils. Fastid spent nearly fifteen years in the isolated colony before she finally passed away. Dark with sorrow and bitterness, Fastid vowed to use his powers to give the cynical people of the capital a true appreciation of his wife's experience.

    After much study and research in the fabled Library of Khoscar, Fastid crafted a beautiful, bejeweled choker collar as a gift for the empress. This collar was blessed with magical powers that would allow the empress to gain a new empathy for her subjects. However, a grave curse was planted in the collar which subjected the wearer to the same symptoms as a leper. The empress was thoroughly charmed by her beautiful gift, but upon suffering the early symptoms of leprosy she grew enraged and immediately ordered the unfortunate wizard beheaded.

    Abilities: (Curse in italics)

    • 3d6 PER Drain, Recovery (5/Year) (+2+1/4), Sticky (+1/2), Only Versus Touch Group (-1/2), No Range (-1/2), Charges (1/month) (-2).
    • 2d6 Aid to INT, No Range (-1/2)
    • 10d6 Mental Telepathy, Invisible Power Effects (Mental) (+1/2), 1/2 END (+1/4), Only to sense emotions (-1/2)
    • Mental Awareness, Discriminatory, 360 Degrees
    • +20 Mental Defense, Not Versus Telepathy (-1/4)

    Combined: OIF Choker (-1/2), Independent (-2).

    Active Cost: 23; Real Cost: 17.

  15. Item always returns to the last living owner

  16. A more sophisticated type of curse is an item that magically returns to its owner whenever he attempts to dispose of the object. The item is able to sense the location of its last living owner, then travel back to his location by one or more "hops". The object may even be able to assume that shape of another item in the possession of its owner, only to revert back to regular form when employed in its normal fashion. While such behavior may seem to imply an intelligence to the item, the object is only responding to its innate programming.

    Returning items have some means of travel available, either by a Flying, Teleportation, or a flexible Mind Control power that allows them to be returned to their owner. They are also able to sense the location of their last owner at great range, either via a Mind Scan or by means of a N-Ray sense. Finally, they may also be able to Shape Shift into the form of another object. These various abilities can be managed by means of a Computer Program. Such a program usually only has a single primary function, although it may also have a Disguise skill and the ability to evade capture while travelling.

    Finally, and most importantly, the item must be nearly impossible to destroy. This will usually take the form of an Unbreakable Focus limitation, although the item could also have some type of regenerative power. This inability to destroy the item except under very special circumstances will force the wielder to either accept the curse, or set out on a difficult quest to find the means to rid himself of the object.

    Travena's Ever Returning Stick

    Created by an absent-minded Magi who was forever forgetting this or that item, this bronze-capped walking stick is possessed with the ability to appear in the hand of its owner with a single word of command. Unfortunately, during the enchantment of this item, the unfortunate Wizard misspoke a key note of the ritual. Thus the staff was improperly crafted and is now incapable of leaving his side.

    The brass face in the handle of the stick, possessing somewhat less than amazing faculties of observation, is incapable of distinguishing one wizard from another. However it is magically able to find its current owner regardless of the distance separating the two. Should its owner meet an unfortunate demise, the stick will then attach itself to the next wizard-like being who wanders along. Travena's stick is virtually indestructible in the mundane world, and requires a journey to the plane of metal for proper disposal.

    It would appear that this walking stick is at least marginally useful to a travelling Mage. However, the faulty enchantment causes the cane to begin whistling catchy tunes at the most inopportune moments. Needless to say, this flaw drove the Mage Travena to distraction for the remainder of his life.

    Abilities: (Curse in italics)

    • AI (9 INT, 9 EGO, 9 DEX, 2 SPD) - Arturna
      Follower Cost: 9 points.
      • Desolidification, 0 END
      • 15" Flight, Linked to Desolid, 0 END
      • 10" Teleportation, 0 END, Only to appear in hand of owner (-1)
      • 4d6 Mind Scan, 0 END, Only to locate owner (-1), Always On
      • Images to Sound, 0 END, No Range
      • ES: Conversation, Deduction 8-
      • Program: return to last owner
      • Program: whistle catchy tunes
      • Limitation: must have a living owner (common, total)
      • Limitation: choose wizard-like being for an owner
      • Limitation: must teleport to hand of owner when he speaks name (common, total)
      • Limitation: must return to teleport range of last living owner (uncommon, strong)
      • Limitation: begins whistling at inopportune moments (uncommon, strong)
    • Change Environment (comfortable, illuminated area), 0 END, Incantation - Charike
    • Life Support (Intense Heat or Cold)
    • +5" Superleap

    Combined: OAF Walking Cane, Unbreakable (Not on plane of metal) (-1), Independent (-2).

    Active Cost: 36; Real Cost: 9.

  17. Debilitating condition compensated by item powers

  18. An unusual curse is an item that causes a debilitating limitation to the victim, but the powers of the object serve to compensate for this handicap. As a result the victim is gravely handicapped when not in possession of the item, so that there is a built-in dependence.

    If this were the only result of using the cursed object, the owner could undoubtedly come to terms with the dependence. However there is usually some other negative effect besides the disability that makes life with the curse most unpleasant indeed. Such a secondary curse can be of any nature, but is integral to the purpose of the item.

    The Butcher's Bill

    Like most early pole arms, the Bill was originally a farming implement, but it has been heavily modified for warfare. It consists of a broad, hooked blade with a variety of hooks and spikes attached to the back and end. The Butcher's Bill is a seemingly ordinary pole arm, with an unusually elaborate crescent double-hook on the back of the blade. The shaft is a dark brown ironwood, wrapped in a fine weave of steel wire. When struck, the shaft emits a spray of blood-red sparks.

    What heinous forge created this dastardly weapon remains unknown, but the curse it carries is most hideous indeed. The owner will at first experience nothing unusual upon wielding the weapon, save for some unusually good fighting properties. Over the next few days, however, his lower legs will begin to stiffen and the flesh grow dry and scaly. By the following morning he will awaken to find his feet and ankles have turned to wood, making normal movement all but impossible. As soon as he grasps the shaft of the Bill, however, the wood of his feet will loosen and he will find himself able to move again.

    A more subtle but deadly curse lies in wait for the owner. Centuries of malevolent deeds served up with this dastardly weapon have turned the wood dark with evil. This dire menace will manifest itself whenever the weapon is wielded in combat, as the victim will often succumb to extreme battle rage. While in this state, the blade of the bill will seep drops of blood.

    Abilities: (Curse in italics)

    • 1d6 Minor Transform - lower legs turn to wood (-4" running, unable to jump), Cumulative (+1/2), 0 END Persistent (+1), Invisible Power Effects (All) (+1), Trigger (Grasp Haft) (+1/4), x2 Difficult to Dispel (+1/4), No Range (Grasping Haft) (-1/2), Single Charge (once per day) (-2), 8- Activation Roll (-2)
    • 8d6 Mind Control, No Verbal Communication (+1/4), Trigger (wield weapon in combat) (+1/4), x2 Difficult to Dispel (+1/4), Only to produce berserker rage in combat (8-, 14-) (-1/2), No Range (Grasping Haft) (-1/2), Single Charge (once per day) (-2)
    • +4" Running (Able to Jump), Only if legs are wooden (-1/4)
    • +1 OCV w/ Bill
    • 2d6+1 HKA, 13 STR Minimum (-1/2), Two-handed (-1/2), Unhorse Rider
    • 1d6 STUN Drain, HKA must do BODY first (-1/4), Linked to HKA (-1/2)
    • +10 REC, Only to Recover STUN (-1/2)
    • +10 Mental Defense

    Combined: OAF Bill (-1), Independent (-2).

    Active Cost: -25; Real Cost: 4.


Last Update -- Bob Hall, 24jul98