Cursed Items

Cursed items are any magic items with some sort of potentially negative impact on the user. Occasionally they mix bad with good, forcing characters to make difficult choices. Cursed items are almost never made intentionally. Instead they are the result of rushed work, inexperienced crafters, or a lack of proper components. While many of these items still have functions, they either do not work as intended or come with serious drawbacks. When a magic item creation skill check fails by 5 or more, roll on Table: Common Item Curses to determine the type of curse possessed by the item.

Identifying Cursed Items: Cursed items are identified like any other magic item with one exception: unless the check made to identify the item exceeds the DC by 10 or more, the curse is not detected. If the check is not made by 10 or more, but still succeeds, all that is revealed is the magic item’s original intent. If the item is known to be cursed, the nature of the curse can be determined using the standard DC to identify the item.

Removing Cursed Items: While some cursed items can be simply discarded, others force a compulsion upon the user to keep the item, no matter the costs. Others reappear even if discarded or are impossible to throw away. These items can only be discarded after the character or item is targeted by a remove curse or similar magic. The DC of the caster level check to undo the curse is equal to 10 + the item’s caster level. If the spell is successful, the item can be discarded on the following round, but the curse reasserts itself if the item is used again.

Cursed Counterfeits

Source PPC:BM

Ancient bric-a-brac that appears to be a genuine artifact could be valueless junk held together by magic. More sinister, however, are deliberately cursed objects intended to visit vengeance upon their buyers or return some great wealth to their creators. Some items are crafted to function for a limited time, convincing a buyer of their authenticity. These twisted treasures are often sold for far less than their apparent worth by merchants claiming to need money quickly or who feign ignorance of their value.

By the time the curse manifests and the buyers realize they have been cheated, the seller is long gone.

Many cursed relics differentiate the item’s creator from its owner. Owner refers to the creature wearing or using the magic item, while creator refers to the original creature who crafted the magic item, or else the last creature to wear it and speak its command word (which is often kept secret from perspective buyers).

Intentionally Crafting Cursed Items

Intentionally crafting cursed items requires the same item creation feats and skill checks as does crafting a normal item of that type, but in addition to such requirements, intentionally cursed items require bestow curse or major curse as a spell prerequisites. Crafting cursed items is generally cheaper than creating fully functional items, depending on the type of curse involved, as detailed below. The table above indicates the price and spell prerequisites of some of the most common deliberately created cursed items.

Delusion: Cost is reduced by 90%.

Drawbacks and Requirements: Cost isn’t reduced for cosmetic drawbacks or requirements with no direct game effects. Cost may be reduced by 10% for minor drawbacks or requirements such as minimum skill ranks or worship of a specific deity; by 30% for harmful or costly drawbacks or requirements such as alignment change, ability damage, sacrificing wealth, or performing a quest to activate the item; or by 50% for severe drawbacks or requirements such as negative levels or sacrificing sentient creatures.

Intermittent Functioning: The cost of uncontrolled or unreliable items is reduced by 10%. The cost of dependent items, which function only in certain situations, is reduced by 30%.

Opposite Effect or Target: Cost is reduced by 50%.

Source PPC:BM

Buyers must always beware of deals too good to be true, though, as curses ancient and insidious await.

Most cursed items are created by accident, when the crafting process goes horribly wrong. However, some devious crafters create such items on purpose—either to deceive and discomfit others or because the cursed effect is somehow useful.

Source: PPC:BM
Item Price Spell Prerequisites
Armor of arrow attraction 10,650 gp Protection from arrows
Armor of rage 1,850 gp Rage
Bag of devouring 120,000 gp Disintegrate, plane shift, rope trick
Boots of dancing * Irresistible dance
Bracers of defenselessness 12,500 gp Mage armor
Crystal hypnosis ball 49,000 gp Dominate person, false vision, scrying
Flask of curses 25,000 gp Bestow curse
Gauntlets of fumbling * Touch of gracelessness
Mace of blood 12,912 gp Bleed, death knell
Necklace of strangulation 95,000 gp Power word kill, steal breath
Net of snaring 16,320 gp Entangle
Potion of poison 1,800 gp Poison
Ring of clumsiness 1,100 gp Slow, touch of gracelessness
Robe of vermin 30,000 gp Summon swarm
Scarab of death 6,000 gp Finger of death, summon swarm
Spear, cursed backbiter 3,901 gp Magic weapon, warp wood
Stone of weight 5,400 gp Make whole, slow
Sword, berserking 36,190 gp Rage

* 90% of the normal price for the beneficial effect the item duplicates in addition to its curse or when its curse is not active.

Common Cursed Item Effects

The following are some of the most common cursed item effects. GMs should feel free to invent new cursed item effects to fit specific items.

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 casting of remove curse.

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 non-cursed 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 intended—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 the situation, select or roll on the following table.

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

Some items have 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.

  • Character must eat twice as much as normal.
  • Character must sleep twice as much as normal.
  • Character must undergo a specific quest (one time only, and the item functions normally thereafter).
  • Character must sacrifice (destroy) 100 gp in valuables per day.
  • Character must sacrifice (destroy) 2,000 gp worth of magic items each week.
  • Character must swear fealty to a particular noble or to his entire family.
  • Character must discard all other magic items.
  • Character must worship a particular deity.
  • Character must change her name to a specific name. The item only works for characters of that name.
  • Character must add a specific class at the next opportunity if not of that class already.
  • Character must have a minimum number of ranks in a particular skill.
  • Character must sacrifice some part of her life energy (2 points of Constitution) one time. If the character gets the Constitution points back (such as from a restoration spell), the item ceases functioning. (The item does not cease functioning if the character receives a Constitution increase caused by level gain, a wish, or the use of a magic item.)
  • Item must be cleansed with holy water each day.
  • Item must be used to kill a living creature each day.
  • Item must be bathed in volcanic lava once per month.
  • Item must be used at least once a day, or it won’t function again for its current possessor.
  • Item must draw blood when wielded (weapons only). It can’t be put away or exchanged for another weapon until it has scored a hit.
  • Item must have a particular spell cast upon it each day (such as bless, atonement, or animate objects).

Requirements are so dependent upon suitability to the item that they should never be determined randomly. An intelligent item with a requirement 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 carry some negative aspect. Although sometimes drawbacks occur only when the item is used (or held, in the case of some weapons), usually the drawback remains with the character for as long as she has the item.

Unless otherwise indicated, drawbacks remain in effect as long as the item is possessed. The DC to save against any of these effects is usually equal to 10 + the item’s caster level.

Table: Common Item Curses
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 Substitute specific cursed item on Table: Specific Cursed Items

Table: Intermittent Functioning Triggers
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 Above ground
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 a particular gender
97–99 On holy days or during particular astrological events
100 More than 100 miles from a particular site

Table: Drawbacks
d% Drawback
01–04 Character’s hair grows 1 inch longer every hour.
05–09 Character either shrinks 6 inches (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.
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.
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.

Table: Specific Cursed Items
d% Item
01–05 Incense of obsession
06–15 Ring of clumsiness
16–20 Amulet of inescapable location
21–25 Stone of weight
26–30 Bracers of defenselessness
31–35 Gauntlets of fumbling
36–40 –2 sword, cursed
41–43 Armor of rage
44–46 Medallion of thought projection
47–52 Flask of curses
53–54 Dust of sneezing and choking
55 Helm of opposite alignment
56–60 Potion of poison
61 Broom of animated attack
62–63 Robe of powerlessness
64 Vacuous grimoire
65–68 Spear, cursed backbiter
69–70 Armor of arrow attraction
71–72 Net of snaring
73–75 Bag of devouring
76–80 Mace of blood
81–85 Robe of vermin
86–88 Periapt of foul rotting
89–92 Sword, berserking
93–96 Boots of dancing
97 Crystal hypnosis ball
98 Necklace of strangulation
99 Poisonous cloak
100 Scarab of death

Cursed Item Descriptions

Specific Cursed Items

Perhaps the most dangerous and insidious of all cursed items are those whose intended functions are completely replaced by a curse. Yet even these items can have their uses, particularly as traps or weapons. The following are provided as specific examples of cursed items. Instead of prerequisites, each cursed item is associated with one or more ordinary magic items whose creation might result in the cursed item. Cursed items can be sold, if the curse is not known to the buyer, as if they were the item they appear to be.

Cursed suits of armor and weapons can come in many forms, and the examples listed here are merely the most common. For example, a cursed –2 sword, might appear as a +3 shortsword or a +1 dagger, with a similar negative instead of the listed –2.

Many cursed items cannot be discarded unless a successful remove curse, break enchantment, or similar magic is used on them.

Amulet of Inescapable Location

Aura moderate abjuration; CL 10th

Slot neck; Weight 1/2 lb.

DESCRIPTION

This device appears to prevent location, scrying and detection, or influence by detect thoughts or telepathy, as per an amulet of proof against detection and location. Actually, the amulet gives the wearer a –10 penalty on all saves against divination spells.

CREATION

Magic Items amulet of proof against detection and location

Armor of Arrow Attraction

Aura strong abjuration; CL 16th

Slot body; Weight 50 lbs.

DESCRIPTION

Magical analysis indicates that this armor is a normal suit of +3 full plate. The armor works normally with regard to melee attacks but actually attracts ranged weapons. The wearer takes a –15 penalty to AC against ranged weapons. The true nature of the armor does not reveal itself until the character is fired upon in earnest.

CREATION

Magic Items +3 full plate

Armor, Gravesoul

Source: PZO1115

Aura moderate enchantment; CL 10th

Slot armor; Weight 20 lbs.

DESCRIPTION

This armor behaves in all ways as if it were +1 undead controlling studded leather until its owner actually attempts to use its special property. At that point, the wearer and all living creatures within a 20-foot radius must each make a DC 15 Will saving throw to avoid believing that they are actually some sort of undead creature for the next 24 hours. The GM can either roll randomly (1d6; 1–3 zombies, 4–5 ghouls, 6 vampire) or choose which sorts of undead the affected creatures believe themselves to be, customizing to the personality and abilities of each creature. Creatures affected by the armor behave as normal for the sorts of undead they regard themselves—“zombies” mindlessly attack unassociated creatures near them, vampires attempt to bite victims on the neck, and so on—but gain none of the special abilities of that creature. The affected creatures react negatively to effects that harm “their” type of undead, so “vampires” avoid garlic, “wraiths” recoil from sunlight, and so on. The creatures otherwise continue to believe they are actually undead and ignore all evidence to the contrary. If attacked, they defend themselves, even if this requires using abilities they have but “their” type of undead normally lacks; for example, a barbarian who thinks she’s a ghoul can still rage. Channel energy and other undead-affecting effects have no effect on creatures affected by gravesoul armor.

This is a mind-affecting, compulsion enchantment. The wearer of the armor can use this power up to three times per day, though it can only work on a particular creature once in any 24-hour period. Regardless of the curse, the armor is still +1 studded leather, and some characters may find it useful despite its (nonexistent) power over undead. Unlike most cursed items, this one is easily discarded without any magical assistance.

CREATION

Magic Items +1 undead controlling studded leather

Armor of Rage

Aura strong necromancy; CL 16th

Slot body; Weight 50 lbs.

DESCRIPTION

This armor is similar in appearance to breastplate of command and functions as a +1 breastplate. However, when it is worn, the armor causes the character to take a –4 penalty to Charisma. All unfriendly characters within 300 feet have a +1 morale bonus on attack rolls against her. The effect is not noticeable to the wearer or those affected. In other words, the wearer does not immediately notice that donning the armor is the cause of her problems, nor do foes understand the reason for the depth of their enmity.

CREATION

Magic Items breastplate of command, +1 breastplate

Bag of Devouring

Aura strong conjuration; CL 17th

Slot none; Weight 15 lbs.

DESCRIPTION

This bag appears to be an ordinary sack. Detection for magical properties makes it seem as if it were a bag of holding. The sack is, however, something entirely different and more insidious. It is—in fact, one of the feeding orifices of an extradimensional creature.

Any substance of animal or vegetable nature is subject to “swallowing” if thrust within the bag. The bag of devouring is 90% likely to ignore any initial intrusion, but anytime thereafter that it senses living flesh within (such as if someone reaches into the bag to pull something out), it is 60% likely to close around the offending member and attempt to draw the whole victim in. The bag has a +8 bonus on combat maneuver checks made to grapple. If it pins a creature, it pulls them inside as a free action. The bag has CMD of 18 for those attempting to break free.

The bag can hold up to 30 cubic feet of matter. It acts as a bag of holding type I, but each hour it has a 5% cumulative chance of swallowing the contents and then spitting the stuff out in some nonspace or on some other plane. Creatures drawn within are consumed in 1 round. The bag destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.

CREATION

Magic Items bag of holding (any type)

Bloodbite

Source PPC:AH

Slot none; CL 10th; Weight 8 lbs.; Aura moderate evocation

DESCRIPTION

The grip of this greatsword has a series of deep notches, and its jagged blade is a deep crimson. A bloodbite is awakened by bloodlust, and its appetite must be sated. When the wielder makes a successful attack with the bloodbite, it inflicts a wound that deals 1d4 points of bleed damage (in addition to its normal damage), but it also deals 1d4 points of bleed damage to the wielder as the hilt grows teeth that dig into the wielder’s hands. Once used, the bloodbite must be used as its wielder’s primary melee weapon, and it can be discarded only after the owner benefits from a remove curse spell or similar effect.

INTENDED MAGIC ITEM

+2 wounding greatsword

Book of Perilous Journeys

Source PZO1135

Aura strong conjuration

Slot none; CL 13th; Weight 1/2 lb.

DESCRIPTION

This leather-bound book looks like a journal partially ruined by moisture. The pages that are still legible detail three violent events that apparently took place while the writer was traveling through an unknown land.

There are several varieties of the book, each describing a perilous journey through a different terrain type corresponding to the encounter tables. Reading any of the three accounts triggers the curse, after which the reader is compelled to protect the book at all costs and secretly read the other two accounts over the next 2 days.

Each day the owner reads one of the accounts, monsters of a type appropriate to the book’s terrain attack during the night. Determine the specific monsters by rolling on the appropriate encounter tables. If the prevailing weather is vastly different from typical weather in the climate described in the journal, a sudden change in weather usually heralds the arrival of the monsters (as per control weather). Once the three attacks are over, the book mysteriously vanishes, lifting the curse. The book reappears later, however, at a random location.

CREATION

Magic Items Monster almanac

Boots of Dancing

Aura strong enchantment; CL 16th

Slot feet; Weight 1 lb.

DESCRIPTION

These boots appear and function as one of the other kinds of magic boots. When the wearer is in (or fleeing from) melee combat, boots of dancing impede movement, making him behave as if irresistible dance had been cast upon him. Only a remove curse spell enables the wearer to be rid of the boots once their true nature is revealed.

CREATION

Magic Items boots of elvenkind, boots of levitation, boots of speed, boots of striding and springing, boots of teleportation, boots of the winterlands, winged boots

Bracers of Defenselessness

Aura strong conjuration; CL 16th

Slot arms; Weight 1 lb.

DESCRIPTION

These bejeweled and shining bracers initially appear to be bracers of armor +5 and actually serve as such until the wearer is attacked in anger by an enemy with a Challenge Rating equal to or greater than her level. At that moment and thereafter, the bracers cause a –5 penalty to AC. Once their curse is activated, bracers of defenselessness can be removed only by means of a remove curse spell.

CREATION

Magic Items bracers of armor +5

Broom of Animated Attack

Aura moderate transmutation; CL 10th

Slot none; Weight 3 lbs.

DESCRIPTION

This item is indistinguishable in appearance from a normal broom. It is identical to a broom of flying by all tests short of attempted use.

If a creature attempts to fly using the broom, the broom does a loop-the-loop with its hopeful rider, dumping him on his head from 1d4+5 feet off the ground (no falling damage, since the fall is less than 10 feet). The broom then attacks the victim, swatting the victim’s face with the straw or twig end and beating him with the handle end. The broom gets two attacks per round with each end (two swats with the straw and two with the handle, for a total of four attacks per round). It attacks with a +5 bonus on each attack roll. The straw end causes a victim to be blinded for 1 round when it hits. The handle deals 1d6 points of damage when it hits. The broom has AC 13, CMD 17, 18 hit points, and hardness 4.

CREATION

Magic Items broom of flying

Chatter Ring

Source PPC:AH

Slot ring; CL 3rd; Weight —; Aura faint divination

DESCRIPTION

This ring appears as a normal ring of eloquence, with four different languages (usually Common, Dwarven, Elven, and Gnome) etched around the inside of a silver band, and the wearer of a chatter ring gains the ability to speak the four languages inscribed in the ring. However, the difference between a chatter ring and a normal ring of eloquence quickly becomes apparent when the wearer speaks, as he becomes overwhelmingly talkative. The wearer takes a –2 penalty on Bluff, Diplomacy, Disguise, Perform (oratory), and Stealth checks. The ring can be removed only after the wearer benefits from a remove curse spell or similar effect.

INTENDED MAGIC ITEM

Ring of eloquence

Circlet of Spell-Eating

Source PPC:BM

Price varies Type I 1,500 gp, Type II 6,000 gp, Type III 13,500 gp, Type IV 24,000 gp; Slot head; CL 7th; Weight —; Aura moderate (no school)

DESCRIPTION

Iridescent whorls and runes in a flowing eldritch script adorn this golden circlet. The circlet functions as a ring of spell knowledge, allowing a spontaneous caster to learn and store an additional arcane spell. However, once the circlet has been worn for 1d6 days, the wearer must succeed at a DC 16 Will save each day when meditating to renew her spell slots. Failure indicates that she loses knowledge of a random spell, whose level cannot exceed the maximum level of the circlet of spell-eating. Knowledge of this spell is lost until the circlet is removed, returning at a rate of one spell per day, beginning with the lowest-level spell forgotten.

So long as the circlet of spell-eating has caused its wearer to forget at least one spell, its creator can cast the first spell lost to the item once per day as a spell-like ability.

CREATION

Cost varies Type I 750 gp, Type II 3,000 gp, Type III 6,750 gp, Type IV 12,000 gp; Feats Craft Wondrous Item; Spells bestow curse, imbue with spell ability

Cloak of Immolation

Source: PZO1115

Aura strong evocation; CL 12th

Slot shoulders; Weight 1 lb.

DESCRIPTION

This cloak appears to be a finely made normal garment that radiates protective magic. The cloak can be handled or examined without harm, but when it is put on, it immediately bursts into flames that burn continuously but do not harm the cloak, only its wearer. The cloak deals 1d6 points of fire damage each round and cannot be removed unless the curse is broken. Sufficient amounts of water or other smothering materials can douse the flames temporarily, but the cloak reignites when exposed to air again. Spells like resist energy, protection from energy, and similar effects can protect the wearer against the cloak’s flames while they last.

CREATION

Magic Items any cloak

Cloak, Poisonous

Aura strong abjuration; CL 15th

Slot shoulders; Weight 1 lb.

DESCRIPTION

This cloak is usually made of a wool, although it can be made of leather. A detect poison spell can reveal the presence of poison in the cloak’s fabric. The garment can be handled without harm, but as soon as it is actually donned, the wearer takes 4d6 points of Constitution damage unless she succeeds on a DC 28 Fortitude save.

Once donned, a poisonous cloak can be removed only with a remove curse spell; doing this destroys the magical property of the cloak. If a neutralize poison spell is then used, it is possible to revive a dead victim with a raise dead or resurrection spell.

CREATION

Magic Items cloak of arachnida, cloak of the bat, cloak of etherealness, cloak of resistance +5, major cloak of displacement

Crown of Blindness

Source: PZO1115

Aura moderate illusion; CL 10th

Slot headband; Weight 1 lb.

DESCRIPTION

This fine silver circlet is often set with a milky moonstone. When a wearer places it on his head, the stone quickly goes dark like the waning moon, and the wearer must make a DC 14 Fortitude saving throw or immediately go blind. The saving throw must be made each round that the crown is worn until the wearer succumbs to the blindness. Removing the circlet requires breaking the curse. The blindness can be cured using remove blindness/deafness or any spell normally used to end a curse.

CREATION

Magic Items headband of alluring charisma, headband of inspired wisdom, headband of mental prowess, headband of mental superiority, headband of vast intelligence, moon circlet

Crystal Hypnosis Ball

Aura strong divination; CL 17th

Slot none; Weight 7 lbs.

DESCRIPTION

This cursed scrying device is indistinguishable, at first glance, from a normal crystal ball. However, anyone attempting to use the scrying device becomes fascinated for 1d6 minutes, and a telepathic suggestion is implanted in his mind (Will DC 19 negates).

The user of the device believes that the desired creature or scene was viewed, but actually he came under the influence of a powerful wizard, lich, or even some power or being from another plane. Each further use brings the crystal hypnosis ball gazer deeper under the influence of the controller, either as a servant or a tool. Note that throughout this time, the user remains unaware of his subjugation.

CREATION

Magic Items crystal ball

Dust of Sneezing and Choking

Aura moderate conjuration; CL 7th

Slot none; Weight

DESCRIPTION

This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20-foot spread to fall into fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 3d6 points of Constitution damage immediately. Those who succeed on this saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds.

CREATION

Magic Items dust of appearance, dust of tracelessness

Flask of Curses

Aura moderate conjuration; CL 7th

Slot none; Weight 2 lbs.

DESCRIPTION

This item looks like an ordinary beaker, bottle, container, decanter, flask, or jug. It may contain a liquid, or it may emit smoke. When the flask is first unstoppered, all within 30 feet must make a DC 17 Will save or be cursed, taking a –2 penalty on attack rolls, saving throws, and skill checks until a remove curse spell is cast upon them.

CREATION

Magic Items decanter of endless water, efreeti bottle, eversmoking bottle, iron flask

Gauntlets of Fumbling

Aura moderate transmutation; CL 7th

Slot hands; Weight 2 lbs.

DESCRIPTION

These gauntlets perform according to their appearance until the wearer finds herself under attack or in a life-and-death situation. At that time, the curse is activated. The wearer becomes fumble-fingered, with a 50% chance each round of dropping anything held in either hand. The gauntlets also lower Dexterity by 2 points. Once the curse is activated, the gloves can be removed only by means of a remove curse spell, a wish, or a miracle.

CREATION

Magic Items gauntlet of rust, gloves of arrow snaring, glove of storing, gloves of swimming and climbing

Girdle of Opposite Gender

Source: PZO1115

Aura moderate transmutation; CL 10th

Slot belt; Weight 1 lb.

DESCRIPTION

When this magical belt is put on, the wearer must immediately make a DC 20 Fortitude saving throw or be transformed into a person of the opposite gender. The character’s abilities, mind, and spirit remain unaffected; only the character’s sex changes. If the character’s saving throw is a natural 1, the item actually removes all gender from the wearer, giving him an androgynous, neutered appearance. The change is permanent unless undone with curse-removing magic. Once its magic takes effect, the belt can be removed without effort. A creature can only be affected by a particular girdle once, though other girdles of this type can cause another transformation.

CREATION

Magic Items any belt

Hat of Hatreds

Source: PZO1115

Aura moderate illusion; CL 10th

Slot head; Weight

DESCRIPTION

This hat performs in all ways like a hat of disguise until its owner attempts to use it to disguise himself in the presence of a hostile creature. Once he does, the hat causes him to assume the guise of the creature or person the hostile creature most wants to harm. The hat never causes the wearer to assume the appearance of someone the viewer wouldn’t harm if he had the opportunity (for example, the greatly feared leader of the local temple).

Once the hat reveals its true abilities, it no longer responds to attempts by its wearer to change his appearance. Instead, it automatically causes him to take on the guise of someone known to and despised by those viewing him, complete with supplementary illusions that make that wearer appear disoriented, injured, or weak. For example, in a goblin lair, the wearer might look like the tribe’s chief, but sleepy and vulnerable. In a human town, the wearer may look like the hated local bully, drunk and staggering. In an evil town, the wearer looks like a confused visitor and appears to be an ideal target to victimize with some crime.

Curse-breaking magic is necessary to remove the hat.

CREATION

Magic Items hat of disguise

Helm of Opposite Alignment

Aura strong transmutation; CL 12th

Slot head; Weight 3 lbs.

DESCRIPTION

When placed upon the head, this item’s curse immediately takes effect (Will DC 15 negates). On a failed save, the alignment of the wearer is radically altered to an alignment as different as possible from the former alignment—good to evil, chaotic to lawful, neutral to some extreme commitment (LE, LG, CE, or CG). Alteration in alignment is mental as well as moral, and the individual changed by the magic thoroughly enjoys his new outlook. A character who succeeds on his save can continue to wear the helmet without suffering the effect of the curse, but if he takes it off and later puts it on again, another save is required.

Only a wish or a miracle can restore a character’s former alignment, and the affected individual does not make any attempt to return to the former alignment. In fact, he views the prospect with horror and avoids it in any way possible. If a character of a class with an alignment requirement is affected, an atonement spell is needed as well if the curse is to be obliterated. When a helm of opposite alignment has functioned once, it loses its magical properties.

CREATION

Magic Items hat of disguise, helm of comprehend languages and read magic, helm of telepathy

Incense of Obsession

Aura moderate enchantment; CL 6th

Slot none; Weight

DESCRIPTION

These blocks of incense appear to be incense of meditation. If meditation is conducted while incense of obsession is burning, the user becomes totally confident that her spell ability is superior due to the magic incense. She uses her spells at every opportunity, even when not needed or useless. The user remains obsessed with her abilities and spells until all have been used or cast, or until 24 hours have elapsed.

CREATION

Magic Items incense of meditation

Kleptomaniac’s Gloves

Source PPC:AH

Slot hands; CL 3rd; Weight 1 lb.; Aura faint transmutation

DESCRIPTION

These simple calfskin gloves intensify the avaricious inclinations of their wearer. Kleptomaniac’s gloves confer the same +5 competence bonus on Sleight of Hands checks as gloves of larceny, but the first time the wearer attempts to take something from a given creature with a Sleight of Hand check, she must attempt another such check against that creature at the first available opportunity, whether or not the first attempt was successful. This increases the DC of the check by 10, as though the first attempt were a failure, and it imparts a –20 penalty on the check. Kleptomaniac’s gloves can be removed only after the wearer benefits from a remove curse spell or similar effect.

INTENDED MAGIC ITEM

Gloves of larceny

Mace of Blood

Aura moderate abjuration; CL 8th

Slot none; Weight 8 lbs.

DESCRIPTION

This +3 heavy mace must be coated in blood every day, or else its bonus fades away until the mace is coated again. The character using this mace must make a DC 13 Will save every day it is within his possession or become chaotic evil.

CREATION

Magic Items +3 heavy mace

Medallion of Thought Projection

Aura moderate divination; CL 7th

Slot neck; Weight

DESCRIPTION

This device seems like a medallion of thoughts, even down to the range at which it functions, except that the thoughts overheard are muffled and distorted, requiring a DC 15 Will save to sort them out. However, while the user thinks she is picking up the thoughts of others, all she is really hearing are figments created by the medallion itself. These illusory thoughts always seem plausible and thus can seriously mislead any who rely upon them. What’s worse, unknown to her, the cursed medallion actually broadcasts her thoughts to creatures in the path of the beam, thus alerting them to her presence.

CREATION

Magic Items medallion of thoughts

Necklace of Strangulation

Aura strong conjuration; CL 18th

Slot neck; Weight

DESCRIPTION

A necklace of strangulation appears to be a wondrous piece of magical jewelry. When placed on the neck, the necklace immediately tightens, dealing 6 points of damage per round. It cannot be removed by any means short of a limited wish, wish, or miracle and remains clasped around the victim’s throat even after his death. Only when he has decayed to a dry skeleton (after approximately 1 month) does the necklace loosen, ready for another victim.

CREATION

Magic Items necklace of adaptation, necklace of fireballs, periapt of health, periapt of proof against poison, periapt of wound closure

Needful Doll

Source PZO1135

Slot none; CL 13th; Weight 1 lb.

Aura strong conjuration and illusion

DESCRIPTION

When a humanoid creature picks up this ugly old doll, he triggers a horrible curse. Thereafter, the cursed doll considers that creature its owner. If the owner leaves the doll, it appears next to him the next time he sleeps.

The doll is vindictive. If the owner repeatedly tries to get rid of it or leaves it behind at home, it torments him with terrible nightmares in which everyone he trusts abandons him. If the owner destroys the doll, he has disturbing nightmares in which people he trusts murder him in gruesome ways. If the owner keeps the doll in a backpack or other closed container for much of the day, he has nightmares in which he slowly suffocates in a dark, cramped place.

The nightmares occur the next time the owner sleeps. This functions as per nightmare (DC 22); the doll is considered to have firsthand knowledge of the owner (or familiar knowledge if the owner has owned the doll for more than a week) and to have a body part. Regardless of how the owner abandons or destroys the doll, it returns the next night in the same condition as when the owner first found it. Using break enchantment or remove curse on the doll makes it unable to return for 1d4+1 days, though at that point, it returns as usual.

The doll is quick to forgive, however. If the owner treats it well for a day, carrying it openly and maintaining physical contact, the nightmares fade away until the doll feels that it has been mistreated again. The only certain way to get rid of or destroy the doll (short of miracle or wish) is to find someone who accepts it as a gift. If the owner dies, the curse is lifted, and the doll patiently waits until a new owner finds it, though if the previous owner returns from the dead before that time, the doll returns to his side.

CREATION

Magic Items anatomy doll, ganji doll, hexing doll

Net of Snaring

Aura moderate evocation; CL 8th

Slot none; Weight 6 lbs.

DESCRIPTION

This net provides a +3 bonus on attack rolls but can only be used underwater. Underwater, it can be commanded to shoot forth up to 30 feet to trap a creature. If thrown on land, it changes course to target the creature that threw it.

CREATION

Magic Items +3 net

One-Way Window

Source: PZO1115

Aura faint divination; CL 5th

Slot none; Weight 1 lb. (20 lbs. in larger form)

DESCRIPTION

This small, 6-inch-square glass tablet grows to a 6-foot-by-3-foot window if placed on any sufficiently large vertical surface and returns to its original size if removed. The window melds ever so slightly into the surface, allowing it to ignore minor protrusions, curves, or anything else that would normally make it difficult to simply lay down a pane of glass. On command, the front of this glass displays all activities on the other side of this surface like a window, piercing wood, earth, or stone up to 10 feet deep, but not metal. The window does not reveal its existence to non-hostile creatures depicted within it, allowing observers to study them at their leisure.

However, once the owner of the window uses it to spy on hostile creatures, its curse activates. From that moment on, the window presents its owner and anyone looking through the window with an artificial image of the other side designed to lull them into a sense of false confidence—enemies appear sleeping or drunk, pits have obvious plank bridges for easy crossing, and so on. While presenting this image to those in front of the mirror, it reveals those viewers to the enemies being observed, creating a two-way window; however, viewed creatures see those using the mirror accurately and can read their thoughts as if using detect thoughts. Furthermore, the image shown to those using the mirror does not reveal that the creatures they are watching can see them as well. Once the curse activates, the owner comes to regard using the mirror to spy ahead as his most effective tactic (after all, it has no limit to its duration) and does so whenever possible until curse-breaking magic frees him from its influence (anyone who uses the mirror to spy on hostiles, even if he wasn’t the one to activate the mirror, is also subject to this desire to continue using it).

CREATION

Magic Items mirror of life trapping, mirror of opposition

Overcharged Staff

Source PPC:AH

Slot none; CL 11th; Weight 5 lbs; Aura moderate evocation

DESCRIPTION

This staff appears as a normal staff of electricity, except it is black instead of silver and electricity occasionally arcs along the shaft. The curse on this weapon alters the shocking grasp, lightning bolt, and chain lightning spells granted by the staff, causing extra surges of energy to damage the wielder and his allies.

When the wielder uses the overcharged staff to cast shocking grasp, he takes 1d3 points of electricity damage per caster level (maximum 5d3). When the wielder uses the overcharged staff to cast lightning bolt, a random ally takes 1d6 points of electricity damage per caster level (maximum 10d6); the ally takes half that amount with a successful Reflex save. When the wielder uses the overcharged staff to cast chain lightning, for each target the wielder chooses as a primary or secondary target, a random ally must be chosen as a secondary target.

INTENDED MAGIC ITEM

Staff of electricity

Periapt of Foul Rotting

Aura moderate abjuration; CL 10th

Slot neck; Weight

DESCRIPTION

This engraved gem appears to be of little value. If any character keeps the periapt in her possession for more than 24 hours, she contracts a terrible rotting affliction that permanently drains 1 point of Dexterity, Constitution, and Charisma every week. The periapt (and the affliction) can be removed only by application of a remove curse spell followed by a remove disease and then a heal, miracle, limited wish, or wish spell. The rotting can also be countered by crushing a periapt of health and sprinkling its dust upon the afflicted character (a full-round action), whereupon the periapt of foul rotting likewise crumbles to dust.

CREATION

Magic Items periapt of health, periapt of proof against poison, periapt of wound closure

Potion of Poison

Aura strong conjuration; CL 12th

Slot none; Weight

DESCRIPTION

This potion has lost its beneficial abilities and become a potent poison. This poison deals 1d3 Constitution damage per round for 6 rounds. A poisoned creature can make a DC 14 Fortitude save each round to negate the damage and end the affliction.

CREATION

Magic Items any potion

Ring, Cannibal

Source: PZO1115

Aura strong transmutation; CL 16th

Slot ring; Weight

DESCRIPTION

This simple and unadorned copper ring appears slightly tarnished, but seemingly wards off the effects of hunger or other sorts of deprivation; all tests reveal it to be a ring of sustenance. However, after wearing it for 7 days, its owner instead comes to suffer from almost constant hunger and thirst, which, if not sated, ultimately drives him mad enough to become a cannibal. The wearer must eat and drink a full day’s worth of food and water each hour to avoid making a starvation or thirst check. Once the wearer starts to take lethal damage instead of nonlethal damage due to failed checks, he begins to experience ever more powerful cravings for the flesh of intelligent creatures (any living creature with an Intelligence of 3 or higher).

Once the wearer feasts in such a manner, he recovers all nonlethal damage sustained from hunger and thirst, though he continues to suffer lethal damage on failed starvation and thirst checks. The next time he is in a situation in which he could eat part of an intelligent being, he must make a DC 15 Will save or dine on the forbidden meat. If the wearer succumbs to this urge again, he recovers all lethal damage from failed starvation and thirst checks, and realizes cannibalism is the key to avoiding the increased hunger and thirst—on any day he eats at least one meal of flesh from an intelligent creature, he does not have to make hourly starvation and thirst checks, and recovers any accumulated damage from failing these checks. Once its curse activates, the ring cannot be removed until the curse is broken.

CREATION

Magic Items ring of sustenance

Ring of Clumsiness

Aura strong transmutation; CL 15th

Slot ring; Weight

DESCRIPTION

This ring operates exactly like a ring of feather falling. However, it also makes the wearer clumsy. She takes a –4 penalty to Dexterity and has a 20% chance of spell failure when trying to cast any arcane spell that has a somatic component. (This chance of spell failure stacks with other arcane spell failure chances.)

CREATION

Magic Items ring of feather falling

Ring of Truth

Source: PZO1115

Aura moderate enchantment; CL 9th

Slot ring; Weight

DESCRIPTION

Deceptively pleasant looking, a ring of truth bears images of childlike angels and broadly smiling divine creatures holding onto links of a heavy chain. The wearer of this cursed ring is rendered unable to tell a deliberate lie, in either speech or writing. The wearer may simply omit the truth or choose not to communicate, but even then must succeed on a DC 20 Will saving throw to avoid answering a direct question truthfully. The wearer cannot remove the ring unless the magic of the curse is negated.

CREATION

Magic Items ring of mind shielding, ring of x-ray vision

Riot Pipes

Source: PZO1115

Aura moderate enchantment; CL 10th

Slot none; Weight 3 lbs.

DESCRIPTION

This simple musical instrument seems and behaves in all ways like any other kind of magical pipes until its owner plays it in an urban setting. Once he does, it requires all people within hearing to make a DC 15 Will saving throw to avoid falling into a murderous fury. Those who fail their saves gain the effects of a rage spell for the next 1d6 hours and experience a strong compulsion (Will DC 15 negates) to attack any stranger or disliked person whom they encounter during this time. If the owner spends more than 3 consecutive days in an urban setting, he must make a DC 15 Will saving throw each day to avoid playing the riot pipes at some point during each subsequent day. The pipes remain with the player until the curse is broken.

CREATION

Magic Items pipes of haunting, pipes of the sewers, pipes of sounding

Robe of Powerlessness

Aura strong transmutation; CL 13th

Slot body; Weight 1 lb.

DESCRIPTION

A robe of powerlessness appears to be a magic robe of another sort. As soon as a character dons this garment, she takes a –10 penalty to Strength, as well as to Intelligence, Wisdom, or Charisma, forgetting spells and magic knowledge accordingly. If the character is a spellcaster, the robe targets the character’s primary spellcasting score, otherwise it targets Intelligence. The robe can be removed easily, but in order to restore mind and body, the character must receive a remove curse spell followed by heal.

CREATION

Magic Items robe of the archmagi, robe of blending, robe of bones, robe of eyes, robe of scintillating colors, robe of stars, robe of useful items

Robe of Vermin

Aura strong abjuration; CL 13th

Slot body; Weight 1 lb.

DESCRIPTION

The wearer notices nothing unusual when the robe is donned, and it functions normally. However, as soon as he is in a situation requiring concentration and action against hostile opponents, the true nature of the garment is revealed: the wearer immediately suffers a multitude of bites from the insects that magically infest the garment. He must cease all other activities in order to scratch, shift the robe, and generally show signs of the extreme discomfort caused by the bites and movement of these pests.

The wearer takes a –5 penalty on initiative checks and a –2 penalty on all attack rolls, saves, and skill checks. If he tries to cast a spell, he must make a concentration check (DC 20 + spell level) or lose the spell.

CREATION

Magic Items robe of the archmagi, robe of blending, robe of bones, robe of eyes, robe of scintillating colors, robe of stars, robe of useful items

Rod of Arson

Source: PZO1115

Aura strong evocation; CL 12th

Slot none; Weight 5 lbs.

DESCRIPTION

All tests indicate that this hollow metal tube is a rod of flame extinguishing until its owner uses it to extinguish or suppress a fire in a combat or other sort of dangerous situation. Once he does, he discovers that rather than quenching the flame, the rod causes the flame to enter his body. This flame persists inside of him for the next 24 hours, causing minor discomfort and giving him the sickened condition, but causing no visible injury. However, when the wielder is adjacent to or within a flammable object or structure, he feels inclined to set the object ablaze, using whatever means at his disposal. Each round the wielder resists this urge, he takes 1d6 points of fire damage as the flame within him surges and roils. After 1 minute of this, he must make a DC 15 Will save or succumb to the temptation; if he saves, the urge passes, the internal fire stops harming him, and he can interact normally with the flammable target thereafter.

Once the curse reveals itself, the owner must make a DC 15 Will saving throw to avoid using it to extinguish or suppress any fire he encounters which he himself did not start. He cannot use the rod against fires that he personally started. Successful curse-breaking magic allows the wielder to get rid of the rod and harmlessly dissipates any fire persisting inside him from the action of the rod.

CREATION

Magic Items rod of flame extinguishing

Scarab of Death

Aura strong abjuration; CL 19th

Slot neck; Weight

DESCRIPTION

If this small scarab brooch is held for more than 1 round or carried in a living creature’s possessions for 1 minute, it changes into a horrible burrowing beetle-like creature. The thing tears through any leather or cloth, burrows into flesh, and reaches the victim’s heart in 1 round, causing death. A DC 25 Reflex save allows the wearer to tear the scarab away before it burrows out of sight, but he still takes 3d6 points of damage. The beetle then returns to its scarab form. Placing the scarab in a container of wood, ceramic, bone, ivory, or metal prevents it from coming to life and allows for long-term storage of the item.

CREATION

Magic Items amulet of mighty fists, amulet of natural armor, amulet of the planes, amulet of proof against detection and location, brooch of shielding, golembane scarab, scarab of protection

Shield, Planar Invasion

Source: PZO1115

Aura strong conjuration; CL 17th

Slot shield; Weight 15 lbs.

DESCRIPTION

This impressive shield seems to be and behaves in all ways as an absorbing shield until its owner attempts to use its disintegration power in combat. Once he does, it instead causes one or more monsters to pour forth from the shield and attack the nearest creature each round (including the shield-bearer) for 1d6 rounds before retreating from the battle by the safest possible route. If there is no such path for them to escape, the monsters fight to the death. To determine the nature and number of the monsters, roll 2d4 to determine the level of the summon monster spell and roll 1d3 to determine the number of creatures that appear. Monsters conjured by this shield remain until killed, act as normal for their kind, and are treated as summoned creatures with a permanent duration.

Once its curse activates, the shield calls forth monsters three times per day, approximately every 8 hours. If the monsters cannot emerge directly from the shield and survive (for example, because it’s buried or underwater), they instead appear at the nearest safe location within 50 feet. Successful curse-breaking magic cast on the shield restores it to its previous guise as an absorbing shield and allows its wearer to abandon it.

CREATION

Magic Items absorbing shield

Spear, Cursed Backbiter

Aura moderate evocation; CL 10th

Slot none; Weight 3 lbs.

DESCRIPTION

This is a +2 shortspear, but each time it is used in melee against a foe and the attack roll is a natural 1, it damages its wielder instead of her intended target. When the curse takes effect, the spear curls around to strike its wielder in the back, automatically dealing the damage to the wielder. The curse even functions when the spear is hurled, and in such a case the damage to the hurler is doubled.

CREATION

Magic Items +2 shortspear, any magic weapon

Spectacles, Spendthrift

Source PPC:BM

Price 6,250 gp; Slot eyes; CL 8th; Weight —; Aura moderate illusion

DESCRIPTION

Crafted from brass and polished quartz, these expensive bifocals grant the wearer a +5 bonus on Appraise checks, and on Linguistics or Perception checks to detect a forgery.

However, after they have been worn for 1 week, they begin distorting the wearer’s perception of value, replacing this bonus with a –10 penalty on the same checks. This penalty persists even when a victim is not wearing the spendthrift spectacles. Whenever the wearer is making a purchase that costs more than 10 gp, he must succeed at a DC 14 Will save or be compelled to make extravagant offers and pay outrageous prices (1d10 × 10% more than the asking price) for the item, paying with coin and valuables if available, or bartering with other equipment if not.

CREATION

Cost 3,125 gp; Feats Craft Wondrous Item; Spells beguiling gift, bestow curse

Stone of Weight (Loadstone)

Aura faint transmutation; CL 5th

Slot none; Weight 1 lb.

DESCRIPTION

This dark, polished stone reduces the possessor’s base land speed to half of normal. Once picked up, the stone cannot be disposed of by any nonmagical means—if it is thrown away or smashed, it reappears somewhere upon the possessor’s person. If a remove curse spell is cast upon a loadstone, the item may be discarded normally and no longer haunts the individual.

CREATION

Magic Items ioun stone, stone of alarm, stone of controlling earth elementals, stone of good luck

Sword, –2 Cursed

Aura strong evocation; CL 15th

Slot none; Weight 4 lbs.

DESCRIPTION

This longsword performs well against targets in practice, but when used in combat its wielder takes a –2 penalty on attack rolls.

All damage dealt is also reduced by 2 points, but never below a minimum of 1 point of damage on any successful hit. The sword always forces that character to employ it rather than another weapon. The sword’s owner automatically draws it and fights with it even when she meant to draw or ready some other weapon.

CREATION

Magic Items +2 longsword, any magic weapon

Sword, Berserking

Aura moderate evocation; CL 8th

Slot none; Weight 12 lbs.

DESCRIPTION

This sword appears to be a +2 greatsword. However, whenever it is used in battle, its wielder goes berserk (gaining all the benefits and drawbacks of the barbarian’s rage ability). He attacks the nearest creature and continues to fight until unconscious or dead or until no living thing remains within 30 feet. Although many see this sword as a cursed object, others see it as a boon.

CREATION

Magic Items +2 greatsword, any magic weapon

Sword, Buffoon’s

Source: PZO1115

Aura moderate divination; CL 10th

Slot none; Weight 2 lbs.

DESCRIPTION

This blade seems and behaves in all ways as a sword of subtlety until actually used in combat. Once used in combat, it imposes a –10 penalty on all Stealth checks made by its wielder. It also makes it nearly impossible for the owner to tell a lie or engage in any other sort of subterfuge. Each time he does so, he must make a DC 15 Will saving throw to avoid blurting out the truth or taking some other involuntary action that spoils his attempted ruse. Only curse-ending magic can rid the wielder of the sword once its curse activates.

CREATION

Magic Items sword of subtlety

Talisman of Spying

Source PPC:BM

Price 19,000 gp; Slot none; CL 7th; Weight 1 lb.; Aura moderate divination

DESCRIPTION

This small decorative object can take almost any form but is always small and seemingly valuable. The item seems so intriguing and delightful that any creature holding it—including while examining it with Appraise or Spellcraft checks—becomes infatuated with the object and compelled to keep it (Will DC 13 negates).

Each talisman of spying is linked to a ring when created. Any creature within 30 feet of a talisman of spying takes a –5 penalty on saving throws against divinations used by the ring’s wearer.

The ring’s wearer is always aware of the direction and distance to the talisman and can discern the general condition of a creature carrying the talisman as if using status. Once per day, the creature wearing the talisman’s ring can use scry upon the talisman. This functions as scrying if the talisman is carried by a creature, or as clairaudience/clairvoyance if the talisman is unattended.

CREATION

Cost 9,500 gp; Feats Craft Wondrous Item; Spells beguiling gift, bestow curse, status

Vacuous Grimoire

Aura strong enchantment; CL 20th

Slot none; Weight 2 lbs.

DESCRIPTION

A book of this sort looks like a normal one on some mildly interesting topic. Any character who opens the work and reads so much as a single word therein must make two DC 15 Will saves. The first is to determine if the reader takes 1 point of permanent Intelligence and Charisma drain. The second is to find out if the reader takes 2 points of permanent Wisdom drain. To destroy the book, it must be burned while remove curse is being cast. If the grimoire is placed with other books, its appearance instantly alters to conform to the look of those other works.

CREATION

Magic Items blessed book, manual of bodily health, manual of gainful exercise, manual of quickness of action, tome of clear thoughts, tome of leadership and influence, tome of understanding

Vambrace, Style-Stealing

Source PPC:BM

Price 15,000 gp; Slot wrists; CL 10th; Weight 2 lbs.; Aura moderate transmutation

DESCRIPTION

This plain silver-and-steel bracelet grants the keen weapon special ability to any piercing or slashing weapon wielded by the wearer.

Each time the wearer confirms a critical hit with such a weapon, however, she must succeed at a DC 17 Fortitude save or the bracelet severs her hand, dealing 1d6 points of Dexterity drain and 2d6 points of bleed damage. The style-stealing vambrace and the severed hand immediately teleport to the item’s creator if he is on the same plane, or else drop to the ground if he is not.

Once per day, a creature holding the severed hand can speak the bracelet’s command word to gain access to one combat feat known by the previous wearer for 24 hours, as if it were a bonus feat. The creature must meet all of the usual prerequisites for the feat.

The wearer’s hand can be restored instantly with a regenerate spell, or with a restoration spell or regeneration (such as that granted by a ring of regeneration) if the severed hand is held against the stump. Restoring the wearer’s hand removes the Dexterity drain. The style-stealing vambrace cannot be removed from the severed hand it holds or be reused until its victim dies or the hand is reattached.

CREATION

Cost 7,500 gp; Feats Craft Wondrous Item; Spells bestow curse, gentle repose, keen edge

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