SPECIFIC CURSED ITEMS
The following are a few examples of cursed items.
BAG OF DEVOURING ITEM 7+
RARE CONJURATION CURSED EXTRADIMENSIONAL MAGICAL
Usage held in 2 hands; Bulk 1
This item appears to be and functions as a bag of holding, but is actually a feeding orifice of a bizarre extradimensional creature. Any animal or vegetable matter put in the bag has a chance of triggering the bag’s interest. Whenever you reach into the bag to retrieve an item or place an animal or plant (or animal or plant product) within the bag, roll a DC 9 flat check. On a success, the bag ignores the intrusion. On a failure, the bag devours the triggering material, removing it from this realm of existence; the bag can’t eat artifacts or other similarly hard-to-destroy items. If the triggering material is not entirely inside of the bag, such as when someone reaches a hand inside, the bag of devouring attempts to pull it completely inside the bag using a Grapple action, with an Athletics bonus determined by the type of bag. On a success, it devours the victim or object entirely.
Type I; Level 7; Athletics Bonus +15; acts as a type II bag of holding
Type II; Level 11; Athletics Bonus +21; acts as a type III bag of holding
Type III; Level 13; Athletics Bonus +24; acts as a type IV bag of holding
BAG OF WEASELS ITEM 4
RARE CONJURATION CURSED EXTRADIMENSIONAL MAGICAL
Usage held in 2 hands; Bulk 1
This item appears to be and functions as a type I bag of holding, until you try to retrieve an item from the bag. Whenever you retrieve an item from the bag of weasels, roll a DC 11 flat check. On a success, you retrieve the item as normal. On a failure, the item you retrieve is transformed into a weasel; this doesn’t affect artifacts, cursed items, or other hard-to-destroy items.
This weasel has the statistics of a giant rat (Pathfinder Bestiary 276), except that it is Tiny and exudes an aura of transmutation magic. The weasel has no loyalty to you and typically attempts to escape as quickly as possible. If the weasel is targeted with a remove curse spell or a similar magical effect, it transforms back into the original item that was taken from the bag of weasels. If it dies or is slain, the weasel disappears and the item is permanently destroyed.
Because the weasel is a transformed item, you don’t gain any benefit you would receive from attacking a creature, defeating one, damaging one, or the like, but you do gain any benefit you would gain from destroying an item.
BOOTS OF DANCING ITEM 11
RARE CURSED ENCHANTMENT INVESTED MAGICAL
Usage worn shoes; Bulk L
These boots act as greater boots of elvenkind, but they react wildly to strong physical exertion. While you wear the boots, the curse activates whenever you attempt an Athletics check or Stride more than once in a single round during an encounter. The boots cast an 8th-level uncontrollable dance spell on you,and you automatically fail your save. Once the curse has activated for the first time, the boots fuse to you.
CLOAK OF IMMOLATION ITEM 7
RARE CURSED EVOCATION INVESTED MAGICAL
Usage worn cloak; Bulk L
Appearing as a magic cloak such as a cloak of elvenkind, this garment is made of highly volatile fabric. While wearing it, if you take fire damage, you also take 1d10 persistent fire damage. Taking fire damage while the persistent fire damage is in effect has no additional effect. You can extinguish the persistent fire damage as normal.
Any creature that hits you with a melee unarmed attack while you are taking this persistent fire damage takes fire damage equal to the persistent fire damage you took on your previous turn. Once the curse has activated for the first time, the boots fuse to you.
GLOVES OF CARELESSNESS ITEM 7
RARE ABJURATION CURSED EXTRADIMENSIONAL INVESTED MAGICAL
Usage worn gloves; Bulk L
These gloves appear and function as gloves of storing but repel any item not stored in the gloves. When wearing them, whenever you Interact to draw or pick up an item, roll a DC 11 flat check. On a success, you do so as normal. On a failure,
you instead fling the item 15 feet in a random direction. You can use a reaction to attempt a DC 23 Reflex save, causing the item to land at your feet instead if you succeed. Removing the stored item from the gloves does not trigger the item’s curse. The first time the curse activates, the gloves fuse to you.
MEDUSA ARMOR ITEM 14
RARE CURSED INVESTED MAGICAL TRANSMUTATION
Usage worn armor; Bulk 3
This +2 adamantine scale mail appears to have a fortification rune but grants none of its effects. Whenever you are critically hit, after taking damage, you become petrified for 1 round.
Once the curse has activated for the first time, the armor fuses to you.
MONKEY’S PAW ITEM 20
RARE CURSED MAGICAL MISFORTUNE NECROMANCY
Usage held in 1 hand; Bulk L
This dried, gnarled hand is clenched in a fist, waiting for a creature to pick it up. When you pick up the monkey’s paw, the hand opens, revealing three withered fingers. The monkey’s paw grants you three wishes, curling one finger after every one. Once you pick up the monkey’s paw, you cannot discard the hand until it returns to a clenched fist by casting its three wishes. Any attempts to discard the hand, even with the effects of a miracle or wish spell, are unsuccessful as the monkey’s paw reappears among your possessions within 1d4 hours; it doesn’t work for any other creature in the intervening time. The hand returns even if another creature steals it from you. Once you make all three wishes, the monkey’s paw uses plane shift to travel to a random point in
the multiverse.
Whenever the monkey’s paw hears you utter a
statement that sounds like a wish, even if you don’t use the words “I wish,” it activates and grants a twisted, horrifying version of your wish, producing any effect within the possibility of alter reality, miracle, primal phenomenon, or wish, and potentially a greater effect at the GM’s discretion.
NECKLACE OF STRANGULATION ITEM 15
RARE CURSED INVESTED MAGICAL TRANSMUTATION
Usage worn necklace; Bulk L
This beautiful necklace appears to be a magical item such as a necklace of fireballs or a pendant of the occult. When invested, it magically locks in place, suspiciously tightly, and fuses to you. When you enter a situation of extreme stress (as determined by the GM), the necklace tightens around your neck, suffocating you (Core Rulebook 478) and dealing 30 bludgeoning damage to you at the end of each of your turns. Once per round, you can spend a single action to attempt a DC 34 Athletics check or Fortitude save; success means you don’t take the damage on your current turn, but you continue suffocating. The necklace loosens after you’ve been dead for a month.
POISONOUS CLOAK ITEM 13+
RARE CURSED INVESTED MAGICAL TRANSMUTATION
Usage worn cloak; Bulk L
This innocuous-looking cloak is associated with a type of poison, set at the cloak’s creation. It often appears as a clandestine cloak or a cloak of the bat to the unaware. When you invest this cloak, you lose any resistance to poison damage, and anytime you take piercing or slashing damage in combat, you are exposed to the type of poison associated with the poisonous cloak with no onset, even if it’s not an injury poison. Once the curse has activated for the first time, the
cloak fuses to you.
Type I; Level 6; Poison giant scorpion venom
Type II; Level 10; Poison wolfsbane
Type III; Level 13; Poison purple worm venom
Type IV; Level 17; Poison hemlock
RING OF TRUTH ITEM 10
RARE CURSED ENCHANTMENT INVESTED MAGICAL
Usage worn; Bulk —
This ring appears to be a ring of lies, but when invested, close investigation reveals angelic wings and divine creatures hidden on the face of the ring. When you invest the ring, you are rendered unable to tell a deliberate lie, in either speech
or writing. If you attempt to omit the truth or phrase things truthfully but deceptively, roll a DC 11 flat check; on a failure, the ring itself blurts out the entire truth (as you believe it) as an answer. Keeping silent does not activate the ring’s curse.
Once the curse has activated for the first time, the ring fuses to you.
STONE OF WEIGHT ITEM 2
RARE CONJURATION CURSED MAGICAL
Usage held in 1 hand; Bulk L
Also known as a loadstone, this small stone appears nonmagical and has a lovely sheen, giving the impression that it could be a valuable or a notable item or a magic stone of some kind. When you’ve carried the stone on your person for
1 minute, its curse activates: the stone’s size does not change, but it suddenly increases in weight to 5 Bulk. This additional weight does not cause the stone to deal more damage if thrown or used as a weapon. It reappears in your possessions within 1 minute if you discard it, and can’t be destroyed or
thrown away permanently, or even placed in a container that would reduce or negate its Bulk (like a bag of holding), until it is subject to a remove curse spell or similar magic effect. Once the curse has activated for the first time, the stone fuses to you.