Cursed Magic Items

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Girdle of Masculinity / Femininity

Wonderous Item, Very Rare (Cursed)

This large belt is made a rich brown leather with fringe along the bottom. A silver buckle is fastened to the center of the belt, which has an engraving of a giant figure wearing gold crown and rubies for eyes, in the center of the buckle.

This item will appear identical to a Belt of Storm Giant Strength (DMG pg.155), and will be identified as such if magic is used to identify it. Upon buckling on the Girdle, one of the following effects will occur:

Roll (d20) Result
1   Wearer loses their sex and becomes non-binary
2-19   Wearer's sex changes to the opposite sex
20   Wearer suffers no effect

Any character who suffers a negative effect from this girdle will need to make a DC 12 Wisdom saving throw. On a failed save, they suffer from the results of Long Term Madness (DMG pg 259-260). Characters will also suffer from the following effects due to their sudden change:

  • Any armor that they are currently wearing will no longer fit anymore. Characters do not receive any benefits from their armor until the armor is refitted or new armor obtained.
  • Characters will make all Dexterity Saving Throws at Disadvantage for 1d4-1 days as they become use to their new bodies.
  • Characters will take one level of exhaustion if they do not take an immediate short rest due to the mental strain.

Once the effects of the girdle have taken place, the girdle loses all magical abilities and becomes a normal belt. The change in sex is permanent, with only a Wish spell or intervention by the character's Deity, like Divine Intervention, being able to restore them back to their original sex.

Ring of Delusion

Ring, Very rare (Cursed)

A light weight silver ring, it has a small round shaped sapphire set into it. Engraved on the inside of the ring are small oval shaped etchings, which look vaguely like eyes, some of which appear to be open, others closed.

This ring will identify as being magical, but will be vague on exactly what kind of magic is at work. Once the ring is put on a finger, or appropriate appendage, the wearer will believe that the ring is one of the following:

Roll (d100) Result
1–10   Ring of Animal Influence
11-30   Ring of Jumping
31-50   Ring of Mind Shielding
51-75   Ring of Invisibility
76-99   Ring of Water Walking
100   Ring of Three Wishes

The character will completely believe that their ring is that ring, and the character will unconsciously use all of their available abilities and/or other magic items to produce the effect they think the ring provides. Any time the character uses their new ring, they may make a DC 18 Wisdom saving throw to realize that the ring is not producing the actual effect. The ring may only be removed by a Remove Curse spell cast at 5th level or higher.

Phylactery of Monstrous Attention

Wondrous Item, Very rare (requires attunement by a Cleric, Cursed)

When this item is identified, it will reveal that only a Cleric can attune to this and that it will raise their AC by 2. When this arm wrapping is placed on, the wearer will receive a +2 to their AC and it will also draw the attention of the following creatures, based on the character's alignment:

Cleric Alignment Creatures
Good   Fiends
Neutral   Fiends & Celestials
Evil   Celestials

The CR of the creatures will be equivalent to that of the Cleric's level. If there are no creatures equal to the Cleric's level you can use multiple creatures who's CR, when combined, is equal to the Cleric's level. These interested creatures will begin attacking them at a time deemed appropriate by the DM.

If the cleric is of 18th level or higher, the attention of his or her deity's most powerful enemy will be drawn, so as to cause this being to interfere directly. For example, a Lawful Good cleric attracts various demons and devils and eventually the notice of Orcus or Baalzebul. Once worn, the phylactery can only be removed with a Wish spell or Remove Curse spell cast at 8th level or higher.

Robe of Vermin

Wonderous Item, Uncommon (requires attunement by a creature that can cast spells, Cursed)

The wearer notices nothing unusual when the robe is worn, and it will act in the same manner as a Cloak of Protection (DMG pg.159), and would be identified as such. However, as soon as the player casts a spell that requires an action, they immediately suffer a multitude of bites from the insects that magically infest the garment. The character will take no damage from this effect, but must cease all other activities for 1d4-1 rounds in order to scratch, shift the robe, and generally show signs of the extreme discomfort caused by the bites and movement of these pests.

If the wearer chooses to not cease activities, they suffer disadvantage on all attack rolls, saving throws, and ability checks. Once the wearer has activated the robe, all additional spells that are cast require the player to make a Concentration check, DC 15 + spell level, or lose the spell and waste the spell slot. The robe may be taken off if a Remove Curse spell is cast on it.

Bowl of Watery Death

Wonderous Item, Very Rare (Cursed)

This item looks exactly like a Bowl of Commanding Water Elementals (DMG pg.156), and any attempt to identify it will reveal it as such. However, when it is filled with water, the character must make a successful DC 18 Intelligence saving throw or be shrunk to the size of two inches and will descend into the bowl. Unless another creature is holding the bowl, it will fall upright to the floor, and its magical properties will prevent any water or the character to fall out. If salt water is poured into the bowl, the DC of the saving throw is raised to DC 22.

The victim will drown in 1d6+2 rounds, unless magic is used to save them. The character is able to be touched, but cannot be removed from the bowl by any physical means, such as grabbing them directly or with an item. The water cannot be poured from the bowl and the bowl can not be broken. The following spells/magic items can remove the player from the bowl.

Spell Effect
Freedom of Movement   Character can escape, but remains 2" tall.
Greater Restoration   Character can escape, but remains 2" tall.
Enlarge   Character returns to normal size and the bowl is destroyed.
Wish   If worded correctly, all effects are ended.
Potion of Growth   If poured into the bowl, has the same effects as an Enlarge spell.

Non-magical or magical water breathing will not work on any character trapped in the bowl, nor will any effect that would prevent them from drowning. Characters that may naturally breathe underwater are still subject to drowning.

Any character that escapes the bowl but remains at 2" in height may return to normal size through an Enlarge spell or Potion of Growth (the player must have it poured onto them) If the victim drowns, death is permanent, no resurrection is possible, with a Wish spell being the only means of revival.

 

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