Dragon Ring
This ring was created by a too-ambitious magic-user hoping to harness the power of the dragons, and though it certainly does benefit its wearer with certain powers, it ultimately comes with a major drawback.
First, the benefits: First, the wearer of the ring is able at will to detect precious metals within 60', able to determine direction, but not precise location. Second, the wearer gains the ability 3 times per day to breathe fire as a dragon. This breath attack extends from the wearer's mouth in a cone, 60' long and 15' wide at its furthest point, and it deals damage equal to the wearer's current hit points. Those caught within the cone are allowed a saving throw versus breath weapons to take half damage. Third and lastly, the wearer gains an aura of dragon awe, so that creatures entering melee against him must succeed in a morale check or forfeit their first attack (but are able to attack normally thereafter).
The wearer of the ring will ultimately discover that it is a curse, however. Immediately putting on the ring, the wearer will find himself unwilling to relinquish any wealth for frivolous purposes (including unwilling to remove the ring or otherwise give it up); this means that gold may be spent for lodgings and food, and to purchase necessary equipment, but for no other purposes: no carousing, no spell research, no wages for hirelings or mercenaries, no magic item creation, etc, etc.
After a month spent wearing the ring, the character's alignment changes to Chaotic as the draconic nature of the ring exerts itself on his spirit. Any class whose powers rely on alignment will suffer the full penalty of losing their class abilities, but be unable to atone without also removing the ring (e.g. a Lawful cleric who changes to Chaotic will lose all spells and undead turning abilities until/unless they atone or confirm their new alignment). It is at this point that the character's skin and eyes really take on a reptillian, draconic cast.
After a full year wearing the ring, a character is actually transformed bodily into a dragon. And no, this is not supposed to be a cool "I get to play a dragon" thing, it is rather at this point that the referee takes the character sheet away and informs the player that the dragon-character has settled down into a long draconic lethargy, sleeping on whatever wealth he has acquired, aroused only in defense of its hoard.
Ring of Cold
This ring is perpetually covered with a dusting of brown mold, which might be mistaken as rust. It is bitingly cold to the touch, and putting it on will reduce the wearer's hit points by one until the ring is removed (and the hp must then be healed back).
It otherwise acts as a ring of fire resistance, so that it grants +4 on saves against fire attacks, allows the wearer to ignore all normal fires, and reduces damage from magical fire attacks by 1 point per damage die (or per hit die of the creature in the case of a dragon's breath, which isn't rolled).
The fire resistance in this case, though, is granted because of the brown mold colony that has been enchanted into the ring. After suffering three major magical fire attacks, e.g. a fireball, dragon's breath, etc., the brown mold explodes forth from the ring, growing over the wearer's body. The mold deals 1d6 cold damage cumulatively for 5 rounds as it grows, after which it continues dealing 5d6 cold damage per round. This damage is also dealt to anyone within melee range. The body of the wearer will quickly be devoured and transformed into a brown mold colony once the character's hp reach 0, and continue to deal 5d6 cold damage every round to those within melee range.
Cold spells will cause the mold to go dormant for a number of rounds equal to the number of damage dice of the spell; and in the case of this ring, the mold is susceptible to acid damage, so that 8 acid damage will cause the colony to discorporate.
Ring of the Skeleton
This ring is formed of pale white bone. It acts essentially as a ring of sustenance or a ring of warmth; the wearer does not need to eat or breathe, and is immune to all kinds of cold damage. It further grants immunity to charm, sleep, and hold spells.
Unfortunately, its use entails certain downsides. The wearer may be turned as an undead creature of hit dice equivalent to the character's level (as close as possible). Furthermore, the wearer's body begins to show the effect of not-eating ... the character's body quickly wastes away until it seems only skin and bones remain. If allowed to continue (and the ring can only be removed with a remove curse spell) in this way, the flesh actually will wither away, leaving the character as only an animated skeletal figure. If the ring is removed at this point, the character will die. The character's charisma is permanently reduced by 6 due to becoming undead and a walking memento mori. As undead, the character will be destroyed by a raise dead spell, and cannot be merely raised from the dead if destroyed; once undead, only a wish spell or something similarly powerful is able to restore such a character.
... 'What about a little light?' said Bilbo apologetically. ---- 'We like the dark,' said all the dwarves. 'Dark for dark business! There are many hours before dawn.' ---- ... 'We are met to discuss our plans,' [said Thorin], 'our ways, means, policy, and devices. We shall soon before the break of day start on our long journey, a journey from which some of us, or perhaps all of us ... may never return.' ...
Showing posts with label cursed items. Show all posts
Showing posts with label cursed items. Show all posts
Friday, August 17, 2018
Monday, August 13, 2018
DIY 30 #10: Six Ways to Redeem Cursed Items
(I'm behind on my DIY 30 thing because I went on a short vacation, so I'm going to try to post a couple a day to catch up ...)
It's been my impression that cursed items--e.g. that sword -2 that your character picked up in the dungeon, and now won't part with barring a cleric's remove curse spell--were originally intended to be redeemed through quests, and to gain a magic bonus commensurate to the penalty of the curse (so that sword -2 would become a sword +2, if only you could figure out how to redeem it!)
I've introduced one item with a clear means of redeeming its curse into my game notes (the players haven't found it yet). I figured I'd share that means, and a few other ideas here, both for myself and for whoever wants to use them (and I intend to come up with more in the future ...):
1) wash the item in the waters of Lethe (the River of Forgetfulness), so that it forgets whatever evil caused it to be cursed, and then have it blessed by a cleric of a reasonable alignment along with a sacrifice of not less than 1000 gold per its magic bonus, i.e. a sword +2 would need a 2000 gp sacrifice
2) (for those of Evil alignment) the item has not yet been finally and completely corrupted. It must be used in the course of three murders (or other serious crimes, like betrayals, or human sacrifices) and then sealed in its new alignment by the "blessing" of an Evil cleric, naturally including a donation of 1000+ gold to the cult of Evil ...
3) the item must receive the Kiss of Peace from the Queen of Elves (or some other magical prince), who cursed the item to begin with. Perhaps it was a sword that stood bare between her and her would-be lover--the wielder--preventing consummation of their affair; or a magical cloak worn by a rival-in-love; regardless, the item will not now return to its former power until "forgiven" by her (or his) kiss
4) a weapon used for evil, armor that shielded a murderer, or an item that aided in some crime--the item must be formally broken and its original purpose renounced, esp. by breaking a sword-blade or spear-shaft. Then the item must be reconsecrated by a Good or Lawful or Clannish cleric with a bless spell and a sacrifice of 1000-6000 gold, and it gains a new and different function. Perhaps the broken sword becomes a virtual staff of healing, or the broken links of a murderer's mail become capable of turning undead and detecting evil
5) the curse is a test of humility, per faerie-story or Arthurian legend. Suffering it out with the item for a year and a day will prove the wielder's character, and the item will reveal itself in its full glory--a glory likely better than a mere reversal of its former penalty!
6) a demon or other spirit dwells within the item. This spirit can be exorcised by the correct cleric or magic-user for the right price, and so becomes a normal item +1 (whatever it may be), OR if the spirit is properly appeased on a regular basis, it may grant some extra power beyond a mere bonus, e.g. a fire spirit may allow the sword's blade to be sheathed in flame, causing 1-6 extra damage per a flaming sword, but only if appeased with burnt offerings of 500 gold per month (and otherwise, the sword functions as a sword -1 which automatically comes to hand in melee, as cursed swords do ...). Even better variations on powers and their costs should be easy to develop per the item and its situation ...
It's been my impression that cursed items--e.g. that sword -2 that your character picked up in the dungeon, and now won't part with barring a cleric's remove curse spell--were originally intended to be redeemed through quests, and to gain a magic bonus commensurate to the penalty of the curse (so that sword -2 would become a sword +2, if only you could figure out how to redeem it!)
I've introduced one item with a clear means of redeeming its curse into my game notes (the players haven't found it yet). I figured I'd share that means, and a few other ideas here, both for myself and for whoever wants to use them (and I intend to come up with more in the future ...):
1) wash the item in the waters of Lethe (the River of Forgetfulness), so that it forgets whatever evil caused it to be cursed, and then have it blessed by a cleric of a reasonable alignment along with a sacrifice of not less than 1000 gold per its magic bonus, i.e. a sword +2 would need a 2000 gp sacrifice
2) (for those of Evil alignment) the item has not yet been finally and completely corrupted. It must be used in the course of three murders (or other serious crimes, like betrayals, or human sacrifices) and then sealed in its new alignment by the "blessing" of an Evil cleric, naturally including a donation of 1000+ gold to the cult of Evil ...
3) the item must receive the Kiss of Peace from the Queen of Elves (or some other magical prince), who cursed the item to begin with. Perhaps it was a sword that stood bare between her and her would-be lover--the wielder--preventing consummation of their affair; or a magical cloak worn by a rival-in-love; regardless, the item will not now return to its former power until "forgiven" by her (or his) kiss
4) a weapon used for evil, armor that shielded a murderer, or an item that aided in some crime--the item must be formally broken and its original purpose renounced, esp. by breaking a sword-blade or spear-shaft. Then the item must be reconsecrated by a Good or Lawful or Clannish cleric with a bless spell and a sacrifice of 1000-6000 gold, and it gains a new and different function. Perhaps the broken sword becomes a virtual staff of healing, or the broken links of a murderer's mail become capable of turning undead and detecting evil
5) the curse is a test of humility, per faerie-story or Arthurian legend. Suffering it out with the item for a year and a day will prove the wielder's character, and the item will reveal itself in its full glory--a glory likely better than a mere reversal of its former penalty!
6) a demon or other spirit dwells within the item. This spirit can be exorcised by the correct cleric or magic-user for the right price, and so becomes a normal item +1 (whatever it may be), OR if the spirit is properly appeased on a regular basis, it may grant some extra power beyond a mere bonus, e.g. a fire spirit may allow the sword's blade to be sheathed in flame, causing 1-6 extra damage per a flaming sword, but only if appeased with burnt offerings of 500 gold per month (and otherwise, the sword functions as a sword -1 which automatically comes to hand in melee, as cursed swords do ...). Even better variations on powers and their costs should be easy to develop per the item and its situation ...
Subscribe to:
Posts (Atom)