Advanced Dungeons & Dragons | Magic Items | - | Dragon | Dragon 34 |
Quirks | Minor Curses | - | Curses | Errata |
We have long disagreed with the premise
of cursed magic items.
Making a magic item is time-consuming enough
as it is without going to
the extra trouble of deliberately fashioning
cursed items. The occasional
cursed scroll is a reasonable means of
discouraging thieves from rummaging
in a wizard’s library, as is the inclusion
of a few vials of poison in
the potion locker. But cursed swords, delusion
rings and the like are just
too much.
So we propose that all magic items do exactly
what they are
supposed to do, but sometimes they do other
things as well. The
rationale I use is that something went
wrong in the manufacturing
process, and some malignant spirit or influence
was imbedded into the
item in question. Possibly it was attracted
by the hoo-raw and mumbojumbo
inherent in the manufacturing process,
and the usual wards and
such just didn’t work for some reason.
The following tables apply only to magic
items that are usable more
than once, which excludes scrolls and potions.
There is a basic 10%
chance that any given item has a defect
with a die roll of 01 indicating
two defects. 90% of all defects are Quirks,
9% are Minor Curses and
1% are Curses. Referees should be careful
not to let players simply
dump items they don’t want, but insist
that they sell or trade them to
someone else. Note also the marvelous opportunities
this presents for
urban encounters. Players could pose as
thieves trying to fence stolen
goods, but what they’re really trying to
do is get rid of some cursed item.
And DM’s could have a ball doing the same
to players.
The tables as given are to be used with
20-sided dice. Players and
referees are encouraged to come up with
their own quirks and curses,
and make a percentile dice table for this.
Quirks are relatively harmless
but annoying things. Minor Curses are real
inconveniences and Curses
are bad news. Note that none of them should
be so bad as to cause a
speedy death to the character stuck with
the cursed item. Aside from
reasons of fairness, player-characters
can usually dump horrid items
rapidly and the curse will affect them
only until they find a friendly cleric
or mage with a Remove Curse spell. Cursed
magic items should still be
useful and even desirable.
Touching the item is irrelevant; what counts
is possession. Character
is subject to defect as long as he has
knowing possession of the item.
1) | Eyes turn red and glow in the dark. Vision unaffected. |
2) | Dogs, cats and
small children fear you. Dogs growl at you, then
yelp and run away if you look at them. Cats hiss, then squawl, spit, and run away if you look at them. Small children cry when you enter the room or come near them, then scream hysterically and try to climb up into the arms of the nearest adult if you look at them. |
3) | Touch kills green plants. |
4) | Character cannot enter temple or holy ground
of a randomly
chosen alignment other than the weapon’s, which may be the same as his own. |
5) | Teenagers hero-worship or develop crushes
on you and follow
you everywhere. 10% chance per teenager. Parents will be very upset, and will probably have considerable influence if their kid had the leisure to meet you. It should be no more than remotely possible that a follower or henchman could be recruited in this fashion. |
6) | All normal fires within a 10’ radius sputter
and go out. Really
big fires won’t go out but they will be significantly affected. Lava and such wholly unaffected. |
7) | Skin color turns bright green. |
8) | Aversion to bathing. -2 Charisma, -6 Beauty,
Appearance
never better than Grubby, smell bad. |
9) | Grow light fur all over (same color as
body hair). -1 saving
throw vs. fire, plus 1 saving throw vs. cold. |
10) | People always mistake the character for
someone else when
they first meet him. |
11) | Character never recognizes celebrities
(Conan, Elric, Thor)
the first time he meets them. |
12) | 1% chance that persons of the same sex
become infatuated
with character. |
13) | Touch rots small wooden objects in 1-6
days. Affects objects
up to normal door in size. |
14) | Foot problems (blisters, bunions, corns,
ingrown toenails, etc).
Marching speed reduced by half. Dungeon speed reduced by 2”. |
15) | Gullible. reduce save vs. mental attack by 2. |
16) | Vicious temper, -2 Charisma, often starts unnecessary fights. |
17) | All beverages and liquids (including potions
and holy water,
but excluding drinking water and pure ethyl alcohol) within 5’ radius of character immediately go sour, curdle or become spoiled. |
18) | Referee’s imagination. |
19) | Roll twice, ignoring 19-20, to obtain two Quirks. |
20. | Roll on Minor Curse table. |
1) | Random Xenophobia (unreasoning hatred of some other intelligent race or species). |
2) | Random Xenophilia (unreasoning friendliness with another intelligent race or species). |
3) | Develop highly unpopular sexual perversion
(necktie party if
you’re caught). |
4) | Develop socially unacceptable sexual perversion
(Charisma
reduced to 3 if you are discovered—Hint: It has to do with graveyards). |
5) | Particular species of animal hates you
(DM’s discretion as to
whether or not it attacks you on sight). Includes lycanthropes of that species. |
6) | Character stutters at inconvenient times (DM’s discretion). |
7) | Character is allergic to horses (running
nose, sneezes, watering
eyes, etc). |
8) | Reduce randomly chosen prime requisite
by three for duration
of adventure. |
9) | Reduce randomly chosen saving throw by
three for duration
of adventure. |
10) | Satyriasis. |
11) | Claustrophobia. |
12) | Become a particular species of lycanthrope during full moons. |
13) | Must eat and drink 6 times normal due to
increased metabolism,
also will age twice as fast as normal. Plus 2 to dexterity (19, not 18, maximum). |
14) | Character becomes homosexual unless character
already is,
or is bisexual, in which cases character goes straight. |
15) | Severe drinking problem. |
16) | Compulsive Gambler, referee should make
effects severe and
debilitating as well as comical. Possibility that magic item with this curse would be used as a stake. |
17) | Nearsighted, cannot use missile weapons,
minus 1 in melee
attack and defense unless wearing glasses. DM’s should have fun in creating sages specializing in optometry, legends regarding such sages, situations dealing with broken spectacles, etc. |
18) | Referee’s Imagination. |
19) | Roll twice, ignoring 19-20, to obtain two Minor Curses. |
20) | Roll on Curse Table. |
1) | Armor makes you itch uncontrollably. |
2) | Extremely sadistic, as if anti-paladin |
3) | Reduce all prime requisites by three. |
4) | Reduce all saving throws by three. |
5) | Lycanthropy at inconvenient times (chosen by referee). |
6) | Reverse alignment or sex, depending on
which will cause the
most problems. |
7) | Berserk during melee, only 50% chance per
melee round after
melee of calming down or will attack friends. |
8) | Healing spells cast on character are minus
2 per die (minimum
of one): regeneration never works. |
9) | Minus 15% on all resurrection and system shock rolls. |
10) | Absolute fear of a particular class of
monster (all undead, any
of the Goblin Races, etc.) and will always run in panic. |
11) | Virulent carrier of a random lethal disease, doesn’t affect self. |
12) | All damage dice inflicted by you. and healing
spells cast on
others, are reduced by two points each, but never below one point per die. |
13) | Missile weapons always hit friends. |
14) | Enemies and monsters never surprised, but you always are |
15) | Coward; morale equivalent to level 0 soldier
with no loyalty
bonuses. |
16) | Overwhelming desire for human flesh; must
have it once per
week or minus 1 from each prime requisite for each meal mised. Referee’s discretion as to what happens when you are discovered. Possible alignment change. |
17) | Paranoid. |
18) | Referee’s imagination. |
19) | Roll twice, ignoring 19-20, to obtain two Curses. |
20) | Roll once on each table, ignoring 19-20. |
Example: Blork the Barbarian has a problem.
He recently acquired
two magic items with severe drawbacks when
he caught a thief picking
his pocket. The thief was overly quick
to surrender and offer Blork his
magic dagger and Elven Boots if Blork would
let him go. Blork does not
yet realize why the thief was so clumsy
as to let himself be caught.
Blork already had a magic item that made
him turn into a werewolf
during full moons. The dagger has a curse
that will make him absolutely
terrified of all lycanthropes and the referee
will have to decide how
Blork will react to that, given his own
lycanthropy. The Elven Boots
have two defects: they make their wearer’s
eyes glow red in the dark
and they spoil all booze within 5’. Blork
is about to lose what few friends
he has.
More
'Quirks'
<The article has been corrected>
At just about the time that the February issue of The
Dragon was
rolling off the presses,
author Tom Holsinger called us with alterations
he wanted made to his article
“Quirks and Curses” on pages 30-31.
Here they are, one issue later.
We hope the absence of these
clarifications did not harm
our readers’ enjoyment of the article.
In the list of Quirks, #15 should read: “Gullible. reduce save vs.
mental attack by 2.” The
remainder of those two lines should be
deleted.
Also, delete the references to the DMG in Minor Curses #1,
2 and
15, and in Curse #15. Under
Minor Curses #1 and 2, the following
definitions are added: Xenophobia
is “unreasoning hatred of some
other intelligent race or
species” and Xenophilia is “unreasoning friendliness
with another intelligent
race or species.”
A line to be placed atop the
story should have read “© 1980
Thomas Holsinger. ”
The copyright, as Mr. Holsinger
explained, is because this article is
planned as part of his own
fantasy role-playing game, which he is
designing and intends to
publish. The game system grows out of his old
“house rules” for Dungeons
& Dragons, along with some ideas he
suggested for inclusion in
the Dungeon Masters Guide. This article was
taken straight from his suggestions
for the DMG, but was written and
submitted to The Dragon
before the author knew that some of his
suggestions did not make
it into the final draft of the DMG; hence, the
references to the DMG
which should not have appeared.