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==Wahn==
==Wahn==
In der Wahnvorstellung des Nutzer macht solche ein verfluchter Gegenstand genau das, was der Nutzer denkt das der Gegenstand machen sollte. Das Gerät ist dabei völlig mundaner Natur, mit der einzigen Ausnahme das es mächtige Täuschungsmagie ausstrahlt um den Geist des Benutzers zu verwirren. Der Nutzer ist absolut überzeugt davon, das der verfluchte Gegenstand tatsächlich hilfreich ist und nur ein ''[[Fluch brechen]]'' kann ihn davon befreien.
In der Wahnvorstellung des Nutzer macht solche ein verfluchter Gegenstand genau das, was der Nutzer denkt, das der Gegenstand machen sollte. Das Gerät ist dabei völlig mundaner Natur, mit der einzigen Ausnahme das es mächtige Täuschungsmagie ausstrahlt um den Geist des Benutzers zu verwirren. Der Nutzer ist absolut überzeugt davon, das der verfluchte Gegenstand tatsächlich hilfreich ist und nur ein ''[[Fluch brechen]]'' kann ihn davon befreien.


==Antithese==
==Antithese==

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Verfluchter Gegenstand
Englisch: Cursed Items
Magischer Gegenstand
Schatzverfügbarkeit:_ A B C D E F G H I S T U V X Z
Erlaubte Klassen: Jede

Verfluchte Gegenstände sind nur selten von der "peng, du bist tot" Variante.

Statdessen bringen sie verschiedene Formen negativer Effekte mit sich, die von einfach lästig bis tatsächlich belastend sind. Viele verfluchte Gegenstände mischen auch vorteilige mit nachteiligen Effekten und so schwierige Entscheidungen zu erzwingen. Um einen verfluchten Gegenstand oder Effekt zu erwürfeln, kann die nachfolgende Tabelle zu Rate gezogen werden. Eine Liste mit spezifischen verfluchten Gegenstände findet sich hier im letzten Abschnitt.

W20 Art des Fluches
01-03 Wahn
04-07 Antithese
08-09 Unstet
10-12 Auflage
13-15 Schattenseite
16-18 Komplett anderer Effekt
19-20 Spezifischer Verfluchter Gegenstand

Wahn

In der Wahnvorstellung des Nutzer macht solche ein verfluchter Gegenstand genau das, was der Nutzer denkt, das der Gegenstand machen sollte. Das Gerät ist dabei völlig mundaner Natur, mit der einzigen Ausnahme das es mächtige Täuschungsmagie ausstrahlt um den Geist des Benutzers zu verwirren. Der Nutzer ist absolut überzeugt davon, das der verfluchte Gegenstand tatsächlich hilfreich ist und nur ein Fluch brechen kann ihn davon befreien.

Antithese

These items are normally beneficial items that malfunction under certain circumstances, causing damage to the user, or, to a different target instead of the in-tended target. They can also take the form of a weapon or item that appears to grant an attack and damage bonus but instead inflicts a penalty. Once the cursed nature of the item reveals itself the user may sometimes be able to discard it. At other times a strong compulsion is placed upon the user and he or she will not be able to rid him- or herself of it except by means of a remove curse spell.

Unstet

Intermittently-functioning items tend to fall into three broad categories: unreliable, intermit-tent, and uncontrolled. Unreliable items have a small chance of malfunctioning or not functioning at all each time they are activated, usually a natural 1 on a d20. Uncontrolled items, on the other hand, have an unfortunate tendency to activate at completely random times. On a roll of 1 on 1d20 the item will activate at some random point during the day. Dependent items must have a specif i c condition or situation met or they will not function. A table of possible situations is included be-low for GM inspiration. Feel free to modify and add to this list as need dictates.

W20 Situation
01 Day
02 Night
03 Temperature above freezing
04 Temperature below freezing
05 Above ground
06 Below ground
07 Within 10 ft of a goblinoid monster
08 Within 10 ft of an elf
09 Within 10 ft of a cleric
10 Within 10 ft of a magic user
11 Wielded by a spellcaster
12 Wielded by a non-spellcaster
13 Wielded by a specif i c alignment (determined randomly)
14 Wielded by a specif i c sex (determined randomly)
15 Underwater
16 At least 10 miles from a major body of water
17 In direct sunlight
18 Out of direct sunlight
19 User must be wearing metal armour
20 User must not be wearing any armour at all

Auflage

Some items have a requirement that must be met before being rendered usable. This is not a simple com-mand word, which is considered to be a normal requirement for most magic items. Instead, the item requires a specif i c sort of condition to be met to trigger its function. Some require-ments are a one time type of event; others are monthly, daily, or even per usage or continuous. To inspire the GM, a list of requirements are included, but in order to provide the right fl avour to the cursed item, the requirement should always fi t the specif i c item and should never be determined randomly.

W20 Auflage
01 Character must only eat meat
02 Character must become a vegetarian.
03 Character must sleep twice as much as normal.
04 Character must undergo a quest to prove his or her worthiness to the item. This is a one time requirement only, and item functions normally thereafter—unless it changes ownership.
05 Character must sacrifice a gem worth at least 100 gp to item daily.
06 Character must sacrifice 2,000 gp worth of magic items weekly, including at least one magic item of the same type (for example: wand, dagger, ring) as the cursed item.
07 Character must serve a particular deity, or swear allegiance to a noble house.
08 Character may not carry or possess any other magic items, including weapons and armour.
09 Character must change his or her name to a specific name dictated by the item. If the ego of the particular item is very strong, the name may potentially be embarrassing to the user. (GM: have fun with this one)
10 Item will only work for a specific class.
11 Item will only work for an individual with a 16 or better charisma, or other randomly determined ability score.
12 Item will only work for a character of name level or above.
13 Item must have a jewelled scabbard or holder when not in use.
14 Character must permanently sacrifice some of his or her life energy in the form of a point of constitution to the item in order to activate it. This can be a one-time requirement only—or the item could require a point of constitution for each use.
15 Item must be cleansed in holy water daily.
16 Item must slay an opponent daily.
17 Item must be completely immersed in lava at least once per lunar month.
18 Item must be used in every 24 hour day, or it will cease to function forever for that user.
19 If a weapon, the item must draw blood daily. Once drawn in combat it will not allow the user to change weapons or put it away until used in a successful attack upon an opponent.
20 A specific spell must be cast upon the item daily. Suggestions include bless/curse, detect evil/good, protection from evil/ good, chant, detect magic, mending

Schattenseite

This describes items that usually mix a benef i -cial effect or effects with a negative drawback of some sort. Drawbacks may operate continually or may only be activated when the device is used, or held. The effects of a drawback re-main as long as the item is retained. A table is included below. Again, it is stressed this is a template only and the GM should use this as an inspiration only to his or her unique needs.

W20 Schattenseite
01 User’s hair grows 1 foot longer and changes to an un-natural colour, and cannot be changed thereafter.
02 Character grows a non-prehensile tail.
03 Temperature around user of item is noticeably warm-er/cooler than ambient temperature.
04 User’s teeth turn black.
05 User’s skin changes to an unnatural colour and/or begins glowing the dark.
06 User grows a tattoo of an obscene word on forehead.
07 User changes sex (one-time effect).
08 User’s appearance changes to that of a random demi-human or humanoid race, checked daily.
09 Character is aff l icted with a random disease with ob-vious symptoms, that cannot be cured.
10 Item whines and sulks constantly when not being used.
11 Item is bright pink or bright orange and constantly sings silly songs parodying its owner out loud.
12 User becomes obsessed others are trying to steal the item from him or her.
13 User becomes obsessed he or she will lose or damage the item.
14 User’s alignment changes (one-time effect).
15 User loses a level. If dual or multi-classed, player loses one level from each class (one-time effect).
16 Character’s vision is blurred, imposing a -2 penalty to attacks and saves.
17 Character must save vs spells daily or take -1 to all at-tack and damage rolls for that day.
18 Character must save vs spells daily or suffer a -4 re-duction to his primary skill for that day.
19 User’s charisma is reduced to 3 until he or she man-ages to rid him- or herself of the item.
20 User’s height increases/decreases by 6 inches (deter-mine randomly, one-time effect).

Spezifischer Verfluchter Gegenstand

Following is an offering of examples of cursed items. First is a table to allow random selection when generating treasure, followed below by the item descriptions.

Detect magic spells will yield misleading results when deter-mining the aura and strength of a cursed item. Identify spells are marginally useful, with a 1% chance per spell caster level of correctly identifying the true properties of a cursed item, otherwise the false result indicated in the description of that particular item will be reported.

W% Typ des Verfluchter Gegenstand
01-05 Amulet of Inescapable Location
06-07 Armour of Arrow Attraction
08-10 Armour of Rage
11-13 Bag of Devouring
14-17 Boots of Dancing
18-22 Bracers of Defencelessness
23 Broom of Animated Attack
24 Cloak of Poisonousness
25 Crystal Hypnosis Ball
26-27 Dust of Sneezing and Choking
28-33 Flask of Curses
34-38 Gauntlets of Fumbling
39 Helm of Opposite Alignment
40-44 Incense of Obsession
45-49 Mace of Blood
50-52 Medallion of Thought Projection
53 Necklace of Strangulation
54-55 Net of Snaring
56-58 Periapt of Foul Rotting
59-63 Potion of Poison
64-73 Ring of Clumsiness
74-75 Robe of Powerlessness
76-80 Robe of Vermin
81 Scarab of Death
82-86 Spear, Cursed Backbiter
87-91 Stone of Weight (Loadstone)
92-96 Sword -2, Cursed
97-99 Sword of the Berserker
00 Vacuous Grimoire