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d100 Cursed Items

Cursed items for D&D 5e, Pathfinder, and OSR games


David Collins-Rivera
Seth Kenlon
d100 Cursed Items : Cursed items for D&D 5e, Pathfinder, and OSR games
David Collins-Rivera
Seth Kenlon
Copyright © 2021 Mixed Signals

Abstract

100 cursed items to mix up even the most ardent of adventurers.

All text is copyright by David Collins-Rivera and Seth Kenlon, and licensed, at your option, under the Open Game License 1.0a (OGL),
Creative Commons BY-SA, or GNU Free Documentation License (GFDL).

Artwork by Victoria Popova, licensed Creative Commons BY-SA.

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55. Crushing robe ...................................... 56
Table of Contents 56. Crown of the wild ................................ 57
57. Clumsy gloves ...................................... 58
How to use this book .......................................... iv
58. Cloak of the nameless .......................... 59
Cursed items ....................................................... 1
59. Chair of collision .................................. 60
1. Sessho-seki .............................................. 2
60. Burning ink ......................................... 61
2. Amulet of mind reading ........................... 3
61. Hat of great charisma .......................... 62
3. Water skin of the desert wastes ................ 4
62. Bucking saddle .................................... 63
4. Murderous missiles .................................. 5
63. Brooch of delusion ............................... 64
5. Unwholesome blade ................................. 6
64. Boots of paralysis ................................ 65
6. Tiara of great intelligence ......................... 7
65. Book of lies .......................................... 66
7. Unreliable Rope ....................................... 8
66. Belt of ill health ................................... 67
8. Turnabout sword ..................................... 9
67. Brine gems .......................................... 68
9. Treacherous signal horn ......................... 10
68. Sword of fear ....................................... 69
10. Treacherous arrows .............................. 11
69. Prime holiday treats ............................. 70
11. Torc of silence ...................................... 12
70. Coins of corrupting .............................. 71
12. Torch of the fireball .............................. 13
71. Staff of Ra ........................................... 72
13. Telltale candle ...................................... 14
72. Belt of great strength ........................... 73
14. Bracers of great intelligence ................. 15
73. Charming hat ...................................... 74
15. Amulet of the undead .......................... 16
74. Stone of Giramphiel ............................. 75
16. Talisman of good health ....................... 17
75. Hammer of regret ................................. 76
17. Sword of the spectre ............................ 18
76. Kobold statue ....................................... 77
18. Sundial of decrepitude ......................... 19
77. Sugar high, sugar low .......................... 78
19. Charmstone ......................................... 20
78. Floaty metal ......................................... 79
20. Boots of stench .................................... 21
79. Quick rewrite ....................................... 80
21. Staff of thorns ..................................... 22
80. Trigger ................................................. 81
22. Short sword of ruin ............................. 23
81. Elemental plane of water trap .............. 82
23. Shield of appalling weight .................... 24
82. Fool's Gold ........................................... 83
24. Helmet that cannot bear to watch ......... 25
83. Sword of redistributed harm ................ 84
25. Scarf of constriction ............................. 26
84. Lunette of lycanthropy ......................... 85
26. Saltenourish ........................................ 27
85. Meerschaum of attraction .................... 86
27. Robe of stupidity .................................. 28
86. Necklet of nuance ................................ 87
28. Vest of great constitution ..................... 29
87. Adamantine lockpicks .......................... 88
29. Ring of permanent water breathing ....... 30
88. Ogive of duplicity ................................. 89
30. Revealing spyglass ............................... 31
89. Salve of corrosion ................................ 90
31. Ring of the shade ................................. 32
90. Potion of greater intellect ...................... 91
32. Ring of severing ................................... 33
91. Eyehole ................................................ 92
33. Ring of reverse invisibility .................... 34
92. All that glitters ..................................... 93
34. Ravenous ring ...................................... 35
93. Organza of unusual resiliency .............. 94
35. Purse of inverse wealth ........................ 36
94. Cup of madrilene ................................. 95
36. Potion of very minor healing ................. 37
95. Relievo of self-restoration ..................... 96
37. Poison pen ........................................... 38
96. Kladenets ............................................. 97
38. Poisoning cup ...................................... 39
97. Earrings of abjuration .......................... 98
39. Plane escape ........................................ 40
98. Bezoar stone ........................................ 99
40. Parcel of misdirection ........................... 41
99. Flying mortar and pestle of Baba
41. One-way polymorph ............................. 42
Yaga ......................................................... 100
42. Monocle of great wisdom ...................... 43
100. Dagger of Rostam ............................. 101
43. Nightmare pillow .................................. 44
101. Angelica's ring .................................. 102
44. Necklace of insults ............................... 45
102. Fish hook of plenty .......................... 103
45. Necklace of binding webs ..................... 46
103. Ring of permanent invisibility ........... 104
46. Magnetic skull cap ............................... 47
A. OPEN GAME LICENSE Version 1.0a ............ 105
47. Token of missiles .................................. 48
B. Creative Commons Attribution-ShareAlike
48. Lantern of darkness ............................. 49
4.0 International Public License ....................... 107
49. Knockoff boots ..................................... 50
C. GNU Free Documentation License ............... 111
50. Ring of jumping ................................... 51
51. Incompetent's hammer ......................... 52
52. Flint and steel of the inferno ................ 53
53. Demonic statuette ................................ 54
54. Crystal ball of the narcissist ................. 55

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How to use this book
To ensure that these items are useful for whatever game system you use, damage and difficulty values have
been abstracted. You can adjust the levels depending on your game system and the levels of the player
characters.

Suggested damage values


• Mild = 1d3 to 1d4

• Moderate = 1d6, 2d6, or 1d8

• Serious = 3d6, 2d8, or 1d12

• Deadly = 6d6, 4d8, or 2d20

For difficulty class (DC) of saving throws or skill checks:

Easy D&D 5e, Pathfinder, OSR: DC 5

Average D&D 5e, OSR: DC 10

Pathfinder: DC 12-15

Tough D&D 5e, OSR: DC 15

Pathfinder: DC 20

Formidable D&D 5e, OSR: DC 18-20

Pathfinder: DC 25-35

Adjust specific values to suit your game system, the levels of your player characters, and your personal
preference.

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Cursed items
Roll a d100 and turn to the appropriate section.

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Cursed items

1. Sessho-seki
A black stone, glistening with fleks of gold.

This stone is not magical, and does not radiate magic if tested. It is an entity called Sessho-seki, an unthinking
non-inteligent minor Power from the far East.

Curse
Anyone who touches this stone must make a Formidable Constitution or Fortitude or Death Magic (or similar)
saving throw. Upon failure, the character drops immediately to 0 HP. Normal healing, either non-magical
or magical, restores them.

The stone may be sold for 500 gp (1000 gp if a player character dies) to an assassin or necromancer, who
would delight in using Sessho-seki as part of a deadly trap.

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Cursed items

2. Amulet of mind reading


A necklace with a gemstone sculpted in the shape of a human head.

Curse
This necklace enables the wearer to hear thoughts of those within earshot. Anytime the player uses the
amulet, roll a d100. On a 25 or higher, the thoughts heard by the player are not the correct thoughts of
the target.

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Cursed items

3. Water skin of the desert wastes


This elaborately decorated leather waterskin is large enough to 1 gallon of liquid. It is a magical container
capable of holding 100 gallons of liquid, but always weighs 1 pound.

Curse
One day after the skin has been filled, the liquid in the waterskin turns into bone dry and very fine desert
sand. What's more, all similar such vessels within a 50 foot radius (waterskins, bottles, canteens, and so on)
carrying water, wine, beer, or any liquid at all, also become filled with sand. If the sand is poured out, the
water skins or bottles may be refilled with water, but within 24 hours, the curse effect happens again.

The skin has no effect upon springs, fountains, rivers, oceans, or other large bodies of water.

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Cursed items

4. Murderous missiles
A blackened and fire-tempered wand speckled with glowing red embers. It contains 7 charges of Magic Missile
spells. The wand recharges to d8-1 charges at dawn (or after a long rest, depending on the game system).

Curse
When used in actual combat, the wand fires missiles normally, but offers up a terrible surprise: upon
activation, the user switches places with the target creature, with both teleporting across from each other.
What's worse, the Magic Missiles continue to strike at the target creature, only now, the wand user is the
target creature! (If the Magic Missiles were aimed at more than one creature, the wand user switches places
with the first.)

The wand user takes normal Magic Missile damage.

When all charges have been used, this wand does not actually recharge, and becomes a nonmagical stick.

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Cursed items

5. Unwholesome blade
A finely-crafted blade.

Curse
Unwholesome Blades come in many shapes and sizes, ranging from dagger size up to (rarely) a two-handed
sword. These foul weapons inflict the usual amount of damage to enemies for their weapon type, but also
have two other characteristics in common.

They are +1 to hit and damage, and they inflict a Cause Light Wounds spell (assuming such a spell exists in
your game system, otherwise Moderate+1 damage) upon the wielder each and every time they are used to
inflict damage upon any enemy. Undead monsters using one of these blades are actually healed by it for the
same amount of points that a Cure Light Wounds would give them.

Getting rid of an Unwholesome Blade is difficult. Throwing it away is of no use. Should the wielder do so, the
blade always magically comes back, up to and including replacing whatever weapon the wielder chooses to
use, right in the middle of combat, no matter how far away it was left behind (Player: "I attack the monster
with my short bow." GM: "Actually, you no longer seem to have a short bow, but there is a familiar-looking
sword in your hand...")

Destroying the blade is one possibility, though this can be risky. If broken or ruined in some fashion, it inflicts
a parting Moderate+1 damage (as with Cause Light Wounds) upon its owner or wielder, even if separated from
them (the only time it can do this from a distance). Because the blade is a magical item, it gets a +2 bonus
on all Saving Throws against any such attempt. A successful Remove Curse spell allows the wielder to be rid
of it without any parting damage, though the sword is still cursed.

If destroyed by someone who is not its wielder, it does not inflict magical damage, though it still gets its a
+2 bonus to Saving Throws.

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Cursed items

6. Tiara of great intelligence


A tiara of leather adorned with metal spikes.

Investigation reveals that this tiara grants +2 to the wearer's Intelligence score.

Curse
While wearing this tiara, any Intelligence-based check or Saving Throw has a 75% chance of automatic failure.

Destroying the tiara ends the curse.

A Remove curse spell ends both the curse and the boon.

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Cursed items

7. Unreliable Rope
Use your game system's description of the Rope of Climbing magical item. If your game system lacks this
magic item, you can adapt this:

A 60-foot length of rope, seemingly made from animal — or some creature — hair, almost quivers with
potential magic. Hold one end of this rope and, as an action, command it to move up to 10 feet per turn.
You can also command the rope to fasten or unfasten itself around an object, to form footholds, or to coil
up. The rope supports 3,000 pounds.

Should you tell it to form footholds, knots form at 1-foot intervals along the length of the rope. This causes
the rope to shorten to a 50-foot length, but grants a bonus on checks made to climb it.

Curse
The curse comes in later, out in the field, as it were — when someone actually needs to climb with it. When
a player character has climbed upward (or downward, if descending a sheer cliff or wall) over 30 feet, there
is a 25% chance the knot unties itself on the anchoring end, dropping the character. The player character
takes normal falling damage, depending on your game's rules, plus an extra die of Moderate damage due
to the unexpected failure of the rope.

Even when the anchoring end is tied by hand, or clamped off somehow, the exact same chance of this
happening exists. Checks for this only one time per use. Roll a d100. If you roll 26% or greater, the rope
works as normal.

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Cursed items

8. Turnabout sword
A magical long sword of great power.

Curse
This appears as a well-made long sword that radiates strong magic if checked for. Early tests show that it
grants the wielder a +2 bonus to hit and on damage.

When first used in actual combat, the wielder must roll a Saving Throw vs. Magic, or else see their opponents
as their own party-members, and vice-versa. In other words, the illusion makes them see their friends as
the forms of the enemies, and the enemy as the forms of their friend.

The illusion includes auditory sounds, such as voices, but does not endow any kind of special language
abilities. (The victim might hear the "enemy" shouting at them, saying that they're attacking the wrong
person, but who is so gullible as to believe such lies?)

Enemy creatures that cannot normally speak, but which do so in the fight, claiming to be a good friend,
might take the victim aback, or might provide a clue. The exchange of appearances does not include special
powers or items, so any use of these might also hint at what's happened.

The illusion can only be dispelled in combat by the highest level Dispel Magic spell your game system provides,
otherwise it fades when the fight is over.

Unlike many cursed items, this sword may be abandoned at any time. It may not be clear at first what the
source of the turnabout illusion was, however, so the victim might not feel the need to be rid of the sword
for a while.

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Cursed items

9. Treacherous signal horn


Two animal horns, hollowed out and sculpted for music. These are usually used to sound codes. For instance,
you might agree that two short blasts and one long means the enemy is approaching.

These horns come in identical pairs. Known properly as Anchored Signal Horns, these items radiate powerful
magic. They can be plain, or ornately worked, and are usually made from the horn of a bull, buffalo, or other
powerful animal or creature.

Each horn is magically locked to a specific place, usually one particular corner of a castle wall, or perhaps
the watchtower of a fort, or even the throne room of a king. The wielder of the horn can travel anywhere,
no matter how far, even across planes of existence, and, should they sound the horn, it is also heard in
this anchored location.

Curse
Of the two horns, one is useful, and the other is cursed. No amount of testing reveals which is the cursed
and which is mundane.

The cursed horn deliberately relays the wrong signal. No matter what code is agreed upon, the Treacherous
Horn sounds off the worst or most confusing signal possible under the circumstances, up to and including
no signal at all — whatever brings about the most negative situation. Unfortunately, Anchored Horns are
linked to each other. Attempting to make a distinguishing mark on one causes an identical mark to appear
on the other. Destroying or damaging one does the same to the other, no matter how distant they may be.

A Treacherous Horn is usually hidden away in some secret location, while its counterpart is used by elite
scouts, spies, or armies in the field. A few have been forgotten, and occasionally, enemies of a kingdom have
specifically sought out Treacherous Horns for use in elaborate invasion plans.

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Cursed items

10. Treacherous arrows
A bundle of twelve immaculately crafted twelve arrows (or crossbow bolts).

Curse
These appear to be a bundle of twelve +2 arrows, which, if tested, radiate magic. If specifically tested for
curses, they reveal their true nature.

When fired, there is a 50-50% chance that an arrow curves around in mid-air and strikes one of the archer's
group, or even the archer (roll to see which party member is targeted). In this case, the arrow strikes as
if the archer had intentionally been trying to hit this person, utilizing all of the archer's applied bonuses
to hit (if any).

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Cursed items

11. Torc of silence
A gold torc of intricate design.

Curse
The torc radiates magic, if tested.

At first, the torc allows the wearer to read the thoughts of others. These thoughts are heard as if spoken
aloud, so the wearer must be within easy listening distance. Upon first being worn when it truly matters, the
thought reading capability disappear, and the torc curses the wearer with muteness. The wearer is incapable
of making sounds with their vocal cords, which means they will not be able to cast spells with a verbal
component, nor activate any items requiring a command word to be spoken.

The torc may be removed at any time, but the curse remains behind. A successful Remove Curse returns
the victim's voice.

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Cursed items

12. Torch of the fireball


A well-crafted metal torch adorned with magical runes.

If deciphered, the runes reveal a keyword. If the keyword is spoken while holding the torch, the torch is lit and
cannot be extinguished until the keyword is spoken again. The torch cannot be snuffed out, and continues
to burn even under water. It even burns and illuminates a 15 foot radius in the midst of magical darkness.

Curse
Should the torch be used in the midst of combat, it sputters, flares up, and finally explodes as a 6d6 fireball,
centered on the holder. After the explosion, the torch can be found lying on the floor, glowing red hot, but
otherwise unharmed. When it cools down, it's ready for use again.

Should the player throw the torch aside before a fireball is triggered, it ceases to flare up, and the torch
appears to return to normal. However, its deadly curse is triggered when it is next in combat, whether ignited
or not.

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Cursed items

13. Telltale candle
An assortment of expensive candles, each bearing a candle-maker's stamp on the side or bottom. Each stamp
corresponds to a command word, which can be discovered through whatever research is appropriate for
your game system (for instance, a Detect Magic spell, or an Intelligence or Arcana check, or several days
in a library). When invoked, a telltale candle ignites with a continual flame, which can be deactivated at
will with the same command word. They are able to burn forever without ever melting down, nor do they
produce smoke or heat.

Curse
Originally consecrated to the worship of a god of spies and assassins, telltale candles allow magic users
(clerics, mostly) to watch the movements and actions of anyone using one. Radiating magic if tested for, these
appear as expensive-looking beeswax candles.

It's possible for a worshiper of the god, perhaps secreted in a hidden temple or church, to watch everything
that happens under the light of one of these candles, no matter how distant it may be. The candles work
even across planes. In such a temple room, ghostly versions of all creatures, places, and things touched by
the candle's light appear before the scrying priest. Note that auditory scrying is not included. The images
are silent.

Spy god clerics have these candles created and distributed clandestinely, even giving them away
surreptitiously as gifts, so as to spy on sundry important people. Occasionally, these candles fall into the
hands of adventurers, who provide welcome entertainment, or even valuable secrets, to the watching clerics.

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Cursed items

14. Bracers of great intelligence


Bracers of leather adorned with metal spikes.

Investigation reveals that these bracers grant +2 to the wearer's Dexterity score.

Curse
While wearing these bracers, any Dexterity-based check or Saving Throw has a 75% chance of automatic
failure.

Wearing only one bracer, nullifies the curse but retains the bonus.

Destroying the bracers ends the curse.

A Remove curse spell ends both the curse and the boon.

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Cursed items

15. Amulet of the undead


An amulet made of bone, hair, and dried viscera.

It causes its wearer to appear and detect as evil and undead.

Curse
The amulet effect works only on good, non-undead creatures.

This makes it useless as a disguise behind enemy lines. It also imposes an 80% chance that any good or
neutral character unfamiliar with the player character will attack the wearer.

Discarding the amulet removes the illusion. However, once an NPC beieves the player character to be evil and
undead, even removing the amulet has only a 50-50% chance of convincing them that the player character
is not undead and evil. A Detect Undead or Detect Alignment spell may convince them, depending on the NPC
and story requirements. However, there's always the possibility that an NPC suspects that the removal of
the illusion is itself an illusion, concealing that the player character is actually evil and undead.

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Cursed items

16. Talisman of good health


A plant bulb, with a small green sprout emerging from it. It emits the warmth and vibrancy of new life.

After 10 rounds (1 minute) of possessing this bulb, the owner of this talisman gains half of their current HP
maximum as temporary HP. Once this boon has been bestowed, the sprout withers, and the bulb is mundane.

Curse
Once all of the temporary HP is depleted, the player character immediately suffers -2 Constitution drain. This
effect is permanent until removed by Remove Curse, Limited Wish, wish, or a similar spell. In many game
systems, Constitution drain is retroactive, so the player must recalculate HP based on their new Constitution
score (in other words, -1 HP per player character level).

The talisman's curse is single-use. When the initial boon has been bestowed, the curse is "planted" in the
player and triggers once the temporary HP has been expended. However, if the player character plants the
bulb in soil, then a new sprout forms in 1d12 days, and its magic potential is restored. The bulb's spell is
cast after 1 minute of ownership (the bulb must be removed from soil, and consciously claimed, which is
usually signified by placing the bulb into a bag or pocket, by a living creature.)

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Cursed items

17. Sword of the spectre


A high quality long sword, made of shining steel, and accented with brass and silver.

This radiates strong magic, if tested. The sword provides +1 to hit and damage rolls. Against undead and
demonic creatures with physical forms, it is +2. Against ghosts and other spectral undead specifically, it is
+3, and capable of hitting such creatures even in their intangible states.

Curse
When the wielder of this sword is in combat, roll a d100 upon any successful strike. There is a 50-50%
chance that the blade is utterly harmless. The hilt of the sword remains solid, but the blade passes through
solid matter as a harmless wisp. Unless the player asks specifically for a perception check, there's only a
25% chance that the player character notices the ineffectiveness of the blade.

If the wielder of the blade should die while using it, the player character becomes a ghost, haunting either
the spot where they died, the sword and all its future wielders, or the party as a whole.

Optionaly, the sword causes instant death once a player reaches 0 HP, bypassing any death saving throws
or stabilization mechanic your game system may offer.

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Cursed items

18. Sundial of decrepitude
A large sundial, mounted on a carved marble block. Standing over six feet tall, its central blade is at least
a foot of that height.

It radiates strong magic, if tested. Though all the time markings for the day are in a long-forgotten tongue,
the design of the item makes it clear what its (apparent) purpose is.

Curse
This device was actually used as a strange method of sacrifice in elder days. Anyone touching the sundial
during daylight (touching it at night is safe) is cursed with accelerated aging. Each day, the victim must roll
a Saving Throw vs. Magic (the GM sets the DC), or age 1 year. During the initial 10 days of the curse, there
is a 50% chance that the player character will notice the accelerated aging. After that, the player character
feels the effects and probably even surmises that they are aging at a rapid pace.

A successful Remove Curse halts the artificial aging for that day only..

The victims can only become clear of the curse by destroying the sundial. Upon doing so, the curse lifts,
although aging that occurred because of it remains. Aging effects can be reversed with a Wish spell or similar.

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Cursed items

19. Charmstone
A fiery red stone, cool to the touch. The owner of this stone is granted +2 Charisma.

This stone radiates enchantment magic, if tested.

Curse
This stone is a charmstone of an evil Warlock, who is able to influences the player character through the
stone's magic. On your whim, the stone may force the player character to take any action not directly harmful
to them. This may mean not healing a friend in need, or not attacking a particularly nasty beast, or helping
an evil priest complete a dark ritual, and so on.

A Remove curse spell causes this stone to become mundane, severing the connection to the stone's charmer,
but also negating the stone's boon.

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Cursed items

20. Boots of stench
Rugged adventurer's boots, lightly scuffed but otherwise in very good condition.

They are magical, and can shrink or grow to fit any foot. They allow the wearer to tip-toe, walk, or even run
absolutely silently. Additionally, the character can run 3 times as fast (three times their normal maximum
running speed) once per day, for 5 minutes duration. This can be combined with the Move Silently effect,
if desired.

Curse
The wearer's feet begin to smell very badly. (Note that the boots do not have any disagreeable odor before
the victim begins wearing them. )

By the end of the first day, the stink is noticeable to people around them, but by the end of the second day,
anyone within 10 feet of the player character must roll a Saving Throw or be violently ill, including vomiting,
watering eyes, and weakness (player characters smelling it are at half Strength and half Movement for 10
rounds (or 1 minute). Spells requiring concentration require a Saving Throw to resist the distraction af the
stench.

Animals or beasts that track by scent have a 100% chance of tracking the wearer. Even if a person succeeds
in their Saving Throw, they're driven away by the horrible stench, and must roll another Saving Throw each
minute they are close. Moving 30 feet away from the wearer of the boots allows the weakness effect to wear
off after 1 minutes.

There is 100% chance of being noticed from the smell of the boots alone during stealth attempts.

At no time is the wearer of the boots able to smell the horrible scent.

The wearer of these boots is unable to take this cursed foot gear off after the second day.

The player character's Charisma drops to 3 as far as anyone within 30 feet. Towns and villages are hostile
toward the character.

A successful Remove Curse allows the boots to be removed, and the smell to end after 1 day.

Optionally, the victim's feet continue to stink even after the boots are taken off, requiring a second Remove
Curse to stop the smell.

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Cursed items

21. Staff of thorns
A beautiful but naturalistic quarterstaff of full size.

It radiate magic, and adds +2 to hit and damage rolls.

Curse
The first time this staff is used in actual combat, long cruel thorns grow out of it, doing Moderate damage to
its holder. The wielder must drop the staff immediately, or take two Moderate damage rolls again next round.
The number of damage rolls accumulate for as long as the wielder uses the staff in combat, with no upper
limit (for example, on the 10th round, roll damage 10 times).

Should the wielder choose to endure the damage (or is somehow immune to it), the staff's damage to its
actual target doubles.

Optionally, the thorns are also poisonous. The wielder must roll a Save vs. Poison (a Constitution or Fortitude
save, depending on your game system), or takes Mild poison damage each round until cured or dead.

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Cursed items

22. Short sword of ruin


A short sword, aged from the glories of battles past. Its gleaming blade appears cracked, and yet remains
as strong as ever.

Curse
When a successful attack is made with this sword, the player character takes a Moderate amount (minimum
1) of damage that would have otherwise been dealt to the target.

The sword is actually engraved with runes disguised as natural cracks and creases in the metal and leather
components. Player characters who can decipher runes or magical writing, who also specifically analyze the
cracks as runes, is able to reveal the curse.

Removing the runes requires a Dispel Magic, erase, or similar spells. A failed removal attempt triggers a
safeguard placed upon the runes, and the caster takes Serious psychic damage.

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Cursed items

23. Shield of appalling weight


A medium shield made of high quality wood, steel, and leather.

The shield radiates magic, if tested, providing its bearer +2 AC and all Saving Throws. It is light and
unencumbering.

Curse
When used in combat, the shield becomes incredibly heavy, causing its bearer to be fully encumbered. The
shield is so unwieldy that it causes its bearer -2 penalty to hit.

Furthermore, the shield bearer is unable to drop the shield. The shield's straps constrict tightly, and although
they are seemingly made of leather, they're immune to all attempts at loosening or cutting.

A successful Remove Curse allows the wearer to free their arm. Severing the arm works, too, of course.

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Cursed items

24. Helmet that cannot bear to watch


A viking helmet, with golden wings on the side, and spikes on the rim. This masterfully crafted helmet adds
+1 to its wearer's AC.

Curse
Any time a saving throw is required of the player character, or something acts against the player character's
AC, the wings on the helmet move to cover the player character's eyes. This causes the player to be blinded
for the duration. At the very least, there is a 50-50% chance that the player misses the target, even upon
a successful attack roll.

The blinding effect may be negated by a special ability of the player character, depending on your game
system.

Should the player character attempt to remove the helmet, it tightens its grip, doing Mild damage with each
removal attempt.

The helmet is technically a Construct. At night, when the helmet is "asleep", it can be successfully removed.
Otherwise, a Charm spell cast upon the helmet allows player characters to coax it off.

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Cursed items

25. Scarf of constriction
A finely knitted scarf, six feet in length, made from the best wool, with gold thread intertwined throughout.

The scarf radiates strong magic, if tested. Wearing this scarf in cold weather provides complete protection
from the elements, and even bestows a +4 Saving Throw against magical or extraordinary cold or ice attacks.
Additionally, the scarf is resistant to cutting or shredding, and recieves a +4 Save, itself, against such attacks.

So long as the wearer has this scarf around their neck, they are immune to the harshest of arctic weather.
The scarf is long enough that, should it be necessary, they can wrap another person with it in a similar
fashion, bestowing the same level of protection if both sit close and remain relatively still.

Curse
There is 25% chance per day that the scarf will suddenly tighten around the wearer's neck, like a constricting
snake.

The scarf will strangle its victim(s) to death in 1d4 minutes unless it can be pulled or cut off. Once its victim
is unconscious, it continues its strangulation until the victim is dead.

The scarf cuts like heavy rope, and of course, has that +4 resistance to all cutting attacks. It is very strong,
so pyring it off of its victim requires cooperation between two very strong characters (suggested DC is
Formidable).

A successful Remove Curse spell (or similar) allows it to be removed easily.

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Cursed items

26. Saltenourish
Trigger warning: Food, starvation. This cursed item involves food, and could be uncomfortabe for
anyone with a history of eating disorders or who knows someone with a eating disorder, or anyone who
experiences discomfort over the subject of food. Do not use this cursed item if in doubt, and get group
consensus before introducing plot points or cursed items involving potentially sensitive subjects.

A supply of rations, providing the nourishment of 1 full meal.

Curse
Over the course of the next week, the player who has eaten the ration is plagued with constant unendurable
hunger, regardless of how much they consume. If left untreated, the player must eat 1d12 times a day, for
1d6 nonlethal gorging damage per meal eaten. If the player runs out of rations or food supply, the player
takes Serious damage for each missed meal.

Requires Remove curse to lift, but can be uppressed by Goodberry or similar magical sustenance.

Alternative: Corruption
Three gold pieces concealed behind a painting or tapestry.

Curse
An Easy investigation reveals that 2 of the 3 coins are fake.

If the real gold piece is added to the player character's inventory, then it turns any gold that it comes into
contact with into sand. The two counterfeit gold pieces are not real gold, so they remain unaffected.

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Cursed items

27. Robe of stupidity
A beautiful robe with ornate designs upon the cuffs, bottom hem, and collar line. It radiates strong magic,
if tested, providing a +2 to AC and all Saving Throws.

Curse
Upon first putting it on, however, the spellcaster must roll vs. Magic (remember to adjust the DC to account
for the +2 bonus) or permanently lose 2d4 points of Intelligence (down to a minimum of 3).

The robe can be removed at any time, but the loss of Intelligence remains. Remove Curse and similar spells
do nothing to conteract the Intelligence drain, but causes the robe to become a mundane robe, losing both
its boon and curse.

Greater Restoration or Wish or similar reverses the Intelligence drain.

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Cursed items

28. Vest of great constitution


A vest of leather adorned with metal spikes. It adjusts its size, magically, to any size wearer.

Investigation reveals that this vest grants +2 to the wearer's Constitution score.

Curse
While wearing this vest, any Constitution-based check or Saving Throw (including a Death Saving Throw,
should your game system use them) has a 75% chance of automatic failure.

Destroying the item ends the curse.

A Remove curse spell ends both the curse and the boon.

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Cursed items

29. Ring of permanent water breathing


A ring, made of pounamu greenstone with a seashell shape carved into it as ornamentation.

The player character wearing it can breathe underwater as if in air. In addition, the wearer feels no ill effects
from water pressure as they swim downward. The character gains extra mobility, being able to move through
the water as easily as through air, and can see underwater as clearly as above it, and gains darkvision.

There is no time limit.

Curse
The ring cannot be removed unless it is under the extreme pressure of 24 standard atmospheres (that is,
750 feet underwater.)

What's worse is that the player character can no longer breathe air, and can breathe only water. Walking
around on land requires a supply of water (for instance, a specially modified armor, filled with water.)

Either way, it takes a Remove Curse spell to get the ring off, unless the character severs the finger bearing
the ring.

After removal, the ring retains both its boon and curse.

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Cursed items

30. Revealing spyglass
A small telescope of arcane construction. It is brass, and covered in dim, aged runes. This spyglass sees any
distance out to the horizon, as if whatever is being viewed were only 60 feet away.

It radiates faint magic, if tested.

Curse
This isn't actually a cursed item, but it's an often misused one. This old magical spyglass was designed to
allow sailors, rangers, and spies to communicate visually over long distances. Used as a regular spyglass,
however, it can bring trouble to ignorant adventurers.

Anyone viewed through this glass senses they are being watched. They also receive a mental image of the
spyglass holder, as if from 60 feet away, for as long as they are viewed.

Wild animals have an 80% chance of becoming alarmed and running off.

Intelligent beings have an 25% chance of looking directly into the spyglass or otherwise reacting as if obviously
aware of being watched.

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Cursed items

31. Ring of the shade


A black metal ring, topped with a stone of shiny black onyx. It radiates powerful magic if tested, granting the
wearer influence over ghosts and ghost-like entities. Such beings see the wearer as a person to be trusted
and followed, as if a powerful (9th level, for example) Charm Undead spell had been cast upon them. Saving
Throws for the ghost do apply.

This ring gives the wearer an ability to enter the Ethereal Plane, becoming intangible and ghost-like once
per day, for a number of minutes equal to their level. The wearer cannot physically attack anything on the
Material Plane while in this form — though, at the GM's discretion, certain magical attacks or spells may
be possible (and likewise, certain magical attacks against them may be possible). Refer to the rules of your
game system for more information.

Curse
Whenever the character uses the Shade Ring to become intangible, roll a d100. On a roll of 5 or lower, the
curse activates, and the ring drops off the wearer's finger. At this point, the victim is permanently stuck on
the Ethereal Plane. Once this happens, neither Remove Curse nor Dispel Magic has any effect on restoring
the victim.

A plane-jumping campaign may be required to rescue the player character from the Ethereal Plane.

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Cursed items

32. Ring of severing
An ornate white ring with a magical aura. A ring of great power and utility. It contains 1d4 charges of a spell
of your choice (Burning Hands, Magic Missile, Dimension Door, or similar). The ring recharges each dawn (or
after a long rest, or whatever is appropriate for your game system or campaign.)

Curse
Each time the ring is used, roll a d100. On a roll of 5 or less, the ring constricts, severing the digit of the
wearer off. This causes Moderate damage.

After the digit is severed, the ring immediately teleports to another of the wearer's digits at random. No
amount of tugging gets the ring off at this point, nor does Dispel Magic, Remove Curse, or any other spell
short of a Wish.

Neither magical healing nor restoration can reattach or bring a severed digit back. A Wish does, but only
for one digit per Wish.

In addition to all the inconvenience and disability of losing fingers, spellcasters must roll d100 every time
they cast a spell with a somatic component, with a cumulative 10% chance (per lost finger) of failing. Rogues
and thieves do the same for any skill requiring hand Dexterity.

Should the curse be removed from the ring, it becomes mundane, losing both its beneficial and accursed
magic.

Should all of a wearer's fingers become severed, the ring drops off, becoming a mundane item.

Optional: A diabolical version of this ring might be one of Protection, (+1 or +2 to AC, for example), so that
every time an enemy attacks, it is automatically activated and the wearer loses another finger!

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Cursed items

33. Ring of reverse invisibility


A gold ring bearing an expensive gemstone. It radiates magic, suggesting invisibility.

Curse
When the ring is worn, the wearer becomes invisible to all creatures who were within 30 feet at the moment
the ring was placed on the player character's finger. As for every other person or creature, they become
"invisible" to the player character. However, the player character remains visible to them.

The wider world, ordinary plants, furniture, buildings, and so on, all remain visible to the player character.
Also, the player character can still hear people, just as usual. Attacking these people does not negate this
effect.

The wearer can use Faerie Fire or Detect Invisible (or similar) spell to see other people.

As far as anyone else is concerned, the victim is still quite visible.

The ring can only be removed in the presence of those creatures (and only those creatures, at least within
30 feet) that witnessed the ring being placed onto the player character's finger.

A Dispel Magic or Remove Curse allows the ring to be removed, ending the effect. Severing the finger works,
as well.

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Cursed items

34. Ravenous ring
Trigger warning: Food, starvation, cannibalism. This cursed item involves food, and could be
uncomfortabe for anyone with a history of eating disorders or who knows someone with a eating disorder,
or anyone who experiences discomfort over the subject of food. Do not use this cursed item if in doubt, and
get group consensus before introducing plot points or cursed items involving potentially sensitive subjects.

This appears as a silver ring of great craftsmanship.

Magical testing reveals the ring to have the power to sustain its wearer without food or drink for an indefinitely.

Curse
The curse has a cumulative 5% chance per day of taking hold, at which point the wearer of the ring becomes
very hungry and thirsty, and must continually consume food. If 10 rounds (1 minute) passed without eating
drinking, the player character suffers 1 level of exhaustion, or takes Constitution damage, or whatever is
appropriate for your game system.

A cursed wearer must eat and drink constantly, not even taking time out to sleep. They gain no weight from
all this food, and even start losing it at a frightening speed, as they starve.

The victim is free of the curse if the ring is removed, though they are unable to do so without a successful
Remove Curse spell. Severing the ring finger also works, but in this case, the lost finger immediately becomes
undead and cannot be reattached.

Optional: Should normal food become unavailable, the wearer's companions may start to look appetizing!

Alternative: Worth the weight


A bag of gold. A cursory estimation suggests 1024 gold pieces in total.

Curse
No curse, just bad luck. An Easy investigation reveals that only the top layer, or about 100 gold pieces, are
actually gold. The rest of the bag contains 300 copper (worth about 3 gold), plus a few heavy worthless rocks
for added weight.

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Cursed items

35. Purse of inverse wealth


Created for the merchant Ghaskari the Greedy, who sought to make a gift of it to his rival, this elaborately-
embroidered and bejeweled coin purse is inlaid with 1d12 precious gems, worth 50gp each.

Curse
The purse imbues coins withdrawn from it with a deficiency of satisfaction. When a player spends money
taken from this purse, a merchant who would normally be satisfied by the amount decides that anywhere
between 25% to 50% more is required (whatever math is easier in the moment).

The purse's effects go the other way, too: items sold by its owner renders 25% to 50% less than its expected
street value.

If the gems are detached from the purse, the purse's potency doubles. If they are sold, the purse owner
mysteriously misplaces 1d8 GP per day.

Abandoning the purse frees the player character from its effects, but destroying it makes the base curse
(25% to 50% devaluation on all merchant interactions) permanent.

To destroy the curse, the spirit of Ghaskari the Greedy must be summoned and defeated in a bidding war
for the purse. A player will likely be eager to get rid of the purse, but if Ghaskari wins the purse, then he
curses the player with permanent devaluation on all vendor interactions.

Ghaskari is fierce when bidding, but ultimately is a consummate cheapskate. If the player bids 10 times the
value of the purse (based on the gems and what ever coins are in it at the time), Ghaskari becomes angry
and destroys the purse, thus nullifying the curse for this and all players affected by it.

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Cursed items

36. Potion of very minor healing


6 healing potions, laid carefully in a well-padded case. The case is made of solid iron and weighs 50 pounds.

Curse
The bottles are extremely fragile, and have a 50-50% chance that a potion shatters at the touch of anything
aside from a Mage Hand or Unseen Servant.

When successfully consumed, each potion only cures 1 HP, no matter what.

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Cursed items

37. Poison pen
A fine quill pen, in excellent condition.

The quill radiates faint magic, if tested.

Curse
Poison pens were originally the tools of assassins, created during an age when poisoning one's enemies was
considered more civilized than outright bloodshed. Many of them were produced at that time, but most are
now lost. While the process of making them was well understood by mages and others, inevitably, some were
made with poor quality control.

The idea of the original pen was that any letter or note written with it would, after a period of an hour or
so, become poisonous to the touch. The ink used could be quite ordinary, but after the onset time, touching
any of the words, or even the paper they were written on, would allow a semi-magical poison to be absorbed
through the reader's skin.

This version of the poison pen is one of the flawed ones. It activates within seconds. The writer of the letter
or note must roll a Saving Throw as if they were the target of the missive, not the sender. The user of the
quill must roll a Saving Throw vs. Poison (or a Constitution or Fortitude save, or whatever is appropriate
for your game system).

Failure imposes Moderate damage immediately, and 1 HP per minute thereafter until cured or dead.

A successful save induces Serious damage immediately, but no further harm.

Wearing gloves while writing or reading protects against the poison.

Optional: Wearing gloves while writing or reading does not protect against the poison.

Note: Clever players may realise that the quill can be used as an endless supply of poison. If a weapon is
coated in poison converted by the quill, it imposes additional Poison damage (Mild or Moderate.)

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Cursed items

38. Poisoning cup
A battered copper drinking cup.

It radiates magic, if tested. This cup looks old, but in reality, it is ancient, from a time when political intrigue
and quiet assassination among elite members of society were distressingly common. Many items with similar
powers were in circulation back then, but this cup was created by a nervous, conniving wizard, for personal
use.

Early investigation reveals that it has the ability to automatically cast Neutralize Poison on any liquid poured
into it. The surface of any liquid poured into it glints reddish-orange for a few moments, as if reflecting a
spectacular sunset, indicating that it has been cleared of any toxins or poisons.

Curse
When another drinking cups bottle, wine skins, or similar vessels, are placed within 15 feet of it, beverages in
these containers glint bluish-green for a few moments (use passive perception checks, or roll a secret check,
to determine whether player characters notice), as if reflecting the ocean on a beautiful day. This indicates
that the liquid has been poisoned. Magical liquids, such as potions, have a 40% chance of being poisoned.

The poison is fast acting, requiring drinkers to make a Saving Throw (Constitution or Fortitude or similar),
or lose 1 HP per 10 rounds (1 minute) until dead. A successful save resists the poison but suffers a level
of exhaustion or gains a weakened or sickened condition, or a similar non-damage penalty is appropriate
for your game system.

If a liquid that has been poisoned by being in proximity to this cup is poured into the cup, it is neutralized,
as would be expected. If it is not consumed directly from the cup, however, it becomes poisoned again once
it is poured into another vessel. If a successful Remove Curse spell is cast directly upon the cup, it will halt
its poisoning power for 1 day per level of the caster, after which time it starts poisoning liquids again.

The Neutralize Poison power of the cup is permanent.

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Cursed items

39. Plane escape
A gold-encrusted tooth from an extraplanar beast. Extremely rare.

Curse
While in the possession of a player, the tooth causes 1d4 items from that player's inventory to be sent to 1
random plane of existence (besides the one the tooth currently exists on, which is often the Material Plane),
once per day. The artifact must be in a player's possession (on their person or in a bag or similar container
owned by them) to have effect.

Placed into a bag of holding, only items from the bag of holding are affected, and the Material Plane is a
possible destination for items teleported away.

Abandoning the tooth ends the effects of the curse, but does not restore the items.

To retrieve a lost item, players must either invoke the help of a planar ally, or else travel to the plane
themselves. If your gaming group has been looking for an excuse to start exploring alternate planes, this
may be the impetus you've been waiting for.

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Cursed items

40. Parcel of misdirection
This one is a sturdy leather bag, covered in carved runes.

This radiates magic, if tested.

An enchanted item, known as a parcel, from the great kingdoms of the past. There is a pocket on the outside
of the bag, into which a personal or identifying item of some sort for a particular individual can be placed.
This is the addressee pocket.

A letter or very small package (such as gems or coins in a tiny cloth bag) is placed within the large pouch of
the parcel, it is magically teleported to the addressee. This is the sending pocket.

Some parcels worked ony across short distances, some across any distance, some across planes of existence,
and some were rumored to even work across time itself.

Once per day, this parcel may be used to send letters or small packages to a linked individual. It can work
over any distance but not across other planes of existence (nor through time). A tiny item sent through this
parcel arrives without issue.

Curse
Any diminutive to tiny item sent through this parcel arrives at its destination without issue. However, written
documents, such as letters, lists, maps, and so on, always arrive altered in some substantial way — and
usually not necessarily in an obvious way. Letters are rewritten to add and omit facts, or completely falsify
details. Maps have fictitious landmarks added, or important ones removed. Lists lose a few items and gain
others.

The parcel twists whatever is sent such that the communique becomes something negative for either the
sender or receiver, or both.

If an item is placed in the inner (sending) pocket without an addressee, the item is sent to a random location.

This can be a treacherous item to rely upon, but does not require a Remove Curse for the owner to be rid off
it. It can safely be discarded or destroyed by mundane means.

Note: This parcel uses a teleport spell, so anything that negates teleportation also negates the magic of the
parrecl.

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Cursed items

41. One-way polymorph
An animal or creature figurine for a charm bracelet, made of stone or ivory.

When tested, it radiates magic. It gives the wearer the ability to transform into whatever type of creature is
depicted by the charm (refer to your favourite monster manual or bestiary for stats), as with the Polymorph
spell of your game system.

Curse
This item is more broken than cursed. For the first 1d3 times this charm is used, the wearer returns to their
normal form, either at will or after a preset time. Use the rules of your game system's Polymorph spell with just
a slight modification to make the charm seem unique, differentiating its effect from a literal Polymorph spell.

Each time the charm is used successfully, there is a noticeable glitch in how its effect takes place.

1. When reverting back to their true form, the player character at first polymorphs into a human-sized weasel
for 3 round (18 seconds), and then back to their true form.

2. When transforming into their chosen form, the player character's hands remain their true shape. For
instance, if transforming into a bear, then they are a bear with human hands (and so they have no claw
attack).

3. When the charm's powers are invoked, the polymorph fails to take hold for 2 rounds (12 seconds.) After 1
round, the polymorph occurs. The same delay occurs when transforming back to their true form.

After the successful attempts have been used up, the polymorph becomes permanent. The charm turns
black, and crumbles into dust.

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Cursed items

42. Monocle of great wisdom


A monocle with silver trim and blue-tinted glass. It adjusts its size, magically, to any size wearer.

Investigation reveals that this monocle grant +2 to the wearer's Wisdom score.

Curse
While wearing this monocle, any Wisdom-based check or Saving Throw has a 75% chance of automatic
failure.

Destroying the item ends the curse.

A Remove curse spell ends both the curse and the boon.

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Cursed items

43. Nightmare pillow
An ornate square pillow, small enough to be carried in a backpack along with other equipment, or rolled
into a bedroll. It is made with silk, and fine threads, and remains full and comfortable no matter how long
it has been compressed.

This pillow radiates magic, if tested.. Sleeping on this pillow produces dreams of the "future".

The dreamer sees their adventuring party engaged in combat with various monsters and enemies, in various
unfamiliar places. If the group (in game life) is heading somewhere special, then the dreamer sees them all
there, fighting for their lives. The monsters seen in the nightmares are random, though appropriate to the
setting of the dream. Recurring nightmares happen, too, depicting the same horrible events, over and over,
up until the point when the party finally arrives in the place dreamt of, at which time other nightmares
begin to take their place.

Curse
None of these dreams are actually true or prophetic. Dreams occur every night. After having one, the dreamer
can't get back to sleep and suffers exhaustion (or whatever penalty for sleep-deprivation your game system
uses.)

If the dreamer is awakened during one of the nightmares, then whatever monsters or creatures were in the
dream are immediately summoned to the real world, and attack. After combat, the dreamer is able to sleep
soundly.

Getting rid of the pillow does not remove the curse, and the dreams persist. Having slept on it even once is
enough to impart this dreaded curse. Only a Remove Curse spell frees the victim, allowing a decent night's
sleep at last.

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Cursed items

44. Necklace of insults
A necklace of gold and inset jewels, with an embossed image on a central pendant of a smiling angelic face.

It radiates magic if tested, and appears to be grant its wearer the ability to speak and comprehend any
spoken language.

Curse
When used on a stranger (any entity that the player character has known for less than 1 day) speaking a
language that the player character does not know, the wearer is able to understand everything, but is able
to speak only in insults, no matter what they try to say.

After revealing its true nature, the smile on the face of the pendant becomes a frown.

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Cursed items

45. Necklace of binding webs


A finely-wrought necklace in the form of a golden spider web hanging from thin gold chain.

It radiate magic, if tested. Allows the wearer to cast a Web spell 3 times per day at whatever their maximum
spell casting level is.

The first time it's used in combat, the necklace's spell goes off centered on the wearer, regardless of where
it was directed to go. The vearer gets no Saving Throw, but everyone else in the area of effect does.

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Cursed items

46. Magnetic skull cap


A metal skull cap, too thin to act as a helmet, but meant to be worn by spellcasters as a form of head
protection.

It radiates magic, if tested. This skull cap grants +2 Intelligence score (or any key abiity score of your choice
that's applicable to the player character's spellcasting.)

It also reveals that it is cursed, should that be searched for specificaly.

Curse
When a spell-casting individual places this upon their head, the cap becomes anchored, incapable of being
removed. What's worse, it becomes highly magnetic, drawing any and all ferrous metals (iron, steel, and so
on) within a 10 foot radius toward it.

Weapons fly out of sheathes, tools jump through the air, and climbing spikes tear through bags, all aimed
directly for the wearer's head. Cutlery, pots and pans, and even nails in rotten wood fly at the wearer as they
pass by. These things hit as if a 10th level fighter were attacking, and at a +4 to Hit and damage.

If a ferrous metal weapon is being wielded by the wearer or another character within the area of effect, they
must roll a Saving Throw just to hold on to it. If successful, and they are attacking someone else, they do
so at a -4 penalty to Hit and damage because the weapon is being drawn in another direction. If they are
intentionally attacking the wearer, they get a +4 to Hit and Damage on top of any other bonuses.

A high level Remove Curse will allow the skull cap to be taken off, whereupon it ceases to be magnetic until
the next victim comes along.

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Cursed items

47. Token of missiles
A copper coin of human design. It has a depiction of an unknown king on one side, and a tall tree on the
other. There are no other markings or runes.

The coin radiates magic, if tested.

The coin acts as a lucky token or charm, offering a bonus +1 to all die rolls for that character, including rolls
To Hit, Saving Throws, Skill rolls, and any other rolls the character may attempt. For d100 rolls, this token
provides a benficial +5% (or -5% in cases where lower is better.)

Curse
All missile attacks in the vicinity of the character have a 90% chance of curving in the air and attacking
the coin bearer, regardless of the original target. The victim gets all their normal AC, Dexterity, and other
bonuses to avoid being hit, including the bonus from the token. Magic Missiles and other magical attacks
are also affected, many not allowing for any chance to be avoided. This curse includes missiles launched
or fired by the victim themself.

The coin may be discarded at any time, but it reappears somewhere on the character's person within 24
hours, and once it does, the curse continues just as before. If damaged or destroyed somehow, the coin still
reappears, seemingly unharmed.

A successful Remove Curse, cast directly on the coin while the cursed character is holding it, has a 50% of
enabling it to be permanently discarded.

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Cursed items

48. Lantern of darkness
This appears as an ordinary adventurer's oil lantern. When tested, it works just like a normal lantern.

It does not radiate magic, unless extensive tests are conducted upon it, at which time, it also reveals its curse.

Curse
During combat, the lantern casts a Darkness spell, bringing inky blackness to an area 60 feet in diameter
(centered on the lantern itself.) The effect continues so long as danger is present. If the enemies are
incapacitated but are still within 120 feet of the lantern, then the lantern senses the malice and ill intent,
and continues to cast darkness. When the fight or threat is over (when the lantern "feels" safe), however, the
Darkness spell lifts, and the lantern resumes its usual operation.

It may not be immediately apparent to anyone that the lantern is the cause of the darkness spell. To a
player charecter trapped within the magical darkness, it probably seems that the entire world has gone dark,
because the more they walk, the further they carry the magical darkness along with them.

The lantern may be discarded or destroyed at any time, without adverse effect.

Optionally, it may be possible to develop a "relationship" with the lantern. If a player character spends a
long rest (8 hours or so) reassuring the lantern that it is safe as long as it is with the adventuring party,
then the lantern becomes trained to not cast darkness when a threat arises. It can also be taught to cast
darkness on command. All of this takes time and intent, however, and even after learning to trust the party,
the lantern's instincts could kick in at any time.

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Cursed items

49. Knockoff boots
A pair of finely-made armored boots provide +1 AC.

The apparent value is 400 GP, although a Formidable check detects that the boots are but a cheap imitation
of what they appear to be.

Curse
The boots remain sturdy and comfortable until the wearer is attacked. At the first successful hit against the
player character, the boots fall apart, cutting into the wearer's legs, dealing Moderate damage per leg.

If fighting on difficult terrain, Mild damage is dealt with each 5 foot step, since the character is now barefoot.

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Cursed items

50. Ring of jumping
A surprisingly lightweight ring made of mithral, enabling its wearer to jump to a distance of twice their
walking speed.

The ring radiates magic, if tested.

Curse
This ring is actually not cursed, it's just not well made. The ring does exactly what it promises, permiting its
wearer to leap great distances. However, it doesn't account for landing.

After using the ring's power to jump, the wearer suffers Serious damage upon hitting the ground.

Featherfall or a similar spell can be used to counteract the negative effect of the ring. A Remove Curse spell
is ineffective, because the ring is not cursed.

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Cursed items

51. Incompetent's hammer
A carpenter's hammer of great craftsmanship.

If studied closely, faint runes can be seen embossed upon it. The hammer radiates magic if tested.

Curse
Anyone with carpentry or building skills can use this hammer to build wooden objects and structures very
quickly. Using it to build a large house results in the house being completed in only a day or two. A chest
of drawers, or an armoire might only take an hour. In fact, anything built with this hammer almost seems
to build itself, and will, at first, be quite sturdy.

Every day after an project is completed, however, there's a cumulative 1% chance that it will fall apart. Once
per day, the GM or the owner of the built object must roll a d100. Any roll equal to or less than the current
cumulative number means the crafted object has collapsed. Nothing built with this hammer, therefore, will
still be standing in just a few months. Up until the moment of collapse, however, the built object seems to
be just as solid and dependable as ever.

Optional: Should this hammer ever be used in combat, it is considered to be +1 to Hit and damage. However,
should this hammer actually do damage in combat, the damage reverses itself in 1 minute (10 rounds).
Should this bring an enemy back up over 0 HP, they are alive once more!

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Cursed items

52. Flint and steel of the inferno


A carefully carved piece of flint, complete with runic characters, and a thin piece of steel, also bearing runes.
They come in a small wooden box with matching symbols.

Upon inspection, these two items, which can be considered a single one for these purposes, radiate strong
magic. If the enchantment isn't invoked, this can be used as a regular flint and steel, flicking small sparks
with which ordinary fires can be started.

If the magical phrasing written on the flint, steel, and box is deciphered and spoken, however, the sparks
create a Fireball spell. This can be done once per long rest.

Curse
Any time the flint and steel is used either to start fires or to cast a fireball spell, there's a 60% chance that
the Fireball spell will occur whether invoked or not, detonating immediately in the hands of the user of the
flint and steel.

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Cursed items

53. Demonic statuette
There are said to be many of these horrible items hidden throughout the dark corners of the world. They
appear as small statues of powerful animals or beasts of various kinds. On the bottom of each is a word
engraved in an obscure language. If tested, they radiate powerful magic. Cursory investigations indicate that
these statues can be placed upon the ground, and when the word spoken aloud by the owner, the statuette
transform into a real-life version of the creature depicted, totally under the owner's control.

Curse
These are magical gates for powerful demons imprisoned in their own dimension, and speaking the word on
the bottom of the statues releases the demon, which appears immediately, under no one's control. Consult
your favorite monster manual or bestiary for the demon's statistics and powers.

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Cursed items

54. Crystal ball of the narcissist


A crystal ball a bit larger than fist size, pulsing with a faint glow.

Magical investigation implies this crystal ball works as a standard scrying device, allowing the user to peer
across any distance, to see people and things that are of interest.

Curse
When used, there's a 50% chance that the crystal ball shows the user looking back at themself. The scryer
can look from above, and from the side, from the front, back, or all over, but they can only scry upon themself.
This makes the crystal ball of little use, but the actual curse becomes evident into play the next time the
victim uses any kind of scrying magic, whether from a spell or another device; they still only see themself,
no matter how hard they try, or what kind of preparations they make.

Once triggered, the curse is transferred to the magic user, so destroying or abandoning the crystal ball has
no effect. A Remove Curse spell cast upon the victim ends the narcissistic effect.

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Cursed items

55. Crushing robe
A magical robe of very fine construction, made of silk and trimmed with expensive ribbons and threads of
precious metals.

If investigated magically, it appears to offer the wearer a +2 to AC and on all Saving Throws.

Curse
Upon being worn into combat for the first time, the robe begins to shrink. It causes Mild crushing damage
per minute, with no Saves allowed, and continues to do so until the wearer is dead.

The robe cannot be removed through normal means, but either a Remove Curse or a Dispel Magic spell (or
similar) allows it to be taken off. A magical blade, like a sword or dagger of +1 or better, can also slice it off.

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Cursed items

56. Crown of the wild


A crown of bark and leaves, created for the warrior Princess Lolonyo of the Southern Reaches by the traitorous
Prince Idem, her spurned would-be lover. The crown is elegant and masterfully made, easily worth 2000 gp.

When found, the crown has an anti-magic field around it. Removing the crown from the field activates its
curse effect.

Curse
The crown attracts any hungry animal, size medium or larger, within a 5 mile radius. There is generally a
50% chance of an animal being nearby; more in some environments. Such an animal attacks the bearer of
the crown. If the crown is worn, then the wearer also suffers -4 AC against the animal's attacks.

If the crown is broken or battered, it mends itself overnight.

Attempts to burn the crown only harden and strengthen it.

If the crown is abandoned, the former owner finds thorns and nettles from the crown in their gear no matter
how thoroughly they wash and clean, and its curse persists. Prestidigitation can remove all traces, ending
the curse.

A player character may also attempt to sell it to end its curse. Most merchants recognise that it is cursed,
but an evil-aligned merchant might allow the player character to leave the crown on premisis so that they
may pass the curse on to someone else. An evil merchant is careful not to pay for the crown or to claim
ownership of it, lest the curse pass on to them. Until it is sold or given away in 1d6 days, the curse continues
to afflict the former owner.

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Cursed items

57. Clumsy gloves
A pair of very fine gloves. They radiate magic, if tested.

Investigations reveals them to be of special use to thieves and others skilled in delicate work. The gloves add
+2 bonus on Dexterity and Skill checks for such things as picking locks, picking pockets, disarming traps,
crafting, and so on. They can be put on and taken off easily.

Curse
When used, there is a 50% chance of causing the wearer to have a -2 penalty to all the same skills. What's
worse, when in combat, the wearer has a -4 to hit penalty.

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Cursed items

58. Cloak of the nameless


A lavish cloak, embroidered with runes and patterns of great, old, and forgotten households of the frozen
North.

It is unnaturally comfortable and protective, providing +2 to saves against environmental effects.

Curse
While in possession of this cloak, a player cannot recall their own name, even if someone reminds them or
writes it down on a sign in front of them. This causes a -4 to all Charisma-based checks, and a general sense
of mistrust among everyone they meet.

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Cursed items

59. Chair of collision
A high-backed wooden chair of ornate design.

Upon sitting in the chair and speaking a command word (subtly carved into one of the chair's arms, revealed
with careful investigation), this item levitates over the floor.

A seated individual can make the chair levitate up or down at a rate of 20 feet per round (6 seconds), but
they can also move forward or back as if a Flying spell has been cast upon it, moving 20 feet per round. There
is no time limit for this effect. The seated individual can stay in the air all day long if they want.

If the seated person is killed or rendered unconscious at any point, the chair slows down, and then descends
easily at a rate of 10 feet per round, until it settles on the ground. The same holds true if the individual
jumps or otherwise falls out of the chair while it is in the air.

Once per day, for a duration of 1 minute (10 rounds), the chair can be used in its accelerated mode. In this
mode, it moves forward up to a distance of 1 mile (60 mph, or nearly 100 kph).

Curse
In Accelerated mode, there is a 85% chance that the chair fails to stop. It contiues forward for 1d3 miles
beyond its intended point, regardless of what's in front of it. Collision with solid objects (trees, cliff sides,
houses, and so on) results in Deadly damage to anyone seated in or struck by the chair, and the chair itself
is usually destroyed.

Jumping from or falling from the chair in Accelerated mode results in Serious damage for every 10 feet of
height (or use your game system's rules for falling). Jumping into water or a hay bale might help reduce
damage. Jumping on to rocks or thorns may cause greater damage. Should the passenger jump out of the
chair, it slows down and settles to the ground, waiting patiently for its next victim.

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Cursed items

60. Burning ink
This is a diabolical item, originally meant to render a long-forgotten (and much despised) traveling wizard
helpless.

A bottle full of the finest black ink. It radiates magic, if tested. Careful investigation reveals it to be superbly
suited to transcribing spells into spell books. If you track spell components in your game, then possessing
this ink negates the cost of components. If you do not track components, then any spell learned from a spell
written in this ink may be cast at 1 spell level higher than the spell slot used to cast it (in other words, a
wizard using a 3rd level slot may cast the spell at 4th level for "free".)

Curse
1d10 days after the transcription has been finished, the spell book smolderings and then bursts into flames.
This takes only a minute's time, so if the book is in a backpack while the wizard is out adventuring (which
was the original plan, when the ink was first made), the wizard takes Moderat fire damage, and the book
(along with anything else near it that might be flammable) is lost. Most especially, they lose their ability to
learn new spells until they can recover them from another source, be it a second copy of their spell book,
or from somewhere else.

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Cursed items

61. Hat of great charisma


A marvelous hat that adjusts to any size wearer.

Investigation reveals that this hat grants +2 to the wearer's Charisma score.

Curse
While wearing this hat, any Charisma-based check or Saving Throw has a 75% chance of automatic failure.

Destroying the item ends the curse.

A Remove curse spell ends both the curse and the boon.

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Cursed items

62. Bucking saddle
This appears as a horse saddle, made from the finest leather, and encrusted with gemstones. It radiates
magic, if tested. When investigated, it is that this saddle allows a horse with its rider to move twice as quickly
as normal, and go five times as far before needing rest.

Curse
Unfortunately, the saddle's magic spooks the horse during combat. If the horse itself is in combat, then the
horse immediately starts bucking until the rider is off (either by jumping down or by being thrown). The rider
must make either a Strength, Dexterity, Skill check, or Saving Throw (your choice) to avoid getting thrown
each round when this is happening. If thrown, the rider takes Serious damage from the fall.

When the horse starts bucking, it will do nothing else -- it won't move forward, no matter what danger might
be around it. After this happens the first time, the horse will not allow anyone to ride it at all while this
saddle is on it.

IF the horse is not in the combat but is within 60 feet of it, the horse is stricken with fear and runs away.

Remove curse ends the curses's effect, but also removes its boon, because the "curse" is actually a side effect
of a poorly cast Haste spell.

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Cursed items

63. Brooch of delusion
A large jewel-encrusted brooch, used to close cloaks and capes.

It radiates magic, if tested. All checks indicate that this item endows the wearer with the power to see invisible
creatures. There is no activation process for this ability. It works whenever the brooch is worn.

Curse
The brooch creates imaginary images of people or creatures as well, which the wearer sees from time to time.
There is a 30% chance per day of seeing one of these delusions.

The images may be of people, animals, or monsters that the wearer has encountered before. Most especially,
ones that got away, or are still believed to be living. They seem to be following the wearer and their party,
and flee if noticed.

Characters may try to reveal them through other magicks, or attack them in this "invisible" state. At your
discretion, these attacks may automatically miss, or may appear to hit these apparitions, whichever helps
maintain the delusion. Once a delusion is noticed, the wearer sees and hears the imaginary creatures.

The brooch can be discarded to remove the curse.

Optional: Once triggered for the first time, the curse is transferred to the wearer. Should the brooch be
discarded, the player character sees the delusions only when using magic or tools that permit them to see
the invisible. This curse can be negated with a Remove Curse spell.

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Cursed items

64. Boots of paralysis
A pair of magical leather boots which form-fit to any wearer of any size.

These boots allow the character to climb walls and ceilings like a spider, moving along vertical and horizontal
surfaces at normal speed.

Curse
The boots were created (poorly) using the venom of a spider to produce the spider climbing ability.
Unfortunately, 50% of the time, the boots trigger the effects of the spider's venom instead, casting a Paralysis
spell on the wearer. This effect lasts 1d12 rounds.

Any attempt to climb walls while wearing them after this, either from using the magic of the boots, or through
any other means, results in Paralysis again.

Remove curse ends the curses's effect, but also removes the boon, because the "curse" is actually a side
effect of poorly executed magic.

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Cursed items

65. Book of lies
A thick leather-bound book, with copper points at the corners and gold leafing. It radiates slightly of magic,
if tested, but does not appear to be cursed in any way. This book is filled with thousands upon thousands of
details, articles, and other pieces of reference material, all in the native language of its possessor. Should it be
passed from one character to another, it appears to be written in the native language of each player character.

There is a 50% chance that this book has an entry on whatever the character decides to look up, no matter
how obscure. Should the entry exist, it may be a short, one or two line explanation, or a long article, including
facts, figures, and even illustrations.

Curse
When used to research topics surrounding an evil aligned character or creature, the book's entry is less
reliable. Articles about evil aligned topics are always presented as though they are absolute fact, but, in
reality are incomplete, misleading, or even outright false.

An entry about an evil aligned subject isn't only false, however. The book mixes truth with falsehoods to make
it difficult to know just how unreliable the book is. Player characters may suspect that some information
has been outdated rather than falsified.

The book may be discarded at any time.

Optional: This could easily be a book targeting clerics, with it taking the form of a lost volume of holy lore.

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Cursed items

66. Belt of ill health


A wide and beautifully carved leather belt. It radiates magic, if tested. This belt shrinks or grows to fit any
wearer.

A person wearing this belt regenerates damage.

Curse
This isn't a cursed item, but definitely an evil one. To restore HP to its wearer, this belt siphons Hit Points
from other living creatures.

HP is restored by draining, in equal parts, HP from living creatures within 60 feet of the wearer, in order of
initiative. Animals, undead, and mindless creatures are unaffected.

What's more, any illness or poison exposure upon the wearer gets randomly pushed off onto someone else
within 100 feet. In this case, the victim of this transference is allowed a Saving Throw. Upon success, the
affliction bounces off of them, and moves on to someone else. If everyone within a 100 feet makes their
Saving Throw, the wearer is stuck with the poison or disease, until someone new comes within range, at
which point the belt tries again.

After the first time this happens, the belt can no longer be removed through any normal means, requiring
a Remove Curse to unbuckled it and taken off.

Optional: If the wearer is killed while wearing the belt, it can be removed easily, but if it remains on them,
and people come within 100 feet, the wearer eventually regenerate enough points to return from the dead.

Optional: You might use this belt as a story element by placing it upon some long-dead, but once powerful
wizard or warrior in a forgotten crypt somewhere, who begins to regenerate as soon as the players get close,
doing damage to them bit by bit.

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Cursed items

67. Brine gems
An assortment of gems lie submerged in a green liquid.

Curse
The liquid (which the players are likely to mistake for acid) is a special brine created by an alchemist (sadly,
the recipe has long since been forgotten.) When the gems are removed from the brine, they change into
ordinary worthless rocks.

As long as ordinary useless rocks are submerged in the brine, however, they are legitimate precious gems
worth at least 100 gp each. Inventive players may devise of a way to sell the gems while they're submerged. If
they do, reward them with high selling prices (and punish them later with vengeful buyers of worthless rocks.)

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Cursed items

68. Sword of fear
A hefty sword of sturdy build.

The sword is magical, granting a +2 to hit and damage.

Curse
The sword is secretly sentient, but generally too afraid to reveal its true nature. When attacking with this
sword, there is an 90% chance that the sword becomes mortally afraid of battle. It cries out in fear, protesting
and questioning the wisdom of going into battle. It also becomes suddenly flaccid, so the player character is
effectively attacking with a wet noodle. All rolls to hit suffer -4 due to the change in weight and the difficulty
of aiming a floppy sword. Successful hits deal the very mildest of Mild damage.

Once combat has ended, the sword returns to its silent, stoic, and hardened form.

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Cursed items

69. Prime holiday treats


Gingerbread biscuits, festively decorated with sweet frosting. Each biscuit is numbered (with numbers written
in frosting). They look fresh, and smell like a grandmother's house in wintertime.

Investigation reveals that there are 71 biscuits total. Numbering starts at 1 and continues to 71. None of the
numbers appear different than any of the others.

Curse
Any biscuit numbered with a prime number grants Serious healing. Any other biscuit causes Serious damage.

Primes: 2 3 5 7 11 13 17 19 23 29 31 41 43 47 53 59 61 67 71

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Cursed items

70. Coins of corrupting
A collection of ancient coins, valued at several thousand gold pieces for historical interest alone. They are
kept in a large sealed jar (about a gallon or 4 litres) that appears to be filled with blood.

The jar is abnormally heavy (25 pounds, or 12 kilograms) for its size.

Careful investigation of the liquid suggests that it isn't blood, but bromine. If opened, the bromine evaporates
at a surprising rate, causing Mild poison damage to anyone within 15 feet, unless the area is well-ventilated.
If the bromine is poured out, the coins are found to be quite lightweight, apparently constructed of a cheap
metal, but nevertheless valuable for their historical nature.

Curse
After 1d3 hours of being exposed to air (bromine contains no oxygen, which is why the coins were stored in
it), the coins begin to rust and corrupt nearby valuables. If the coins are kept in a purse with other coins,
then 1d100 coins, per day, are rendered rusted and decayed and worthless. If the coins are kept in a bag of
holding, then the coins corupt any metals sharing that space, at a rate of 1 large item or 2 small items per day.

The coins are corrupted after 1 day, but their corrputing effect lasts until the coins are discarded, and the
recepticals in which they were stored are thoroughly cleaned with Prestidigitation, Unseen servant (cleaning),
Cleanse, or similar.

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Cursed items

71. Staff of Ra
A quarterstaff consisting of a stack of animal skulls bound together by dark, hardened ichor. This staff
destroys any undead creature (except revenants) within 100 feet.

Curse
Any undead creature (except revenants, or any other undead that still possesses its own soul) within 100
feet of this staff is immediately destroyed, but is replaced by a summoned demon or devil possessing the soul
(usually in a soul coin or soul gem) of that undead creature. The fiend summoned by the staff immediately
attacks the bearer of the staff.

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Cursed items

72. Belt of great strength


A belt of leather adorned with metal spikes.

Investigation reveals that this belt grants +2 to the wearer's Strength score.

Curse
While wearing this belt, any Strength-based check or Saving Throw has a 75% chance of automatic failure.

Destroying this item ends the curse.

A Remove curse spell ends both the curse and the boon.

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Cursed items

73. Charming hat
A marvelous hat that adjusts to any size wearer. This hat grants its wearer a 50% chance of automatic
success when casting a Charm or similar spell. It also compels anyone, upon meeting the wearer for the first
time, to compliment the hat.

Curse
All stealth or attempts to blend in fail while wearing this hat, because the hat always has 100% chance of
being noticed, or of standing out in a crowd.

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Cursed items

74. Stone of Giramphiel
This moss-green stone grants its owner fire resistance.

Curse
This stone causes vulnerability (double the damage taken) to poison.

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Cursed items

75. Hammer of regret
A great war hammer, adorned with decorative engraving and a fine red ribbon. Its name: the Tear Bringer.

Curse
After a successful hit, the wielder of Tear Bringer is filled with remorse for dealing damage. The wielder weeps
openly in regret, and is unable to attack any creature, or comply with any action that will cause harm, for
1d3 rounds.

If the hammer deals the death blow, then the wielder is inspired to retreat from combat to go write a letter
of apology to the family of the creature that has been harmed.

Destroying this item ends the curse. A Remove curse spell ends the curse, transforming the hammer into
a mundane item.

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Cursed items

76. Kobold statue
A heathen golden idol in the likeness of a draconic beast. About the size of a pineapple, this golden idol is
worth 1000 gp, or possibly more to a collector of religious obscura.

Curse
The statue is an illusory form of an actual kobold. When the player characters are asleep, the kobold sheds
its illusory form, casts invisibility on itself, and then rummages through their possessions. The kobold buries
or otherwise hides as many valuables as it can manage before casting its illusion again to return to its form
as a golden idol.

Should player characters fail to catch on to what is happening, then eventually the kobold leaves their
company and returns to the spots where it buried their treasures and delivers it to the nearest dragon in
hopes of currying favour.

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Cursed items

77. Sugar high, sugar low


A sturdy dining set. Investigation reveals that after 1 day of use, it provides +10 feet to the player's base
movement speed. This effect continues as long as all meals are served on this dining set.

Curse
Anyone benefiting from this dining set automatically loses initiative rolls to enemies. In other words,
regardless of what a player character rolls for initiative, it is treated as lower than the lowest enemy initiative
roll.

If you don't roll dice in front of players, this curse can be dangerous, as players may start to suspect that
you're blatantly cheating. To avoid discord, after the first or second time that the curse is triggered, declare
that the player characters feel sluggish or lethargic. They are likely to suspect that this is an effect of the
enemies they're facing, or the environment, but eventually they'll suspect a curse. If they fail to realise that
they're carrying around a curse, have them do perception, investigation, arcana, or similar checks and then
give them a hint.

Destroying this item ends the curse. A Remove curse spell ends the curse, transforming it into a mundane
item.

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Cursed items

78. Floaty metal
A cape, light as a feather, but as strong as steel. This grants +1 AC to its wearer.

This radiates transmutation magic, if tested.

Curse
This causes metal objects, such as weaponry, become lighter at unexpected moments. This is most noticeable
at night when weapons are set aside, or during combat when they're being swung around wildly.

Each night, there's a 60% of a metal or mostly-metal weapon becomes lighter than air and floats away.

During combat, on the player's attack, there's an 80% chance that a weapon in use becomes lighter than
air and flies right out of its wielder's hand. This negates any damage it would have dealt that round, and
causes the weapon to be lost permanently.

Objects that float away actually float into outer space, where they eventually stabilize. If your game system
has rules for adventuring in space, then player characters may be able to retrieve lost items. If a player
character is able to grab hold of an object once it has begun floating, then the player character is carried
by the weapon into space.

Should your game system have no rules for outer space, then the object stabilizes at 5d100 feet, and then
regains its natural weight, falling to the ground.

Destroying this item ends the curse, but destroying it is difficult because it's designed to be durable and
resistant to damage. A blacksmith's forge, dragon's fire breath, and various destructive magicks can destroy
it. A Remove curse spell ends the curse, transforming it into a mundane item.

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Cursed items

79. Quick rewrite
A book, the first pages of which contains handwritten notes. The last half contains blank pages.

The pages with writing are an accurate account of the adventuring party's exploits up to this point. As a
player character turns to it, the first blank page in the book develops writing describing some event in their
near future (preferably the very next room in the dungeon), in which the adventurers find vast amounts
of treasure.

If the adventurers keep the book, writing continues to appear, always describing events in their near future.
Should the adventurers intentionally take actions different from what's described in the book, quick rewrites
adjust the near past.

Curse
The next page is always a lie. If the adventurers attempt to fulfill the what's foretold in the book, instead of
whatever boon it predicts, they find a bane. Instead of treasures, they find traps. Instead of friends, they
find foes.

Should the player characters abandon the book, all pages are rewritten to portray them in the worst possible
light to whomever reads it. A Remove curse spell ends the curse, transforming it into a book full of blank
pages.

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Cursed items

80. Trigger
A chain flail, an axe, and a mace rests on a platform.

Curse
The axe and mace are not cursed, but are cheaply made and break immediately when hit against anything,
dealing Mild damage from their splintering wooden handles. Gloves negate.

One of the chains of the chain flail actually extends into a hole in the platform upon which the weapons
sit. Close inspection (with a Tough DC) detects the hole. If the flail is lifted from the table, the chain pulls
a concealed trigger, which in turn lets loose a crossbow bolt from the wall or platform, striking the player
and dealing Serious damage.

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Cursed items

81. Elemental plane of water trap


A precious gemstone rests in a bramble of dried grass and leaves, apparently abandoned by a former
adventurer, probably by accident.

Curse
Any player character who touches the gemstone is teleported to the elemental plane of water for either 1d3
minutes or, if you prefer, the exact number of minutes your ruleset defines as the limit for underwater
survival.

After the duration, the player character is teleported back to the original location, unconscious and dying.

A Remove curse spell ends the curse, transforming the gemstone into a mundane rock of no value.

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Cursed items

82. Fool's Gold
A bag of gold. A cursory estimation suggests 800 gold pieces in total.

Curse
An Easy investigation reveals that 799 of the 800 coins are fake.

If the player character takes the bag of gold, then there's an 80% chance that any given time they spend
gold, they spend counterfeit gold. Town guards or angry vendors are inevitable.

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Cursed items

83. Sword of redistributed harm


A gleaming sword of dwarvish make.

This radiates transmutation magic, if tested.

Curse
Upon a successful hit, this sword magically redistributes damage. The intended target takes 1 point of
damage. Any remaining damage is redistributed evenly among the adventuring party.

A Remove curse spell ends the curse, transforming the sword into a mundane weapon.

If the blood of a dwarf touches the blade, it becomes a +1 weapon and dwarven runes appear. The runes,
if read aloud by a dwarf, reverses the harmful magic such that the sword distributes harmful damage to
nearby enemies.

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Cursed items

84. Lunette of lycanthropy
A portal in the ceiling of the room to let moonlight through. In the portal, there's stained glass, with each
panel depicting all but one (specifically, the player character with the lowest dexterity score) of the player
characters. In one panel, instead of a player character, there's humanoid wolf with bloody fangs.

Curse
Should the player characters pass under the lunette, the glass shatters. A dexterity saving throw avoids
falling shards of glass.

If the glass successfully strikes the player character depicted as a werewolf, then that player is now afflicted
with lycanthropy.

Standing under the lunette during a full moon cures the lycanthropy. Other cures are possible, according
to your game system.

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Cursed items

85. Meerschaum of attraction
A meershaum pipe, ornately made and, from the looks of it, never used. There are elaborate carvings in the
pipe, and it could probably be sold for a high price.

Curse
If the pipe is used for smoking, its smoke attracts 1d4 stirges (or a similar beast) every round. This isn't
actually a curse, but a function of the pipe's bowl, which hasn't been tempered properly, resulting in a smoke
that happens to appeal to dangerous pests. A successful check in crafting or pottery or similar discipline
can repair the pipe and make it safe for its intended use, or for resale.

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Cursed items

86. Necklet of nuance
A tight-fitting black necklet.

This radiates transmutation magic, if tested. This item provides +2 to all Wisdom checks.

Curse
The necklet imposes -4 Dexterity.

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Cursed items

87. Adamantine lockpicks
A set of adamantine lockpicks, guaranteed to endure the toughest of locks.

This radiates magic, if tested. This item provides a +2 bonus to picking locks.

Curse
When picking locks, these lock picks deal Serious damage to its user in exchange for the bonus granted. (It's
likely that the player will suspect a trapped lock the first time, and possibly the second, time it happens.)

A Remove curse (or similar) spell removes both the curse and the boon. However, as mundane lock picks,
these are quite valuable and are nearly impossible to bend, break, or dull.

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Cursed items

88. Ogive of duplicity
A quiver of 10 arrows with heat-seeking ogive tips.

This radiates magic, if tested. This item provides a +4 bonus to attack rolls made with these arrows against
a living heat-producing enemy, because they never miss.

Curse
Once the opponent struck by one of these arrows has died, the arrow dislodges itself and strikes, with +4
to attack, the player character who fired it. Once it has completed this task, the arrow becomes mundane,
its ogive tip expended.

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Cursed items

89. Salve of corrosion
A poison salve meant to be applied to a blade, adding +2 poison damage to any creature it successfully
strikes. This is poison enough for 2 days.

Curse
The poison is highly corrosive, and degrades the blade it is applied to. After 1d4 rounds, a blade bearing
this salve becomes rusted and useless.

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Cursed items

90. Potion of greater intellect


A powerful potion that enables a spell caster whose key attribute is Intelligence to learn 2 additional spells
for the day.

This grants 2 additional spell slots until the magic user's next long rest.

A player character who is not an Intelligence-based spell caster feels very intelligent after drinking this potion,
but is unable to express it.

Curse
The potion also reduces the spell caster's Strength to 1, or imposes the Incapacitated condition, depending
on the game system. A player character who drinks this potion cannot walk,raise their arms, or even speak
for the duration of a long rest (the equivalent of a full night). After this time of imposed rest, however, the
spell caster gets exactly what the potion guaranteed: 2 spell slots that last until the next long rest.

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Cursed items

91. Eyehole
A physician's magical brooch. Place it against a body, treasure chest, or wall and look through the hole in
the centre to peer into the object it is placed.

This item radiates illusion magic, if tested.

Curse
The brooch displays everything in the most idealized form possible. Used to peer through a wall or door into a
room, it shows great treasure and no monsters whatsoever. Used to peer through skin into a creature's body,
it shows everything in prime condition. Used to peer into a treasure chest, it shows great wealth and no traps.

A Remove curse (or similar) spell removes all magical properties, rendering it a mundane object worth little
more than a copper piece.

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Cursed items

92. All that glitters


A bag of 25 gold pieces.

Upon careful examination, the player character notices that there's a notch carved into each coin along the
edge. In just one coin, there's an X marked across both of its faces. These marks do not affect the value
of the coins.

The coin marked with an X radiates illusion magic, if tested.

Curse
The coin with the X marked on it is a cursed coin. Over the course of 1 day, this coin causes nearby coins
to appear and feel as gold. The coin seems to have an "awareness" of a container, and it confines its powers
to whatever it is contained in, whether it's a pocket, muslin bag, leather pouch, bag of holding, or treasure
chest. Left out of a container, the coin's power extends about 5 square feet.

Only the owner of the coin is affected by the illusion.

A Remove curse (or similar) spell removes all magical properties, rendering it a mundane object worth little
more than a copper piece.

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Cursed items

93. Organza of unusual resiliency


3 delicate organza shirts, probably of drow or dark elf design, that grants its wearer +2 AC. The 3 shirts
are connected by a single thread, suggesting they were woven from the same strand of spider silk, but this
thread is easily broken. The other woven threads of the shirt, however, appear to be unbreakable.

Curse
The first time this silken armor is successfully hit, one wearer is struck blind, the other deaf, and the third
mute. These conditions last as long as the shirts continue to be worn. Once removed, the conditions end
after a long rest.

At your option, a Remove curse (or similar) spell either causes the silk shirts to become fragile and useless,
or else only removes the curse and retains the +2 AC bonus.

It's probably not convenient, but a very careful inspection reveals that should the shirts remain connected
by at least a single thread, the curse is negated.

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Cursed items

94. Cup of madrilene
A golden goblet filled with madrilene, a flavorful tomato consomme blood-red in color.

The goblet is inlaid with precious gems, and its base is made of platinum. It's likely worth 300 gp.

Curse
If the madrilene is thrown out of the goblet, the most powerful ooze in your favourite monster manual or
bestiary emerges from the gobet and attacks the player characters.

If the madrilene is consumed, it does Deadly damage and imposes the poisoned condition upon the drinker.

The cup itself is cursed. Its owner is immediately at full encumbrance until the cup is abandoned.

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Cursed items

95. Relievo of self-restoration
A sculpture of seemingly formless shapes. The longer it's looked at, the more the shapes appear to take form.
Should the player characters linger long enough, it's revealed that the sculpture is a depiction of a combat
from their past or their future (depending on when they encounter this object.)

The relievo sculpture causes observers to gradually feel fatigued, because the sculpture is draining health
of the player characters in order to give itself form.

The fatigue effect starts when players enter the room, but it's not noticeable until a successful perception,
insight, Detect magic, or other relevant check is made. If your game system uses passive perception, a
character may notice it without making a check.

Curse
Calculate total damage by how far the forms progress.

Suggested damage values


• Mild: the shapes remain formless, and the characters pass through the room without lingering.

• Moderate: the shapes begin to take form. Player characters have stopped to investigate briefly.

• Serious: the shapes have taken form, but are not yet recognizable. Characters have lingered in the room
and have investigated and examined the sculpture at length.

• Deadly: the shapes are recognizable as the player characters, and the scene is complete.

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Cursed items

96. Kladenets
A +2 sword named Kladenets.

Curse
The sword is sentient, and speaks up whenever treasure of any kind is encountered. Kladenets always insists
upon offering the player's share of the treasure to other members of the party, or anyone nearby who is not
wielding Kladenets. If its wielder argues, Kladenets persists and promises even more wealth, whether it's
wealth of future discoveries or wealth from the player character's current inventory.

Should its wielder refuse to abide by Kladenets's promises, Kladenets does 0 damage to anything it hits
during the next combat.

Should the player abandon Kladenets, it reappears in the player's inventory after a long rest.

The only way to be rid of Kladenets is to return it to the forge that created it, the Forge of the Bogatyr. The
bogatyr was an order of knights in a far off land, and this can serve as the start of a new adventure for your
player characters. Should you require a more convenient resolution, then Kladenets can be easily tricked into
believing that it's been returned to its point of origin with a few successful blacksmith, craft, performance,
or similar checks, or even a Charm or similar enchantment.

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Cursed items

97. Earrings of abjuration
An earring set of 3 rings that protect its wearer from magical attacks.

These earrings only function for 1 creature, and all 3 earrings must be worn. A player character with only 1
or 2 piercings may need to add an extra piercing to accomodate all 3 rings.

Curse
Not exactly a curse. The earrings do exactly what is claimed: they impose a 50% chance of total spell failure
upon all spells that have a verbal component, within a 60-foot radius. This means player character spells
in addition to enemy spells.

The effect of spell failure is up to you. You may use a Wild Magic table to determine the results of a failed
spell, or you might have a spell backfire, or something else entirely.

Taking the earrings off ends their effect. A Remove curse spell causes them to turn into butterflies, which
flitter away.

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Cursed items

98. Bezoar stone
A bezoar stone is most commonly found in the intestines of monsters, and they are considered to be universal
antidotes to any poison.

Curse
This bezoar stone does what legend foretells. Should a player suffering from the poison condition drink water
with this bezoar stone in the cup, the poison condition is removed. Unfortunately, the bezoar stone also
happens to pass the poison condition on to another player character at random.

Should a player character who has already benefitted from this bezoar stone regain the poison condition
that it removed, one level of exhaustion is added to the affliction. This new affliction may be passed around
among the players until another level is added, and so on until a player character dies from the effects.

Magical healing removes the conditions as usual. The bezoar stone remains cursed no matter what.

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Cursed items

99. Flying mortar and pestle of Baba Yaga


A large mortar and pestle, hovering a few feet off the ground.

This radiates evocation magic, if tested.

This is the mortar and pestle of the great witch, Baba Yaga. She has been known to fly in the mortar, using
the pestle as an oar to propel her through the air. It's fast and durable, being essentially unbreakable.

Curse
The mortar and pestle takes any occupant that is not Baba Yaga herself directly to Baba Yaga. This is an
easy avenue to an adventure either against Baba Yaga or a quest on her behalf.

If that's not convenient for your game, then the mortar and pestle takes its occupant high into the air and
then turns over to dump them out so that they fall to their death (or at least so they take Deadly damage.)
Should low ceilings prevent this, the mortar is content to ram its occupants against the walls or the floor,
inflicing Serious damage, or to take them back to the start of the dungeon, or to any room you want your
players to end up in.

There is no chance of gaining control of the mortar and pestle. It is strictly loyal to Baba Yaga.

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Cursed items

100. Dagger of Rostam
A glittering +1 dagger, said to have been used to behead a deva.

Curse
The game master chooses an alignment. The dagger does not allow its owner to attack creatures of this
alignment.

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Cursed items

101. Angelica's ring
An ornate ring from an ancient royal line. It was lost long ago to a thief, but is now found. To the right buyer,
this could be worth a fortune.

The ring radiates abjuration and illusion magic.

This rings grants +2 against enchantment and charm effects. If held in the mouth, it renders its owner
invisible.

Curse
The ring is not cursed, but there is residue of the deadly poison that caused the death of its former owner.
If the ring is worn by the player, they are unable to sleep through a long rest, and therefore does not gain
the benefits of rest (such as health points and spell slots). If the ring is placed in their mouth, the drop to
0 HP immediately, and are invisible.

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Cursed items

102. Fish hook of plenty


A magical fishing hook, guaranteed to feed a hungry adventuring party for a 1 week per use.

Curse
The fish hook is not cursed. It attracts sea creatures as advertised.

The fish hook catches 1d8 edible and nutritious fish, and attracts a level-appropriate collection of sea
creatures from your favourite monster manual or bestiary (for example, giant crab, sahuagin, marid, merrow,
sea hag, eldest tempest).

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Cursed items

103. Ring of permanent invisibility


A ring made of glass, with delicate etchings and a small inset glass bead. It is a ring of invisibility.

Curse
Once worn, the ring affixes itself to the wearer's finger. It cannot be removed by a Remove Curse or similar,
because the ring is attached through physical force. Severing the finger is one option, or a Wish spell.

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Appendix A. OPEN GAME LICENSE Version
1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast,
Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed
Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works
and translations (including into other computer languages), potation, modification, correction, addition,
extension, upgrade, improvement, compilation, abridgment or other form in which an existing work
may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game
mechanic and includes the methods, procedures, processes and routines to the extent such content
does not embody the Product Identity and is an enhancement over the prior art and any additional
content clearly identified as Open Game Content by the Contributor, and means any work covered by
this License, including translations and derivative works under copyright law, but specifically excludes
Product Identity. (e) "Product Identity" means product and product line names, logos and identifying
marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts,
themes and graphic, photographic and other visual or audio representations; names and descriptions
of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities;
places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos,
symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product
identity by the owner of the Product Identity, and which specifically excludes the Open Game Content;
(f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to
identify itself or its products or the associated products contributed to the Open Game License by the
Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate
and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee
in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the
Open Game Content may only be Used under and in terms of this License. You must affix such a notice to
any Open Game Content that you Use. No terms may be added to or subtracted from this License except
as described by the License itself. No other terms or conditions may be applied to any Open Game Content
distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of
this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You
a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the
Open Game Content.

5. Representation of Authority to Contribute: If You are contributing original material as Open Game
Content, You represent that Your Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include
the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or
distributing, and You must add the title, the copyright date, and the copyright holder's name to the
COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to
compatibility, except as expressly licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any
Trademark or Registered Trademark in conjunction with a work containing Open Game Content except
as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the

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OPEN GAME
LICENSE Version 1.0a

ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall
retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work
that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License.
You may use any authorized version of this License to copy, modify and distribute any Open Game Content
originally distributed under any version of this License.

10.Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content
You Distribute.

11.Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of
any Contributor unless You have written permission from the Contributor to do so.

12.Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect
to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then
You may not Use any Open Game Material so affected.

13.Termination: This License will terminate automatically if You fail to comply with all terms herein and fail
to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the
termination of this License.

14.Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed
only to the extent necessary to make it enforceable.

15.COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

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Appendix B. Creative Commons Attribution-
ShareAlike 4.0 International Public License
By exercising the Licensed Rights (defined below), You accept and agree to be bound by the terms
and conditions of this Creative Commons Attribution-ShareAlike 4.0 International Public License ("Public
License"). To the extent this Public License may be interpreted as a contract, You are granted the Licensed
Rights in consideration of Your acceptance of these terms and conditions, and the Licensor grants You such
rights in consideration of benefits the Licensor receives from making the Licensed Material available under
these terms and conditions.

Section 1 – Definitions.

1. Adapted Material means material subject to Copyright and Similar Rights that is derived from or
based upon the Licensed Material and in which the Licensed Material is translated, altered, arranged,
transformed, or otherwise modified in a manner requiring permission under the Copyright and Similar
Rights held by the Licensor. For purposes of this Public License, where the Licensed Material is a musical
work, performance, or sound recording, Adapted Material is always produced where the Licensed Material
is synched in timed relation with a moving image.
2. Adapter's License means the license You apply to Your Copyright and Similar Rights in Your contributions
to Adapted Material in accordance with the terms and conditions of this Public License.
3. BY-SA Compatible License means a license listed at creativecommons.org/compatiblelicenses, approved
by Creative Commons as essentially the equivalent of this Public License.
4. Copyright and Similar Rights means copyright and/or similar rights closely related to copyright
including, without limitation, performance, broadcast, sound recording, and Sui Generis Database Rights,
without regard to how the rights are labeled or categorized. For purposes of this Public License, the rights
specified in Section 2(b)(1)-(2) are not Copyright and Similar Rights.
5. Effective Technological Measures means those measures that, in the absence of proper authority, may
not be circumvented under laws fulfilling obligations under Article 11 of the WIPO Copyright Treaty adopted
on December 20, 1996, and/or similar international agreements.
6. Exceptions and Limitations means fair use, fair dealing, and/or any other exception or limitation to
Copyright and Similar Rights that applies to Your use of the Licensed Material.
7. License Elements means the license attributes listed in the name of a Creative Commons Public License.
The License Elements of this Public License are Attribution and ShareAlike.
8. Licensed Material means the artistic or literary work, database, or other material to which the Licensor
applied this Public License.
9. Licensed Rights means the rights granted to You subject to the terms and conditions of this Public
License, which are limited to all Copyright and Similar Rights that apply to Your use of the Licensed
Material and that the Licensor has authority to license.
10.Licensor means the individual(s) or entity(ies) granting rights under this Public License.
11.Share means to provide material to the public by any means or process that requires permission under the
Licensed Rights, such as reproduction, public display, public performance, distribution, dissemination,
communication, or importation, and to make material available to the public including in ways that
members of the public may access the material from a place and at a time individually chosen by them.
12.Sui Generis Database Rights means rights other than copyright resulting from Directive 96/9/EC of
the European Parliament and of the Council of 11 March 1996 on the legal protection of databases, as
amended and/or succeeded, as well as other essentially equivalent rights anywhere in the world.
13.You means the individual or entity exercising the Licensed Rights under this Public License. Your has
a corresponding meaning.

Section 2 – Scope.

1. License grant.
1. Subject to the terms and conditions of this Public License, the Licensor hereby grants You a worldwide,
royalty-free, non-sublicensable, non-exclusive, irrevocable license to exercise the Licensed Rights in the
Licensed Material to:
1. reproduce and Share the Licensed Material, in whole or in part; and
2. produce, reproduce, and Share Adapted Material.

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Creative Commons
Attribution-ShareAlike 4.0
International Public License
2. Exceptions and Limitations. For the avoidance of doubt, where Exceptions and Limitations apply to Your
use, this Public License does not apply, and You do not need to comply with its terms and conditions.
3. Term. The term of this Public License is specified in Section 6(a).
4. Media and formats; technical modifications allowed. The Licensor authorizes You to exercise the
Licensed Rights in all media and formats whether now known or hereafter created, and to make technical
modifications necessary to do so. The Licensor waives and/or agrees not to assert any right or authority
to forbid You from making technical modifications necessary to exercise the Licensed Rights, including
technical modifications necessary to circumvent Effective Technological Measures. For purposes of this
Public License, simply making modifications authorized by this Section 2(a)(4) never produces Adapted
Material.
5. Downstream recipients.
1. Offer from the Licensor – Licensed Material. Every recipient of the Licensed Material automatically
receives an offer from the Licensor to exercise the Licensed Rights under the terms and conditions
of this Public License.
2. Additional offer from the Licensor – Adapted Material. Every recipient of Adapted Material from You
automatically receives an offer from the Licensor to exercise the Licensed Rights in the Adapted
Material under the conditions of the Adapter’s License You apply.
3. No downstream restrictions. You may not offer or impose any additional or different terms or
conditions on, or apply any Effective Technological Measures to, the Licensed Material if doing so
restricts exercise of the Licensed Rights by any recipient of the Licensed Material.
6. No endorsement. Nothing in this Public License constitutes or may be construed as permission to assert
or imply that You are, or that Your use of the Licensed Material is, connected with, or sponsored,
endorsed, or granted official status by, the Licensor or others designated to receive attribution as
provided in Section 3(a)(1)(A)(i).

2. Other rights.
1. Moral rights, such as the right of integrity, are not licensed under this Public License, nor are publicity,
privacy, and/or other similar personality rights; however, to the extent possible, the Licensor waives
and/or agrees not to assert any such rights held by the Licensor to the limited extent necessary to allow
You to exercise the Licensed Rights, but not otherwise.
2. Patent and trademark rights are not licensed under this Public License.
3. To the extent possible, the Licensor waives any right to collect royalties from You for the exercise of
the Licensed Rights, whether directly or through a collecting society under any voluntary or waivable
statutory or compulsory licensing scheme. In all other cases the Licensor expressly reserves any right
to collect such royalties.

Section 3 – License Conditions.

Your exercise of the Licensed Rights is expressly made subject to the following conditions.

1. Attribution.

1. If You Share the Licensed Material (including in modified form), You must:
1. retain the following if it is supplied by the Licensor with the Licensed Material:
1. identification of the creator(s) of the Licensed Material and any others designated to receive
attribution, in any reasonable manner requested by the Licensor (including by pseudonym if
designated);
2. a copyright notice;
3. a notice that refers to this Public License;
4. a notice that refers to the disclaimer of warranties;
5. a URI or hyperlink to the Licensed Material to the extent reasonably practicable;
2. indicate if You modified the Licensed Material and retain an indication of any previous modifications;
and
3. indicate the Licensed Material is licensed under this Public License, and include the text of, or the
URI or hyperlink to, this Public License.

2. You may satisfy the conditions in Section 3(a)(1) in any reasonable manner based on the medium,
means, and context in which You Share the Licensed Material. For example, it may be reasonable
to satisfy the conditions by providing a URI or hyperlink to a resource that includes the required
information.

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Creative Commons
Attribution-ShareAlike 4.0
International Public License
3. If requested by the Licensor, You must remove any of the information required by Section 3(a)(1)(A) to
the extent reasonably practicable.

2. ShareAlike.

In addition to the conditions in Section 3(a), if You Share Adapted Material You produce, the following
conditions also apply.
1. The Adapter’s License You apply must be a Creative Commons license with the same License Elements,
this version or later, or a BY-SA Compatible License.
2. You must include the text of, or the URI or hyperlink to, the Adapter's License You apply. You may
satisfy this condition in any reasonable manner based on the medium, means, and context in which
You Share Adapted Material.
3. You may not offer or impose any additional or different terms or conditions on, or apply any Effective
Technological Measures to, Adapted Material that restrict exercise of the rights granted under the
Adapter's License You apply.

Section 4 – Sui Generis Database Rights.

Where the Licensed Rights include Sui Generis Database Rights that apply to Your use of the Licensed
Material:

1. for the avoidance of doubt, Section 2(a)(1) grants You the right to extract, reuse, reproduce, and Share all
or a substantial portion of the contents of the database;
2. if You include all or a substantial portion of the database contents in a database in which You have Sui
Generis Database Rights, then the database in which You have Sui Generis Database Rights (but not its
individual contents) is Adapted Material, including for purposes of Section 3(b); and
3. You must comply with the conditions in Section 3(a) if You Share all or a substantial portion of the contents
of the database.

For the avoidance of doubt, this Section 4 supplements and does not replace Your obligations under this
Public License where the Licensed Rights include other Copyright and Similar Rights.

Section 5 – Disclaimer of Warranties and Limitation of Liability.

1. Unless otherwise separately undertaken by the Licensor, to the extent possible, the Licensor
offers the Licensed Material as-is and as-available, and makes no representations or warranties
of any kind concerning the Licensed Material, whether express, implied, statutory, or other. This
includes, without limitation, warranties of title, merchantability, fitness for a particular purpose,
non-infringement, absence of latent or other defects, accuracy, or the presence or absence of errors,
whether or not known or discoverable. Where disclaimers of warranties are not allowed in full or
in part, this disclaimer may not apply to You.

2. To the extent possible, in no event will the Licensor be liable to You on any legal theory
(including, without limitation, negligence) or otherwise for any direct, special, indirect, incidental,
consequential, punitive, exemplary, or other losses, costs, expenses, or damages arising out of
this Public License or use of the Licensed Material, even if the Licensor has been advised of the
possibility of such losses, costs, expenses, or damages. Where a limitation of liability is not allowed
in full or in part, this limitation may not apply to You.

3. The disclaimer of warranties and limitation of liability provided above shall be interpreted in a manner
that, to the extent possible, most closely approximates an absolute disclaimer and waiver of all liability.

Section 6 – Term and Termination.

1. This Public License applies for the term of the Copyright and Similar Rights licensed here. However, if You
fail to comply with this Public License, then Your rights under this Public License terminate automatically.

2. Where Your right to use the Licensed Material has terminated under Section 6(a), it reinstates:
1. automatically as of the date the violation is cured, provided it is cured within 30 days of Your discovery
of the violation; or

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Attribution-ShareAlike 4.0
International Public License
2. upon express reinstatement by the Licensor.

For the avoidance of doubt, this Section 6(b) does not affect any right the Licensor may have to seek
remedies for Your violations of this Public License.

3. For the avoidance of doubt, the Licensor may also offer the Licensed Material under separate terms or
conditions or stop distributing the Licensed Material at any time; however, doing so will not terminate
this Public License.

4. Sections 1, 5, 6, 7, and 8 survive termination of this Public License.

Section 7 – Other Terms and Conditions.

1. The Licensor shall not be bound by any additional or different terms or conditions communicated by You
unless expressly agreed.
2. Any arrangements, understandings, or agreements regarding the Licensed Material not stated herein are
separate from and independent of the terms and conditions of this Public License.

Section 8 – Interpretation.

1. For the avoidance of doubt, this Public License does not, and shall not be interpreted to, reduce, limit,
restrict, or impose conditions on any use of the Licensed Material that could lawfully be made without
permission under this Public License.
2. To the extent possible, if any provision of this Public License is deemed unenforceable, it shall be
automatically reformed to the minimum extent necessary to make it enforceable. If the provision cannot be
reformed, it shall be severed from this Public License without affecting the enforceability of the remaining
terms and conditions.
3. No term or condition of this Public License will be waived and no failure to comply consented to unless
expressly agreed to by the Licensor.
4. Nothing in this Public License constitutes or may be interpreted as a limitation upon, or waiver of, any
privileges and immunities that apply to the Licensor or You, including from the legal processes of any
jurisdiction or authority.

Creative Commons is not a party to its public licenses. Notwithstanding, Creative Commons may elect
to apply one of its public licenses to material it publishes and in those instances will be considered the
“Licensor.” The text of the Creative Commons public licenses is dedicated to the public domain under the
CC0 Public Domain Dedication. Except for the limited purpose of indicating that material is shared under
a Creative Commons public license or as otherwise permitted by the Creative Commons policies published
at creativecommons.org/policies, Creative Commons does not authorize the use of the trademark “Creative
Commons” or any other trademark or logo of Creative Commons without its prior written consent including,
without limitation, in connection with any unauthorized modifications to any of its public licenses or any
other arrangements, understandings, or agreements concerning use of licensed material. For the avoidance
of doubt, this paragraph does not form part of the public licenses. Creative Commons may be contacted at
creativecommons.org.

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Appendix C. GNU Free Documentation License
Version 1.3, 3 November 2008

Copyright © 2000, 2001, 2002, 2007, 2008 Free Software Foundation, Inc.

Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is
not allowed.

0. PREAMBLE
The purpose of this License is to make a manual, textbook, or other functional and useful document “free”
in the sense of freedom: to assure everyone the effective freedom to copy and redistribute it, with or without
modifying it, either commercially or noncommercially. Secondarily, this License preserves for the author and
publisher a way to get credit for their work, while not being considered responsible for modifications made
by others.

This License is a kind of “copyleft”, which means that derivative works of the document must themselves be
free in the same sense. It complements the GNU General Public License, which is a copyleft license designed
for free software.

We have designed this License in order to use it for manuals for free software, because free software needs free
documentation: a free program should come with manuals providing the same freedoms that the software
does. But this License is not limited to software manuals; it can be used for any textual work, regardless
of subject matter or whether it is published as a printed book. We recommend this License principally for
works whose purpose is instruction or reference.

1. APPLICABILITY AND DEFINITIONS


This License applies to any manual or other work, in any medium, that contains a notice placed by the
copyright holder saying it can be distributed under the terms of this License. Such a notice grants a world-
wide, royalty-free license, unlimited in duration, to use that work under the conditions stated herein. The
“Document”, below, refers to any such manual or work. Any member of the public is a licensee, and is
addressed as “you”. You accept the license if you copy, modify or distribute the work in a way requiring
permission under copyright law.

A “Modified Version” of the Document means any work containing the Document or a portion of it, either
copied verbatim, or with modifications and/or translated into another language.

A “Secondary Section” is a named appendix or a front-matter section of the Document that deals exclusively
with the relationship of the publishers or authors of the Document to the Document’s overall subject (or
to related matters) and contains nothing that could fall directly within that overall subject. (Thus, if the
Document is in part a textbook of mathematics, a Secondary Section may not explain any mathematics.)
The relationship could be a matter of historical connection with the subject or with related matters, or of
legal, commercial, philosophical, ethical or political position regarding them.

The “Invariant Sections” are certain Secondary Sections whose titles are designated, as being those of
Invariant Sections, in the notice that says that the Document is released under this License. If a section does
not fit the above definition of Secondary then it is not allowed to be designated as Invariant. The Document
may contain zero Invariant Sections. If the Document does not identify any Invariant Sections then there
are none.

The “Cover Texts” are certain short passages of text that are listed, as Front-Cover Texts or Back-Cover Texts,
in the notice that says that the Document is released under this License. A Front-Cover Text may be at most
5 words, and a Back-Cover Text may be at most 25 words.

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A “Transparent” copy of the Document means a machine-readable copy, represented in a format whose
specification is available to the general public, that is suitable for revising the document straightforwardly
with generic text editors or (for images composed of pixels) generic paint programs or (for drawings) some
widely available drawing editor, and that is suitable for input to text formatters or for automatic translation to
a variety of formats suitable for input to text formatters. A copy made in an otherwise Transparent file format
whose markup, or absence of markup, has been arranged to thwart or discourage subsequent modification
by readers is not Transparent. An image format is not Transparent if used for any substantial amount of
text. A copy that is not “Transparent” is called “Opaque”.

Examples of suitable formats for Transparent copies include plain ASCII without markup, Texinfo input
format, LaTeX input format, SGML or XML using a publicly available DTD, and standard-conforming simple
HTML, PostScript or PDF designed for human modification. Examples of transparent image formats include
PNG, XCF and JPG. Opaque formats include proprietary formats that can be read and edited only by
proprietary word processors, SGML or XML for which the DTD and/or processing tools are not generally
available, and the machine-generated HTML, PostScript or PDF produced by some word processors for output
purposes only.

The “Title Page” means, for a printed book, the title page itself, plus such following pages as are needed to
hold, legibly, the material this License requires to appear in the title page. For works in formats which do not
have any title page as such, “Title Page” means the text near the most prominent appearance of the work’s
title, preceding the beginning of the body of the text.

The “publisher” means any person or entity that distributes copies of the Document to the public.

A section “Entitled XYZ” means a named subunit of the Document whose title either is precisely XYZ or
contains XYZ in parentheses following text that translates XYZ in another language. (Here XYZ stands for
a specific section name mentioned below, such as “Acknowledgements”, “Dedications”, “Endorsements”, or
“History”.) To “Preserve the Title” of such a section when you modify the Document means that it remains
a section “Entitled XYZ” according to this definition.

The Document may include Warranty Disclaimers next to the notice which states that this License applies to
the Document. These Warranty Disclaimers are considered to be included by reference in this License, but
only as regards disclaiming warranties: any other implication that these Warranty Disclaimers may have is
void and has no effect on the meaning of this License.

2. VERBATIM COPYING
You may copy and distribute the Document in any medium, either commercially or noncommercially,
provided that this License, the copyright notices, and the license notice saying this License applies to the
Document are reproduced in all copies, and that you add no other conditions whatsoever to those of this
License. You may not use technical measures to obstruct or control the reading or further copying of the
copies you make or distribute. However, you may accept compensation in exchange for copies. If you distribute
a large enough number of copies you must also follow the conditions in section 3.

You may also lend copies, under the same conditions stated above, and you may publicly display copies.

3. COPYING IN QUANTITY
If you publish printed copies (or copies in media that commonly have printed covers) of the Document,
numbering more than 100, and the Document’s license notice requires Cover Texts, you must enclose the
copies in covers that carry, clearly and legibly, all these Cover Texts: Front-Cover Texts on the front cover, and
Back-Cover Texts on the back cover. Both covers must also clearly and legibly identify you as the publisher
of these copies. The front cover must present the full title with all words of the title equally prominent and
visible. You may add other material on the covers in addition. Copying with changes limited to the covers,
as long as they preserve the title of the Document and satisfy these conditions, can be treated as verbatim
copying in other respects.

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If the required texts for either cover are too voluminous to fit legibly, you should put the first ones listed (as
many as fit reasonably) on the actual cover, and continue the rest onto adjacent pages.

If you publish or distribute Opaque copies of the Document numbering more than 100, you must either
include a machine-readable Transparent copy along with each Opaque copy, or state in or with each Opaque
copy a computer-network location from which the general network-using public has access to download using
public-standard network protocols a complete Transparent copy of the Document, free of added material. If
you use the latter option, you must take reasonably prudent steps, when you begin distribution of Opaque
copies in quantity, to ensure that this Transparent copy will remain thus accessible at the stated location
until at least one year after the last time you distribute an Opaque copy (directly or through your agents or
retailers) of that edition to the public.

It is requested, but not required, that you contact the authors of the Document well before redistributing
any large number of copies, to give them a chance to provide you with an updated version of the Document.

4. MODIFICATIONS
You may copy and distribute a Modified Version of the Document under the conditions of sections 2 and 3
above, provided that you release the Modified Version under precisely this License, with the Modified Version
filling the role of the Document, thus licensing distribution and modification of the Modified Version to
whoever possesses a copy of it. In addition, you must do these things in the Modified Version:

A. Use in the Title Page (and on the covers, if any) a title distinct from that of the Document, and from those
of previous versions (which should, if there were any, be listed in the History section of the Document).
You may use the same title as a previous version if the original publisher of that version gives permission.

B. List on the Title Page, as authors, one or more persons or entities responsible for authorship of the
modifications in the Modified Version, together with at least five of the principal authors of the Document
(all of its principal authors, if it has fewer than five), unless they release you from this requirement.

C. State on the Title page the name of the publisher of the Modified Version, as the publisher.

D.Preserve all the copyright notices of the Document.

E. Add an appropriate copyright notice for your modifications adjacent to the other copyright notices.

F. Include, immediately after the copyright notices, a license notice giving the public permission to use the
Modified Version under the terms of this License, in the form shown in the Addendum below.

G.Preserve in that license notice the full lists of Invariant Sections and required Cover Texts given in the
Document’s license notice.

H.Include an unaltered copy of this License.

I. Preserve the section Entitled “History”, Preserve its Title, and add to it an item stating at least the title, year,
new authors, and publisher of the Modified Version as given on the Title Page. If there is no section Entitled
“History” in the Document, create one stating the title, year, authors, and publisher of the Document as
given on its Title Page, then add an item describing the Modified Version as stated in the previous sentence.

J. Preserve the network location, if any, given in the Document for public access to a Transparent copy of the
Document, and likewise the network locations given in the Document for previous versions it was based
on. These may be placed in the “History” section. You may omit a network location for a work that was
published at least four years before the Document itself, or if the original publisher of the version it refers
to gives permission.

K. For any section Entitled “Acknowledgements” or “Dedications”, Preserve the Title of the section, and
preserve in the section all the substance and tone of each of the contributor acknowledgements and/or
dedications given therein.

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L. Preserve all the Invariant Sections of the Document, unaltered in their text and in their titles. Section
numbers or the equivalent are not considered part of the section titles.

M.Delete any section Entitled “Endorsements”. Such a section may not be included in the Modified Version.

N. Do not retitle any existing section to be Entitled “Endorsements” or to conflict in title with any Invariant
Section.

O.Preserve any Warranty Disclaimers.

If the Modified Version includes new front-matter sections or appendices that qualify as Secondary Sections
and contain no material copied from the Document, you may at your option designate some or all of these
sections as invariant. To do this, add their titles to the list of Invariant Sections in the Modified Version’s
license notice. These titles must be distinct from any other section titles.

You may add a section Entitled “Endorsements”, provided it contains nothing but endorsements of your
Modified Version by various parties — for example, statements of peer review or that the text has been
approved by an organization as the authoritative definition of a standard.

You may add a passage of up to five words as a Front-Cover Text, and a passage of up to 25 words as a Back-
Cover Text, to the end of the list of Cover Texts in the Modified Version. Only one passage of Front-Cover
Text and one of Back-Cover Text may be added by (or through arrangements made by) any one entity. If the
Document already includes a cover text for the same cover, previously added by you or by arrangement made
by the same entity you are acting on behalf of, you may not add another; but you may replace the old one,
on explicit permission from the previous publisher that added the old one.

The author(s) and publisher(s) of the Document do not by this License give permission to use their names
for publicity for or to assert or imply endorsement of any Modified Version.

5. COMBINING DOCUMENTS
You may combine the Document with other documents released under this License, under the terms defined
in section 4 above for modified versions, provided that you include in the combination all of the Invariant
Sections of all of the original documents, unmodified, and list them all as Invariant Sections of your combined
work in its license notice, and that you preserve all their Warranty Disclaimers.

The combined work need only contain one copy of this License, and multiple identical Invariant Sections
may be replaced with a single copy. If there are multiple Invariant Sections with the same name but different
contents, make the title of each such section unique by adding at the end of it, in parentheses, the name of
the original author or publisher of that section if known, or else a unique number. Make the same adjustment
to the section titles in the list of Invariant Sections in the license notice of the combined work.

In the combination, you must combine any sections Entitled “History” in the various original documents,
forming one section Entitled “History”; likewise combine any sections Entitled “Acknowledgements”, and any
sections Entitled “Dedications”. You must delete all sections Entitled “Endorsements”.

6. COLLECTIONS OF DOCUMENTS
You may make a collection consisting of the Document and other documents released under this License, and
replace the individual copies of this License in the various documents with a single copy that is included in
the collection, provided that you follow the rules of this License for verbatim copying of each of the documents
in all other respects.

You may extract a single document from such a collection, and distribute it individually under this License,
provided you insert a copy of this License into the extracted document, and follow this License in all other
respects regarding verbatim copying of that document.

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7. AGGREGATION WITH INDEPENDENT WORKS


A compilation of the Document or its derivatives with other separate and independent documents or works,
in or on a volume of a storage or distribution medium, is called an “aggregate” if the copyright resulting from
the compilation is not used to limit the legal rights of the compilation’s users beyond what the individual
works permit. When the Document is included in an aggregate, this License does not apply to the other
works in the aggregate which are not themselves derivative works of the Document.

If the Cover Text requirement of section 3 is applicable to these copies of the Document, then if the Document
is less than one half of the entire aggregate, the Document’s Cover Texts may be placed on covers that bracket
the Document within the aggregate, or the electronic equivalent of covers if the Document is in electronic
form. Otherwise they must appear on printed covers that bracket the whole aggregate.

8. TRANSLATION
Translation is considered a kind of modification, so you may distribute translations of the Document under
the terms of section 4. Replacing Invariant Sections with translations requires special permission from their
copyright holders, but you may include translations of some or all Invariant Sections in addition to the
original versions of these Invariant Sections. You may include a translation of this License, and all the license
notices in the Document, and any Warranty Disclaimers, provided that you also include the original English
version of this License and the original versions of those notices and disclaimers. In case of a disagreement
between the translation and the original version of this License or a notice or disclaimer, the original version
will prevail.

If a section in the Document is Entitled “Acknowledgements”, “Dedications”, or “History”, the requirement


(section 4) to Preserve its Title (section 1) will typically require changing the actual title.

9. TERMINATION
You may not copy, modify, sublicense, or distribute the Document except as expressly provided under this
License. Any attempt otherwise to copy, modify, sublicense, or distribute it is void, and will automatically
terminate your rights under this License.

However, if you cease all violation of this License, then your license from a particular copyright holder
is reinstated (a) provisionally, unless and until the copyright holder explicitly and finally terminates your
license, and (b) permanently, if the copyright holder fails to notify you of the violation by some reasonable
means prior to 60 days after the cessation.

Moreover, your license from a particular copyright holder is reinstated permanently if the copyright holder
notifies you of the violation by some reasonable means, this is the first time you have received notice of
violation of this License (for any work) from that copyright holder, and you cure the violation prior to 30 days
after your receipt of the notice.

Termination of your rights under this section does not terminate the licenses of parties who have received
copies or rights from you under this License. If your rights have been terminated and not permanently
reinstated, receipt of a copy of some or all of the same material does not give you any rights to use it.

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10. FUTURE REVISIONS OF THIS LICENSE


The Free Software Foundation may publish new, revised versions of the GNU Free Documentation License
from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail
to address new problems or concerns. See Copyleft.

Each version of the License is given a distinguishing version number. If the Document specifies that a
particular numbered version of this License “or any later version” applies to it, you have the option of following
the terms and conditions either of that specified version or of any later version that has been published
(not as a draft) by the Free Software Foundation. If the Document does not specify a version number of
this License, you may choose any version ever published (not as a draft) by the Free Software Foundation.
If the Document specifies that a proxy can decide which future versions of this License can be used, that
proxy’s public statement of acceptance of a version permanently authorizes you to choose that version for
the Document.

11. RELICENSING
“Massive Multiauthor Collaboration Site” (or “MMC Site”) means any World Wide Web server that publishes
copyrightable works and also provides prominent facilities for anybody to edit those works. A public wiki
that anybody can edit is an example of such a server. A “Massive Multiauthor Collaboration” (or “MMC”)
contained in the site means any set of copyrightable works thus published on the MMC site.

“CC-BY-SA” means the Creative Commons Attribution-Share Alike 3.0 license published by Creative
Commons Corporation, a not-for-profit corporation with a principal place of business in San Francisco,
California, as well as future copyleft versions of that license published by that same organization.

“Incorporate” means to publish or republish a Document, in whole or in part, as part of another Document.

An MMC is “eligible for relicensing” if it is licensed under this License, and if all works that were first published
under this License somewhere other than this MMC, and subsequently incorporated in whole or in part into
the MMC, (1) had no cover texts or invariant sections, and (2) were thus incorporated prior to November
1, 2008.

The operator of an MMC Site may republish an MMC contained in the site under CC-BY-SA on the same site
at any time before August 1, 2009, provided the MMC is eligible for relicensing.

ADDENDUM: How to use this License for your documents


To use this License in a document you have written, include a copy of the License in the document and put
the following copyright and license notices just after the title page:

Copyright © YEAR YOUR NAME

Permission is granted to copy, distribute and/or modify this document under the
terms of the GNU Free Documentation License, Version 1.3 or any later version
published by the Free Software Foundation; with no Invariant Sections, no
Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in
the section entitled “GNU Free Documentation License”.

If you have Invariant Sections, Front-Cover Texts and Back-Cover Texts, replace the “with… Texts.” line with
this:

with the Invariant Sections being LIST THEIR TITLES, with the Front-Cover Texts

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being LIST, and with the Back-Cover Texts being LIST.

If you have Invariant Sections without Cover Texts, or some other combination of the three, merge those two
alternatives to suit the situation.

If your document contains nontrivial examples of program code, we recommend releasing these examples
in parallel under your choice of free software license, such as the GNU General Public License, to permit
their use in free software.

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Colophon
The book contains open content. You may use it under the Open Game License , Creative Commons
Attribution-Sharealike 4.0 International License , or the GNU Free Documentation License .

This book's layout is open source and was written in Docbook on Linux , a free and open source operating
system.

Its source code is available from Mixedsignals.ml . All artwork was created using Linux and Krita.

This document was styled using DMschema .

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