Gallery of Cursed Magic Items

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A few magic items are cursed. Most forms of identifying a magic item fail to reveal the curse or its effect. Once a character attunes to a cursed magic item, the attunement cannot be broken without the remove curse spell or similar magic. The curse may not become apparent until a character tries to break attunement. A cursed item usually harms or hinders the character who attunes to it, but may have a beneficial effect so powerful the curse could be worth bearing.

Cursed tights

Armor (leather), legendary major

This magical armor clings tightly to your body, making everything except your face appear a stark black. Every impact against them seems to slip away instead of landing a solid blow. While wearing them, your Armor Class cannot be lower than 27, and you have advantage on all Dexterity (Stealth) checks and all Dexterity saving throws. No bonuses or effects add to the Armor Class provided by these tights.
     Cursed. This armor is cursed. Once donned, this armor cannot be removed unless you are affected by remove curse or similar magic. While wearing it, you have vulnerability to all damage other than psychic.


Double-edged ring

Ring, master major

While wearing this magic ring, add 2d12 to the first damage roll you make during each of your turns.
     Cursed. This ring is cursed. Once worn, this ring cannot be removed unless you are affected by remove curse or similar magic. While wearing it, you have vulnerability to all damage.


Giant's forgery

Weapon (greatsword), common minor

This weapon is initially indistinguishable from a masterfully-crafted giant's knife. Add a d6 bonus die to every damage roll made with this weapon.
     Immediately after you land a hit with this weapon, it shatters into countless shards and is irrevocably destroyed.


Maple's ring

Ring, uncommon major

This gold-banded magic ring bears what appears to be a ruby cut into the shape of a hair bow. While wearing it, you have advantage on all Intelligence (Arcana) checks made to recall lore about creatures or spells.
     Cursed. This ring is cursed. Once worn, this ring cannot be removed unless you are affected by remove curse or similar magic. Whenever you make an Intelligence, Wisdom, or Charisma saving throw against a spell, you do so with disadvantage.


One-hit obliterator

Weapon (club), master major

This magic club ends in four prongs, said to represent four guardians of the land. It has 2 charges. If you hit a creature with this weapon and that creature has 100 heart points or less, that creature dies, and this weapon loses 1 charge. If you hit a creature that has more heart points or while this weapon has no charges, the creature takes damage from the club, but no charges are lost. After no attack has been made with this weapon for 1 hour, it fully regains its charges.
     Cursed. This club is cursed. Once you wield it, you can never have more heart points than 1, and you cannot have any temporary heart points. This curse can only be lifted if you are affected by remove curse or similar magic. The curse returns if you ever wield it again.


Protection ring

Ring, very rare major

This magic ring has a gem as black as night, formed in the shape of a heart. While wearing it, anytime you take more than 5 damage at once, that damage is reduced by 5. This reduction applies after any damage resistance or vulnerability. Damage reduction from multiple sources doesn't combine; only the largest reduction applies.
     Cursed. This ring is cursed. Once worn, this ring cannot be removed unless you are affected by remove curse or similar magic. Whenever you take 5 damage or less at once (before applying resistance or reduction), you take an extra 5 damage.


The material on this page is based on content found throughout the Legend of Zelda series, which is copyright Nintendo Co., Ltd.