I need some magical items and curses that transform and warp their wielders. Gimme all you got please

I need some magical items and curses that transform and warp their wielders. Gimme all you got please.

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>Ring that make boi to goil and vise-versa
can be removed but effect lingers for 24-hours.
>sword that fuses to the arm of the wielder
great for fights bad for bicycles
>potion of invisibility
the effects are permanent

As a positive example, I once made a variant of Boots of Striding and Springing that were made by elves. The boots were made of soft doeskin leather, and embroidered with images of leaping stags in silver thread. When activated, they fused with the wearer's legs and transformed them into deer's legs.

Was it permanent or just until you deactivated them? Because having deer legs doesn't seem like a positive in most social situations.

Until deactivated.
To be precise, this was in Fantasy Craft, which has all magic items being user-created (typically GM-created, though a permissive and trusting GM could allow players to come up with their own stuff) through a menu-based system. It doesn't actually have an option for a continuous general speed bonus like D&D boots of S&S give, so instead what it had was a jump boost (which would fleetingly transform the legs just for each individual leap) and an option to gain a temporary speed boost a few times per scene (which would transform the legs for the duration of the boost).

>helm of hindsight
rotates wears head 180 degrees

I gave a player a cloak made of fairy skin.
Every time they were injured, they healed quickly, but their scars were replaced with the grotesque faces of dead fae.

Obliterator virus would make for a good curse. At first metal objects cling to the skin and are painful to move, eventually they can't be removed at all, skin grows around them and pulls them in. Mind becomes more alien and mechanical (and more under the control of the wizard who cursed the victim) until eventually he's a living weapon fused in amalgamated plate armor, swords and axes popping out of every hole, and completely enthralled to his creator.

>potion of visibility
you now glow in the dark

scp-wiki.net/scp-150

Ring of Sustenance that prevents the penalties and discomfort of lacking food and sleep but not the physical signs. Constant users would look like pale anorexic baggy-eyed undead without the useful immunities or immortality.

Ear-rings that boost hearing and audiable perception (Echo-location, blindsense, listen-bonuses, however you want to handle it.)

Every week they're worn afflicts the wearer with a -1 penalty on number systems, automatic fault roll for dice pools, stacking and persisting indefinately. They never gain the Blind condition, as their eyes are still technically functional, but their brains adjust more and more to alternative perception focuses until it's about as useful as tasting the air as a normal human is for detecting the source of a scent. You can have this create a visual effect of tinting scelera or widening/shrinking pupils/irises, or just leave the visuals and present it as an experienced change but not a visual one.

Anklets of of the Swift Hunter. Wearing them gives you improved speed while sprinting or charging, but keeping them on for more than a few days results in clawed growths in place of toe-nails, bone structure alterations to make the ball and toes the more emphasized point of contact while the ankles shift into secondary knees, and eventually fangs and claws with natural weapon stats if the user doesn't remove them after a month.

Cloak of flight that starts off as a glorified parachute. As the user wears it longer, they begin to blanch in coloration, but the cloak provides more benefits, mobility, gliding and eventually flight about the time the user's color palate has turned to greys and light blues in daylight, but briefly bright gold and red hues during the twilight hours.

A belt of strength that grants bonuses toward grappling, constitution, and the ability to make a devistating strike if first laying in wait or otherwise prepared or readied to do so, but after a week, scales begin to appear. After a month, the user must begin to make saves or tests against unconsciousness. Upon failing, more drastic changes come; legs melding into the beginings of a cocoon or egg.

Ran out of text. Upon waking up the user's strength and durability are magnified, but so are the changes. Full lamia body, serpentine below the waist, humanoid above, poisoned bite and elongated physique. Whether this grants any other, more supernatural talents is up to you.

Cursed Ring.

Give it any beneficial qualities you want, or perhaps none at all, but it has the following detriment:
When you wear the ring, it fuses to your skin. Over time, your flesh begins to rot, and your body starts to waste away. Regular food doesn't sustain you as well, but fresh, uncooked meat does. You start to tolerate foul meat, too, and you become unnaturaly resistant to poisons and the such.
Having the ring magically removed, or merely the finger removed, will lead to the reversion of changes over a period equal to roughly 80% of the time the user wore the ring.

Essentially a ring of ghoul form. Holyness changes also appropriate.

You are turned into a powerful knife.
When you are stabbed with, you feel the victims pain.

That's what you get for stabbing that witch.

>tfw this is my magical realm

It is also my magical realm.

>the setting clearly tries to make the TF sound horrifying and grotesque
>hearing about it just gives me a boner instead
I'd be so fucked if I was an adventurer. I'd just collect a bunch of cursed items and abuse them just to see what they did to my body

Let's try not to make this thread too /d/

there's nothing better than the "ring of understanding".

the ring of understanding is a legendary artifact that always finds its way into the hands of kobolds, goblins, and other creatures that find themselves frequently downtrodden.

the ring, when found, is brought at once to the tribe witch doctor or wizard, who imbues it with the spirit of the tribe. it is then given to a member of the tribe or left in a treasure pile.

when an adventurer inevitably finds the ring, they'll begin a very slow, painful, transformation into whatever creature has cursed the ring. this transformation includes a full mental rewrite as well as a physical transformation.

at the end of the change, the afflicted will do their best to reunite with the original tribe. if this is impossible, they will simply do their best to avenge them.

it is possible to undo the curse, even when it is fully complete. when the transformation is complete, the ring reverts to its inert state, ready for another spell.

the most famous exploit of the ring was when a red dragon stole the ring from a pack of kobolds and mailed it to the king of a large kingdom. when the king transformed into a red dragon, royal succession was thrown into chaos and the kingdom ended up collapsing.

as such, monstrous races value mysterious, simple rings they find in odd ways. if a goblin finds an unmarked brass loop in a river, he will be sure to run all the way home with it held high.

for additional magical realm points, the ring always produces female monsters, no matter what gender the original recipient of the curse was.

Circlet Of Wings.
When worn, you slowly begin to grow wings from your back.

They are only tiny nubs after the first day.
At 1 week, they are large enough to slow and orient you in mid-air.
At 2 weeks, your wingspan is wider than your arms; you can glide with a running start on a hill and stay aloft on strong thermals.
At 3 weeks you can take off from flat ground and maneuver easily in the air; but the large wings make it difficult to move quickly on foot especially indoors.
At 4 weeks your wings are huge and powerful, but are dangerous to use for extended periods of time due to the forces of flight. Their muscle mass beings to sap your energy, and you tire easily from normal tasks. Walking with the large wings is difficult, running and jumping is impossible.
At 5 weeks, attempting to fly causes severe pain, broken ribs, and spine injuries. You are constantly tired, and all manual tasks are difficult. Your movement is less "walking" and more of a labored six-limb crawl.
At 6 weeks, movement is impossible, and even staying awake is difficult.
At 7 weeks, you fall into a coma and will die within days.

Removing the circlet stops the growth, but also causes your wings to go limp. Putting it back on restores their use, but they also resume growing.

Cutting off the wings is painful, but some circlet bearers have gone through the process many times. Those who wish to use the wings will learn to live with the pain. The wings will regrow every time as long as the circlet is worn. Non-catastrophic damage heals very quickly, usually in a day or less. Magical healing is not effective on the wings (or the wounds caused by their removal), due to the nature of the curse.

The SpiderSword is an incredible artifact forged in ancient times

The longer the wielder uses it the more powerful it gets. When the sword is found, it is a mere +1 weapon. Every time the character advances a level, either the attack bonus, damage bonus, or speed bonus increases by 1, until it reaches it's potential of +6 att, +6 damage, +3 speed weapon. At that point it gains the ability to deal out poison from a deadly spider.

After being with a character for 15 levels, it bestows the Spider Friend ability. When the wielder gains this ability, no spider will attack him. This includes regular spiders and giant spiders, and any other arachnid type creature that has animal (or insect) intelligence. Giant spiders will sometimes go out of their way to protect the wielder, fighting for him, and killing his foes.
Wherever the wielder goes, spiders follow. When he sleeps at night, spiders will come out of the woodwork, to rest with him, build webs over him, and just be in the same general area as him. He simply cannot get away from spiders.

Obsession
This quirk works in much the same way as Gollum and his ‘precious’, from The Lord of the Rings. The wielder becomes obsessive over his sword, talking to it, caressing it, polishing it, and never letting it out of hissight. He begins to have nightmares about losing the sword, and becomes extremely protective over it. During down time, he will often find himself just gazing at his beloved sword, and he will never, EVER, let anyone else so much as touch it. If the sword is out of his sight for even a few seconds, he flies into a blinding rage, becoming completely unreasonable until he gets it back. It takes a great act of will just to sheath the sword, and he will never give it away to anybody, for any reason.

It is written that eventually the weapon slowly transforms it's wielder into a giant spider, though no one with the obsession would believe that is anything than an attempt to steal the sword.

...

>Black Sword of Equilateralism
It turned the wielder into a full fledged triangle over time. You know how you can decompose pictures of 3D bodies into shapes? OPr 3D shapes into triangles through use of polygons? Now imagine it slowly degrades the user further to less and less polygons until you're no longer able to inhabit 3D space properly. You're a singular equilateral triangle that can move in 3 dimensional space but cannot be perceived as a 3D being.
This came along because I wrote a full Petty Kingdom that was all triangles and shit. I still have the basic info around here somewhere...

Cheesecutter. A handaxe of flatulence Allows you to invisible until you attack. Roll to see if you are silent but deadly or thundering. Also gain poison attack and everyone hates your stank ass.

>ankles shift into secondary knees
This will never not piss me off. They're not secondary knees, backwards knees or any kind of knees at all, they're still heels. The anatomy is 1:1 analogous between bipeds and quadrupeds, digitigrade and plantigrade, toes and hooves.

>sleeping on the dragon's gold turns you into a dragon
>sleeping anywhere else turns you back into a human

The cursed belt of opposite race. In the deep south of the continent this belt is not considered cursed.

you know i am right.

>Ring of Wizard's Bane
>All lore regarding it implies that it gives powerful magic resistance to any who wear it
>If anyone with a magic class puts it on, their levels are changed to Fighter
>But hey, Magic Resist!

Masks which disguise you as different creatures, but extended use slowly causes your personality to be overwritten by the creature you are disguised as.

An amulet that allows you to transform into any creature, but the transformation is entirely controlled by a person wearing the second amulet. It doesn't work if you try to wear both or if the second person takes theirs off.

That is weird.

A length of slender bronze chain, slightly larger than ring sized, that can be lengthened or shortened with a gentle pull.

When made to fit a part of your body (ex: ring sized on a finger, bracelet sized on a wrist, necklace sized on a neck, belt sized on a waist, etc) whichever part of a body that is entered into the chain first is transformed into a bulging, red skinned, heavily muscled demonic appendage as the chain sears into your skin.

A finger grants some random demonic spell casting (firebolt, eldritch blast, curses, etc).

A hand gains more powerful spells or weapon proficiency.

An arm gets weapon prof or a Str bonus.

Legs grant move speed or powerful flying leaps, maybe a stomp attack.

Heads gain Truesight and some demonic language, maybe an Int bonus.

If you drop the chain over your head and to the ground at your feet, you are teleported to a demonic plane and are replaced by a high level demon.

Increasing Wisdom saves are required each day you wear the chain, or the limb begins acting of its own accord, perhaps maliciously.

To remove the chain requires a dispel curse spell.

I generally don't like dispel curse in concept. Oh, you've been cursed? Here's a spell, done, no longer cursed.

Then turn it into a quest to remove it, or maybe some great cost that needs to be paid first.

I mentioned a dispell curse spell to illustrate that it can't simply be removed. If you like the idea, modify it to fit into your game however you like.

...

An amulet that makes your face look like that pic.

>If you drop the chain over your head and to the ground at your feet, you are teleported to a demonic plane and are replaced by a high level demon.
What happens to the person who gets teleported to the demonic plane? Do they become a demon

A semen demon.

I think you are going to get better results by asking /d/.
And I'm 100% serious

>wearer dies

>Point Ear Appendages
Wearer becomes indistinguishable from an elf in form and essence, but retains its usual ears and the appendages are visible.

*Pointy

You cheeky bastard.

hearrings

Totally worth it!

Might as well use the Head of Venca

Nope, they're just a person trapped in another plane

Owlet Bracelet
Enables the wearer to turn their head 120 to 130 degrees from neutral, not unlike an owl. Hearing, vision, walking, and all other faculties are preserved. However, turning the head past a normal position is quite painful, and the pain increases the further the head is turned. Gain +2 chance of walking into walls, +3 chance of walking into lampposts.

Are they tortured or are they just kinda watching the "oh god that man just got his intestines ripped out" channel?

Probably the standard thing that happens to mortals in a demon realm.

>eye that grants true seeing, but user is haunted by a wraith
>skull that projects fire based on anger of the user. Causes irrationally and corrupting hatred in the user and people around.