Article:
D&D 4th ed: One Hundred Curses

Hey 4th ed, where are all the cursed magical items?
I remember back in the day, players would never dream of downing an unidentified potion without at least an experimental swig first, and no way would they just assume any magical item was trustworthy!
In an effort to bring back the element of chance to your treasure packages, I shall do my best to bring you a selection of pure, playful nastiness to spring on your softened 4th ed players.
Random Table of One Hundred Magic Item Curses and Side Effects.
1. Whenever used as a weapon it does double damage to an opponent, but also half damage to the wielder.
2. Whenever the item's daily power is used, all allies of the wielder within 10 squares will lose one healing surge.
3. Whenever the item's daily power is used, the wielder is -2 to all defenses until the end of the encounter.
4. Each time the item is taken into possession, the new wielder loses one healing surge until the item is given to another.
5. When any power of the item is used, the temperature within 1 square is reduced by 2d4x10 F (or 5d6 C) for 2d6 rounds.
6. When any power of the item is used, the temperature within 1 square is raised by 2d4x10 F (or 5d6 C) for 2d4 rounds.
7. The holder of this item becomes insubstantial to any metal item (even enchanted metal), it will simply pass through them.
8. The holder of this item has a poisonous touch, any who make contact take 5 damage per round (save ends).
9. Whenever a creature fails a save vs an ongoing effect of this item, it becomes charmed by the wielder for 2d6 rounds, after which time it will come to it's senses and react with great fear and hostility toward the wielder (+2 to all attacks vs the wielder).
10. The wielder becomes fantastically strong (increase Physical Strength to 20) but ridiculously clumsy (-2 to Reflex defense, -5 to all Dexterity based skills, and treat all terrain as though it were difficult, all attempts to run require an acrobatics check or the character will fall prone).
