A cursed item is any object that magicked to cause misfortune to those that handle or possess it.
Items Normally Worn. The curse will not manifest unless the item is worn.
Potions. The curse will not manifest unless the potion is tasted.
All Other Items. The curse will not manifest unless the item is handled and/or tested. i.e. The item is picked up and searched or closely examined; If a sword, it is swung to test the balance. Gloves or items used to hold objects (tools, pliers, etc.), will not affect the ability of the item to curse the handler.
An individual subject to a curse is called a host. When the curse takes effect, there is no saving throw granted to the host.
All cursed items encountered will be either have a host or the previous host has died or was able to rid themselves of the curse. If the item has a host, it cannot curse others until the current host dies or has the curse removed. If the item is not possessed by a creature (carried), the likelihood a randomly determined cursed item has a current host is 1% (i.e. 01=The item has a current host; 02-00=The item does not have a host).
The individual that first dons, tastes, or physically examines a cursed item without a host will become the item's new host. Others can then don, taste, or use the item without triggering the curse, unless the description states otherwise.
GP/XP. Cursed items grant their possessor no XP (although this will not be apparent for some time) and can be sold for a maximum of 1,000 GP. A Good character knowingly selling a cursed item to someone not intending to destroy it will receive a performance mark. Those purchasing magic items will seek to ensure an item is not cursed by requiring the seller to don, taste, or handle the item. Funds are then typically escrowed for a period of time to ensure the item does not disappear.
Depending upon the nature of the item, the GM may wait to inform the player of the curse.
All hosts seek to retain possession of the cursed item. They will downplay this desire and will seek to keep the attention of others elsewhere.
If the host suspects their companions are plotting to relieve them of the item, they will seek to leave the group and will become hostile if their companions try to stop them.
If any effects of the curse are visible, the host will find creative explanations for the effect (hiding it using whatever means possible), in order to hide the true cause.
A host may use any number of ruses to retain possession of an item. For example, they may discover the item is intelligent and can speak with them telepathically (although it will not communicate to others). They may claim it is a special racial item, made for their race (if the host believes they can get away with it, noting the expertise of their companions).
The process of breaking a curse, that is, allowing a host to rid themselves of a cursed item, depends upon the power of the curse.
Minor Curses. The curse on a host caused by an item with a minor curse can be broken through the use of a remove curse spell or effect. The curse is broken, the host no longer desires the object, and the object can be dropped immediately. The item is otherwise unaffected and retains it's abilities to curse others.
Strong Curses. The curse on a host caused by an item with a minor curse can be broken through the use of a successful exorcise spell or effect. The spell must be successful against the caster level of the curse (noted in the item description). The result (if successful) is as per a broken minor curse. Note that an exorcism is a long and involved process and the host will resist the process, becoming hostile if they suspect they are the target.
Legendary Curses. Items with a legendary curse will have the process for breaking the curse listed in the description of the item.
Cursed armor can be taken off by the host at anytime. However, the host will not wish to part with the armor. Thus, the host will find excuses to wear the cursed armor at the first opportunity, while seeking to make the desire appear normal. While cursed armor won't suddenly appear on it's host, the host will find they are unable to make attacks or perform activities other than movement when hostilities occur around them unless they wear the armor. The individual will seek to downplay their distress, making up reasons for not attacking.
All curses on armor or shields are considered minor curses.
Cursed Shields. Unlike cursed armor, cursed shields operate much the same as a cursed weapon. If an attacker fires into a melee containing a wielder of a cursed shield, that individual will have double the chance of being targeted (if more than one opponent is in melee, the wielder will have triple the normal chance of being the target).
Apparent Bonus. A cursed suit of armor or shield will appear to have the bonus indicated by the roll on the Armor and Shields table. However, the actual bonus will be negative and one place worse than indicated. Thus, the first roll on the table indicates a cursed item and the second roll indicates a suit of +3 armor. Another roll indicates the armor is chain mail. Thus, the armor is -4 cursed chain mail that appears to be +3 chain mail armor.
Cursed weapons follow the rules for general effects on hosts. In addition, anytime the host enters a true combat situation (per the GM), the weapon will teleport into the host's hand and the host will find that they cannot perform any action other than attacking with the cursed weapon or movement. This teleportation effect will operate between planes (i.e. even if the weapon is located in a bag of holding).
Weapon Type If ammunition is indicated, re-roll for weapon type.
All curses on weapons are considered minor curses unless indicated otherwise in the weapon or ability description.
Apparent Bonus. A cursed weapon will appear to have the bonus indicated by the roll on the Weapons table. However, the actual bonus will be negative. Thus, the first roll on Weapons Table I indicates a cursed item and the second roll indicates a +2 weapon. Another roll indicates the weapon is a long sword. Thus, the weapon is a -2 long sword that appears to be a +2 long sword. Exception. If a +1 weapon is indicated, the weapon will retain it's positive bonus but will still be cursed. Thus, in the previous example, if the weapon was +1, it would instead be a +1 cursed long sword that appears to be a +1 long sword.
See the description of the item and use the rules above as appropriate.