My insanity has got the better of me again.
Playgrounder Cursed Materials
Blue Bluff is a material that looks like Blue Snow and costs the same amount to acquire, but is actually dangerous in hot temperatures. Instead of the usual effects, the wearer of armour made with Blue Bluff automatically fails fortitude saves against high temperatures, has a vulnerability to fire, and gets -5 penalty on Sense Motive checks.
This material looks like Bardsteel, and even functions as it when the instrument is used as a weapon. However, any performance the user makes is made at a -10 penalty (but also a +1 bonus for being masterwork).
Destructionite is created when planes die, and is even rarer than Creationite - unlike other cursed materials, it is practically never passed off as the real thing just for monetary purposes. It looks much like Creationite, but is twenty times as expensive. Any creature who is fooled into so much as touching an item made of Destructionite must save against a DC 30 Disintegrate. The DC is increased by 10 for each alignment portion at odds with the destroyed plane and decreased by 10 for each alignment portion equivalent to it.
Dragonscorned items are the failed attempts of lesser beings to create dragonshaped items. A dragon who looks at such an abomination immediately flies into a rage as a barbarian of a level equal to its own hit dice and attempts to attack the wielder, even if they drop the item.
Foe Dragon Scale
This dragonscale armour is fake, but the way it's crafted gives it the appearance not only of being real, but of having been harvested cruelly - whether this was the designer's intention or not. While this is not immediately obvious to non-dragons without a DC 10 spot check followed by a DC 20 Knowledge (Arcana) check, it angers dragons, who get a +5 morale bonus to attack and damage rolls against the wearer.
It costs the same amount as Faux Dragon Scale.
This material looks just like Ghoul Leather, and costs just as much, but a creature who puts it on immediately becomes paralysed for as long as the armour is equipped.
Lineblighting items appear like Line-Towing items and cost the same amount, but actually cause the user's alignment to become chaotic when used. Similar materials exist for other alignments.
Loud Hawk Feathers
These feathers look like Silent Hawk Feathers but degrade after being worn for 2d6 minutes and only cost half as much. They still provide the same protection as a steel version of the same equipment after they degrade, but don't provide any special benefit.
Trust me, it's practically a cursed material anyway.
Phoenix-Forged Steel is expensive, so sometimes untrustworthy salesmen pass off this shoddy equivalent as the real thing. Weapons only cost 100 gp more than a steel weapon of the same type, and other items cost as much as a mithril version of the same item.
Phoenix-Cursed Steel armour works normally until taken into battle, in which case there is a cumulative 5% chance each round (10% on the second round, 15% on the third, etc.) that the wearer Catches On Fire and the armour locks into place due to the heat. To remove the armour short of some kind of magic or actually physically breaking it open, the fire must be extinguished. The wearer will Catch On Fire again next round if the armour isn't removed in the same round, although it can be removed safely underwater.
Phoenix-Cursed Steel weapons instead just cause the wielder to take 1d6 points of fire damage and Catch On Fire whenever they hit with one.
This material appears to be Red Ferum and costs just as much, but if a creature equips Red Fire armour the wearer instantly Catches On Fire and the armour itself burns to nothing. Red Fire weapons burn to cinders when any attempt is made to use them in earnest, and restraints made out of the stuff burn away after 3d6 minutes, dealing a single point of damage to the creature thus restrained.
This special material was some archfiend's idea of a joke, and he's still helpless from fits of laughter.
This material appears to be Paladin's Loyalty, but is actually designed to trick paladins into attempting to use it. When such a weapon is equipped, it immediately attempts to attack the wielder as an animated object of its own size (except that it wields itself, rather than making slam attacks). When such a piece of armour is worn, it immediately plane shifts the wearer to a random chaotic nongood or evil nonlawful plane.
Pandemicite looks much like Plague Ink, but instead causes you to start in Madagascar, giving you a false sense of hope for 1d6 months before Canada closes its borders instead and you die in another 1d6 months.
Look, the original item didn't make sense either, okay!
Silentmetal looks much like Soundmetal, and costs the same, but actually causes the wearer or wielder to become mute and any performances made thereby to fail.
This metal looks like Palladinium, but actually grants a -10 penalty to fortitude save against whatever it is used to treat.
This material looks like Drunken Iron, but actually allows the wielder - or wearer to see the world as it really is. Needless to say, this is a bad idea. A creature who equips any Sober Iron item benefits from a constant nonmagical True Seeing effect, but takes a single point of intelligence, wisdom and charisma drain every 3d6 minutes (roll once for all three).
Snowblighted items look like Snowdrenched ones and cost as much to make, but they explode automatically just 1d3 rounds after being equipped.
Unseeing Mage Powder
This powder looks like Unseen Mage Powder, but actually blinds any creature who attempts to use it is blinded for the duration for which they would be invisible.
Virus Steel looks like Inksteel and costs the same amount - indeed, it even has the same effects - but when stored in a creature's possession for more than a week, that creature contracts blinding sickness.
Vivacious Ore looks like Necrotic Ore, but actually deals 1d6 points of positive energy damage per round to an undead creature in contact with it.
Weaseldeath Steel looks just like Kobold Quicksteel, and costs the same amount, but is toxic to weasels. They must take a DC 20 fortitude save or die if they so much as touch it.