View Full Version : Homebrew cursed item
TheManicMonocle
2017-07-12, 03:13 AM
So I was thinking it would be cool to design an item that gives a player more power for a cost, here's my idea:
Cursed Talisman: Once per day, you may cast any spell you know at the highest level you can cast without spending a spell slot. If you do, you permanently lose one spell slot of the highest level you can cast.
This is meant to be a desperate times kind of deal, I imagine the players would only ever use it if they're out of spell slots.
I was also thinking about one that degrades your max hp.
LuccMa
2017-07-12, 03:49 AM
Knowing my casters they would throw it away the instant they get it.
Maybe don't make it permanent. Make it "block" the Spell-Slot for a period of time, maybe a month, maybe a year. Depending on the game you're running it can effectively be the same as losing it permanently but your players might actually use it.
Yeah, that's going in the Bag of Holding marked "never use".
Sounds awful, and one I'd mever use if I was aware of its curse, and if I wasn't aware of the curse, and you pulled that, I'd be pretty salty.
In character and out of character.
nickl_2000
2017-07-12, 06:48 AM
Agreed, it would go in the first well or cesspit I found. Even if it blocked it for a week I wouldn't bother with it.
Mellack
2017-07-12, 10:27 AM
I have to agree with the others, I would never use that. I would be trying to find a way to rip anything valuable out of it. Melt it for the gold value, use it as a magical lure, anything but how it is designed.
Emay Ecks
2017-07-12, 11:52 AM
What if you did something instead, like the spell applying a level of exhaustion per spell level of the spell (up to a maximum of 5). It still has that desperate spell-feel, players won't cast needlessly using it. However, recovery will only take about a week instead of never, which is something players will still be hesitant about using, but not unwilling to do.
TheManicMonocle
2017-07-12, 04:18 PM
What if you did something instead, like the spell applying a level of exhaustion per spell level of the spell (up to a maximum of 5). It still has that desperate spell-feel, players won't cast needlessly using it. However, recovery will only take about a week instead of never, which is something players will still be hesitant about using, but not unwilling to do.
That's a good idea! Alternatively, what if the item just gave you all your spell slots back in exchange for not being able to regain slots for 2d6 days?
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