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Spell to Protect Command Words
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<blockquote data-quote="Starfox" data-source="post: 7141851" data-attributes="member: 2303"><p>If this is some special item the BBE has, you can always make that item an artifact. Artifacts can have a lot of quirky activation conditions. As it is, what you have done is added a sideq uest to find a caster level of high enough level to dispel this. </p><p></p><p>"Any spell completion, spell trigger, or command word for this object is impossible to use or discover by any means, including detect magic or identify."</p><p></p><p>This part should be limited to magical means. Otherwise, overhearing the owner using the command word would somehow not work. As the item cannot be used even if you do know the command word, it doesn't matter much. I think you can simply cut this part.</p><p></p><p>"If the caster dies, the spell does not immediately end. Instead, the spell continues to apply to the item for the remaining duration of the spell (or permanently if the spell has been enhanced with permanency). "</p><p></p><p>Unless you have house rules that make it work otherwise, this part is redundant; spells don't generally end when the caster dies. Can also be cut.</p><p></p><p>Finally, the way you've written this, it doesn't help if the players engage with the item, treating it as a mystery to overcome. No amount of investigation or scrying the past will let them use the item. It is down to a simple dispel check. Not much of a story hook.</p><p></p><p>Reading back on the OP it seem you want to force your players to barter with the owner of the item. For this to work, they have to be aware that the item is so protected.</p></blockquote><p></p>
[QUOTE="Starfox, post: 7141851, member: 2303"] If this is some special item the BBE has, you can always make that item an artifact. Artifacts can have a lot of quirky activation conditions. As it is, what you have done is added a sideq uest to find a caster level of high enough level to dispel this. "Any spell completion, spell trigger, or command word for this object is impossible to use or discover by any means, including detect magic or identify." This part should be limited to magical means. Otherwise, overhearing the owner using the command word would somehow not work. As the item cannot be used even if you do know the command word, it doesn't matter much. I think you can simply cut this part. "If the caster dies, the spell does not immediately end. Instead, the spell continues to apply to the item for the remaining duration of the spell (or permanently if the spell has been enhanced with permanency). " Unless you have house rules that make it work otherwise, this part is redundant; spells don't generally end when the caster dies. Can also be cut. Finally, the way you've written this, it doesn't help if the players engage with the item, treating it as a mystery to overcome. No amount of investigation or scrying the past will let them use the item. It is down to a simple dispel check. Not much of a story hook. Reading back on the OP it seem you want to force your players to barter with the owner of the item. For this to work, they have to be aware that the item is so protected. [/QUOTE]
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