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5th Edition and Cormyr: Flexing My Idea Muscle and Thinking Out Loud
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<blockquote data-quote="Jeremy E Grenemyer" data-source="post: 7516721" data-attributes="member: 12388"><p><strong>Inert Magic Items (IMI)</strong></p><p></p><p>Let's ponder the idea of Inert Magic Items. </p><p></p><p>That is, magic items that require some sort of spell to be cast on them in order to function normally. </p><p></p><p>Here we go. </p><p></p><p>• First off, the rules for attuning to magic items sort of cover the idea of Inert Magic Items already, since a character can't access some or all of the powers of a given item if it requires attunement (DMG p.136,138). Ditto if the character isn't the right class called for in the magic item's description. </p><p></p><p>• Magic item Quirks (DMG p.143) would seem to cover this idea, too. For example, a magical tome that must be read to before it can be opened. Or an item with the Hungry quirk, that requires the application of fresh blood to function. </p><p></p><p>• Fresh blood isn't the sort of thing you'd expect Wizards of War to be applying to certain of their magic items every day, just to be able to use them. On the contrary, you'd expect the war wizards to try and impose some sort of security on their arsenal of magic so that only trusted mages can use certain magic items. </p><p></p><p>• Where's the fun? I think it'd be a surprise for a group of characters to learn that the swords of Purple Dragon officers of a certain rank are Inert Magic Items. The swords may already have active magical properties, but in cooperation with a war wizard, a spell can be cast to turn the sword into a Luck Blade (no Wishes, just the +1 bonus to attacks, damage and saves). </p><p></p><p>• Should the party recover such a sword, there might be a reward for returning it. Conversely, the characters could try to figure out what the spell is to awaken the sword's powers. If they succeed, then they have access to it each day so long as someone in the party can cast that spell.</p><p></p><p>• This wouldn't be something for a group of players new to the game to encounter. Better to introduce an item like this to veteran players that have played in a few campaigns and know the rules by heart. To such a group, the introduction of a variation/wrinkle in the rules ought to be well received, or at least provide a point of added interest to the current campaign. </p><p></p><p>• Another possibility are pieces of armor worn by everyday (non-officer) Purple Dragons that happen to be Inert Magic Items. These items are made to function only when touched by a spellcaster that casts a certain spell, and then to provide a minor benefit that lasts until the end of the day or when used up. </p><p></p><p>• For example, the cantrip <em>Blade Ward</em> gives the mage who casts it resistance against bludgeoning, piercing and slashing attacks made by weapons until the end of their next turn. However, if the mage touches one of the special pieces of armor (the spell only requires V, S, so the mage has a hand free), then the Purple Dragon wearing that piece of armor (a bracer, for example) gains resistance to the three listed attack forms for one melee attack only, until the end of the day. </p><p></p><p>• Alternatively, the mage draws the sigil of warding required by the spell on the piece of armor. Regardless, the Inert Magic Item worn by the Purple Dragon is fashioned to draw the defensive magic created by the cantrip into itself, in effect making itself the target of the spell. </p><p></p><p>• This way a Purple Dragon might survive a surprise attack (stabbed in the back, say, or a crossbow bolt fired from the shadows) and have a chance to fight back or take cover now that their magical defense has been used up. </p><p></p><p>• This gives more utility to cantrips without breaking the game in my opinion. I think this idea adds some flavor to the campaign setting, too. </p><p></p><p>What say you?</p></blockquote><p></p>
[QUOTE="Jeremy E Grenemyer, post: 7516721, member: 12388"] [b]Inert Magic Items (IMI)[/b] Let's ponder the idea of Inert Magic Items. That is, magic items that require some sort of spell to be cast on them in order to function normally. Here we go. • First off, the rules for attuning to magic items sort of cover the idea of Inert Magic Items already, since a character can't access some or all of the powers of a given item if it requires attunement (DMG p.136,138). Ditto if the character isn't the right class called for in the magic item's description. • Magic item Quirks (DMG p.143) would seem to cover this idea, too. For example, a magical tome that must be read to before it can be opened. Or an item with the Hungry quirk, that requires the application of fresh blood to function. • Fresh blood isn't the sort of thing you'd expect Wizards of War to be applying to certain of their magic items every day, just to be able to use them. On the contrary, you'd expect the war wizards to try and impose some sort of security on their arsenal of magic so that only trusted mages can use certain magic items. • Where's the fun? I think it'd be a surprise for a group of characters to learn that the swords of Purple Dragon officers of a certain rank are Inert Magic Items. The swords may already have active magical properties, but in cooperation with a war wizard, a spell can be cast to turn the sword into a Luck Blade (no Wishes, just the +1 bonus to attacks, damage and saves). • Should the party recover such a sword, there might be a reward for returning it. Conversely, the characters could try to figure out what the spell is to awaken the sword's powers. If they succeed, then they have access to it each day so long as someone in the party can cast that spell. • This wouldn't be something for a group of players new to the game to encounter. Better to introduce an item like this to veteran players that have played in a few campaigns and know the rules by heart. To such a group, the introduction of a variation/wrinkle in the rules ought to be well received, or at least provide a point of added interest to the current campaign. • Another possibility are pieces of armor worn by everyday (non-officer) Purple Dragons that happen to be Inert Magic Items. These items are made to function only when touched by a spellcaster that casts a certain spell, and then to provide a minor benefit that lasts until the end of the day or when used up. • For example, the cantrip [I]Blade Ward[/I] gives the mage who casts it resistance against bludgeoning, piercing and slashing attacks made by weapons until the end of their next turn. However, if the mage touches one of the special pieces of armor (the spell only requires V, S, so the mage has a hand free), then the Purple Dragon wearing that piece of armor (a bracer, for example) gains resistance to the three listed attack forms for one melee attack only, until the end of the day. • Alternatively, the mage draws the sigil of warding required by the spell on the piece of armor. Regardless, the Inert Magic Item worn by the Purple Dragon is fashioned to draw the defensive magic created by the cantrip into itself, in effect making itself the target of the spell. • This way a Purple Dragon might survive a surprise attack (stabbed in the back, say, or a crossbow bolt fired from the shadows) and have a chance to fight back or take cover now that their magical defense has been used up. • This gives more utility to cantrips without breaking the game in my opinion. I think this idea adds some flavor to the campaign setting, too. What say you? [/QUOTE]
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