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*Dungeons & Dragons
Concentration mechanic can ruin plots in adventures
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<blockquote data-quote="Jfdlsjfd" data-source="post: 7913768" data-attributes="member: 42856"><p>I can relate with the OP with regard to the problem posed by an NPC wizard casting a spell the players will never be able to cast. Stereotypical wizards will be knowledge-obsessed and will want to put their hands on such a spell. Saying "it's not possible" is fine but I can see the player being frustrated.</p><p></p><p>I agree that neither Charm nor Dominate would work and Geas has flaws (plus, the NPC could choose to resist : if they are threatening to a party of mid-level characters, they can possibly decide to take the 5d10 psychic damage to be able to ignore the geas for one day if they see adventurers that might liberate them (with their help as well).</p><p></p><p>But as spells are not limited to the published lists by RAW since the DMG quick mentions creating new spells. Why not grant the wizard</p><p></p><p>Excapode's Loyal Workforce</p><p>4th level Enchantment</p><p>Casting Time: 1 hour</p><p>Range: touch</p><p>Component: V,S,M (a piece of velum to write the contract on, the blood of a child who disobeyed his parents' orders not to follow a stranger resulting in his untimely death, to write the contract with)</p><p>Duration: 1 year and 1 day (or shorter if specified by the contract)</p><p>Classes: Wizard, Sorcerer, Bard</p><p></p><p>You place a magical rune on an employment contract for henchmen and bodyguard. The contract can last as long as 1 year and 1 day. As long as you fulfill the obligations stipulated within (notably, not attacking your henchmen, granting the stipulated pay and behave like a reasonable employer would), the employee will never question your orders within the bounds of the contract, won't consider taking bribes and will not denounce the contract. He will gain advantage to resist mind-affecting spell that would be detrimental to fulfilling the contract. The rune is visible and register as Enchantment magic to Detect magic, but its power and meaning won't be obvious to the prospective employees, whom can be tricked into signing what they sign a regular employment contract.</p><p></p><p>The evil party is doing most of the evil acts but the "good guys" were just employed to "guard my house against any intruder". They happily signed, and then discovered that Excapode was evil, but they <em>still</em> had to guard the house. Add a standard confidentiality clause if you don't want the good guy to be able to communicate freely with the adventurers.</p><p></p><p>If your players want the spell, no problem. It could be right in Excapode's spellbook. Should they want to research an alternative <s>somatic </s> (Edit: material, it's the material part that's problematic) component (and I'd rule it's not one that is found in a component pouch), hey, adventure seed! Should they want to draw an Adventuring Party Contract to grant themselves advantage on mind affecting magic, hey adventure seed! (Not one I would want to run, though, especially if it's not a follow-up of the former seed).</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 7913768, member: 42856"] I can relate with the OP with regard to the problem posed by an NPC wizard casting a spell the players will never be able to cast. Stereotypical wizards will be knowledge-obsessed and will want to put their hands on such a spell. Saying "it's not possible" is fine but I can see the player being frustrated. I agree that neither Charm nor Dominate would work and Geas has flaws (plus, the NPC could choose to resist : if they are threatening to a party of mid-level characters, they can possibly decide to take the 5d10 psychic damage to be able to ignore the geas for one day if they see adventurers that might liberate them (with their help as well). But as spells are not limited to the published lists by RAW since the DMG quick mentions creating new spells. Why not grant the wizard Excapode's Loyal Workforce 4th level Enchantment Casting Time: 1 hour Range: touch Component: V,S,M (a piece of velum to write the contract on, the blood of a child who disobeyed his parents' orders not to follow a stranger resulting in his untimely death, to write the contract with) Duration: 1 year and 1 day (or shorter if specified by the contract) Classes: Wizard, Sorcerer, Bard You place a magical rune on an employment contract for henchmen and bodyguard. The contract can last as long as 1 year and 1 day. As long as you fulfill the obligations stipulated within (notably, not attacking your henchmen, granting the stipulated pay and behave like a reasonable employer would), the employee will never question your orders within the bounds of the contract, won't consider taking bribes and will not denounce the contract. He will gain advantage to resist mind-affecting spell that would be detrimental to fulfilling the contract. The rune is visible and register as Enchantment magic to Detect magic, but its power and meaning won't be obvious to the prospective employees, whom can be tricked into signing what they sign a regular employment contract. The evil party is doing most of the evil acts but the "good guys" were just employed to "guard my house against any intruder". They happily signed, and then discovered that Excapode was evil, but they [I]still[/I] had to guard the house. Add a standard confidentiality clause if you don't want the good guy to be able to communicate freely with the adventurers. If your players want the spell, no problem. It could be right in Excapode's spellbook. Should they want to research an alternative [S]somatic [/S] (Edit: material, it's the material part that's problematic) component (and I'd rule it's not one that is found in a component pouch), hey, adventure seed! Should they want to draw an Adventuring Party Contract to grant themselves advantage on mind affecting magic, hey adventure seed! (Not one I would want to run, though, especially if it's not a follow-up of the former seed). [/QUOTE]
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Concentration mechanic can ruin plots in adventures
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