CapnZapp
Legend
Am I missing something or are there several effects in the game that are trivial to remove once the party spellcaster is off the lowest levels? What is the designer's intentions in these cases?
Let's take a particular example:
To my question:
What stops the adventurers from simply casting Remove Curse (or a similar spell; Protection from Good and Evil, Dispel Magic, Greater Restoration perhaps) to reset the adventurer's alignment each time it shifts, essentially getting to use an evil cursed item for "free"?
I'm not asking for advice along the lines "you can always keep the alignment shifts secret from the players, and simply remove that PC once he or she turns evil". I want the player to know the tradeoff and I want to present the player with a choice: to make an informed decision whether to keep using the item or not, and that means that once he uses the dagger for the first time, he needs to learn the full mechanics.
I'm wondering about what the RAW and RAI is here.
Is the design intent of the rules really to make curses trivially lifted? (Apart from artifact-strength curses that require you to cast the item into the Volcano of Doom etc).
Is there any precedent for ruling something like "sure, you can temporarily lift the alignment change, but if you keep using the dagger, you aren't really fighting the change in personality".
Or something like "the spell saves you from the effects of your alignment shift, but to truly reverse the changed alignment you must atone, by willingly leave the dagger behind and/or leaving the dagger to a Cleric for ritual cleansing that destroys the dagger"
Or something else along similar lines...
Asking because regular cursed items have curiously little in the way of actual mechanics. They mostly just say "this sword makes you fight backwards until the curse is lifted" which is pretty much a trivial thing once you get the right spell for that, and then you toss the sword and move on.
Do you have any examples of curses that remain somewhat bothersome even after the party reaches a level where the "counter-curse spells" become available. Precedent of a more involved, a more story-based approach, where getting rid of curses (including alignment changes) become more of a thing than "I cast a spell, fixed, let's take a long rest and move on" where the total cost is close to zero.
I'm primarily looking for official first-party 5E examples created by the official WotC 5E design team (with direct oversight by MMearls, Crawford & Co).
Thanks for any insight
Let's take a particular example:
I invented a cursed dagger that "collect souls" each time it's used to down a foe, and can then be used by its wielder to inflict "evil" damage on a foe spending that energy.
(Mechanically, the dagger can store up to four charges, that can be used for a an automatic Inflict Wounds when you hit, cast at the spell level of the number of charges currently held; so +3d10 necrotic bonus weapon damage if the dagger is used while holding a single charge up to 6d10 at spell level four)
This can be used once a day.
Now, the "hidden" curse part (that Identify et al won't detect): each time the dagger is used this way, roll d20. On a 1, wielder's alignment shifts one step towards chaotic evil.
My RAI is: if a character wants to benefit from this dagger, he needs to risk getting alignment changes. If an alignment shift is absolutely unacceptable, he should have to stop using the dagger to inflict wounds on his foes. Having the party cleric cast Remove Curse once every twenty days on average is not meant to be a solution.
(Mechanically, the dagger can store up to four charges, that can be used for a an automatic Inflict Wounds when you hit, cast at the spell level of the number of charges currently held; so +3d10 necrotic bonus weapon damage if the dagger is used while holding a single charge up to 6d10 at spell level four)
This can be used once a day.
Now, the "hidden" curse part (that Identify et al won't detect): each time the dagger is used this way, roll d20. On a 1, wielder's alignment shifts one step towards chaotic evil.
My RAI is: if a character wants to benefit from this dagger, he needs to risk getting alignment changes. If an alignment shift is absolutely unacceptable, he should have to stop using the dagger to inflict wounds on his foes. Having the party cleric cast Remove Curse once every twenty days on average is not meant to be a solution.
To my question:
What stops the adventurers from simply casting Remove Curse (or a similar spell; Protection from Good and Evil, Dispel Magic, Greater Restoration perhaps) to reset the adventurer's alignment each time it shifts, essentially getting to use an evil cursed item for "free"?
I'm not asking for advice along the lines "you can always keep the alignment shifts secret from the players, and simply remove that PC once he or she turns evil". I want the player to know the tradeoff and I want to present the player with a choice: to make an informed decision whether to keep using the item or not, and that means that once he uses the dagger for the first time, he needs to learn the full mechanics.
I'm wondering about what the RAW and RAI is here.
Is the design intent of the rules really to make curses trivially lifted? (Apart from artifact-strength curses that require you to cast the item into the Volcano of Doom etc).
Is there any precedent for ruling something like "sure, you can temporarily lift the alignment change, but if you keep using the dagger, you aren't really fighting the change in personality".
Or something like "the spell saves you from the effects of your alignment shift, but to truly reverse the changed alignment you must atone, by willingly leave the dagger behind and/or leaving the dagger to a Cleric for ritual cleansing that destroys the dagger"
Or something else along similar lines...
Asking because regular cursed items have curiously little in the way of actual mechanics. They mostly just say "this sword makes you fight backwards until the curse is lifted" which is pretty much a trivial thing once you get the right spell for that, and then you toss the sword and move on.
Do you have any examples of curses that remain somewhat bothersome even after the party reaches a level where the "counter-curse spells" become available. Precedent of a more involved, a more story-based approach, where getting rid of curses (including alignment changes) become more of a thing than "I cast a spell, fixed, let's take a long rest and move on" where the total cost is close to zero.
I'm primarily looking for official first-party 5E examples created by the official WotC 5E design team (with direct oversight by MMearls, Crawford & Co).
Thanks for any insight

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