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*Dungeons & Dragons
DMG 5.5 - the return of bespoke magical items?
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<blockquote data-quote="Lanefan" data-source="post: 9499576" data-attributes="member: 29398"><p>That, I think, would depend on what went into enchanting the sword to be a +1.</p><p></p><p>In 1e the assumption is that there's a <em>Permanency</em> spell in there somewhere, which is dispellable and (depending on how the DM views such things) would thus disenchant the sword. If 5e has something similar - a specific spell that is required to enchant items or prime them to be enchanted - then that spell is (one would think) dispellable and I'd rule it would - or would have a chance to - drag the enchantment down with it.</p><p></p><p>Agreed.</p><p></p><p>That's about right, yes. We have it that artifacts often radiate very intense auras if detected, but that could be a houserule for all I know.</p><p></p><p>Of course. I'm more wondering about the "official" rules here.</p><p></p><p>I have the same underlying idea that magic is (in most places) an underlying force in the universe; and I also have it that magic-based creatures (i.e. anything not found in the past or present mundane world) require this to survive. Because of this I also differentiate between anti-magic and null magic:</p><p></p><p>Anti-magic scrambles an area's magic such that it cannot be "shaped" or made to do anything (thus spells, enchantments, etc. cease functioning) but the underlying magic is still there thus an Elf or a Dragon can happily survive in an anti-magic zone. An Elf can stand in front of a Beholder and fight it, though none of that Elf's magic will be functional at the time.</p><p></p><p>Null magic, on the other hand, outright removes all magic from the area; meaning an Elf or Dragon that can't get out of a null-magic zone will fairly quickly sicken and die. And the way I've set up the universe there's one element that nulls magic by its very presence, even in trace amounts, that being uranium; and this allows me to explain how mundane worlds like ours can co-exist in the same universe as magical worlds such as our D&D settings. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I've renamed adamantine as vibranium. Same idea, though. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Indeed; once you get off the Prime Material all these ideas tend to go flying out the window.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9499576, member: 29398"] That, I think, would depend on what went into enchanting the sword to be a +1. In 1e the assumption is that there's a [I]Permanency[/I] spell in there somewhere, which is dispellable and (depending on how the DM views such things) would thus disenchant the sword. If 5e has something similar - a specific spell that is required to enchant items or prime them to be enchanted - then that spell is (one would think) dispellable and I'd rule it would - or would have a chance to - drag the enchantment down with it. Agreed. That's about right, yes. We have it that artifacts often radiate very intense auras if detected, but that could be a houserule for all I know. Of course. I'm more wondering about the "official" rules here. I have the same underlying idea that magic is (in most places) an underlying force in the universe; and I also have it that magic-based creatures (i.e. anything not found in the past or present mundane world) require this to survive. Because of this I also differentiate between anti-magic and null magic: Anti-magic scrambles an area's magic such that it cannot be "shaped" or made to do anything (thus spells, enchantments, etc. cease functioning) but the underlying magic is still there thus an Elf or a Dragon can happily survive in an anti-magic zone. An Elf can stand in front of a Beholder and fight it, though none of that Elf's magic will be functional at the time. Null magic, on the other hand, outright removes all magic from the area; meaning an Elf or Dragon that can't get out of a null-magic zone will fairly quickly sicken and die. And the way I've set up the universe there's one element that nulls magic by its very presence, even in trace amounts, that being uranium; and this allows me to explain how mundane worlds like ours can co-exist in the same universe as magical worlds such as our D&D settings. :) I've renamed adamantine as vibranium. Same idea, though. :) Indeed; once you get off the Prime Material all these ideas tend to go flying out the window. [/QUOTE]
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