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<blockquote data-quote="kigmatzomat" data-source="post: 9510131" data-attributes="member: 9254"><p>I agree that there should be a non-trivial number of enspelled weapons. They are relatively easy to make and will likely be thematic or purpose built for their source. Like a priest of Pelor would have Sacred Flame/Word of Radiance items, while dwarves who live near Salamanders would search out Frostbite weapons. </p><p></p><p>The latter creates interesting opportunities for odd bedfellows. I.e. dwarves sell salamander bits to Frost Giants. Frost giants make Frostbite weapons for dwarves but use salamander bits to make Burning Hands/Create Bonfire weapons to use as part of a coup. After the coup (and after dwarves have dealt with Salamander infestation) giants plan to enslave the dwarves, whose magical weapons are harmless.</p><p></p><p>Or the dwarves don't actually have a Salamander infestation anymore, they have figured out how to "cultivate" the salamanders, keeping the population low but stable, and "farming" them for parts that the Giants trade for Frost weapons which the dwarves now mostly use as trade items with other groups. </p><p></p><p>Neat magic items are interesting, but I like thinking out plausible events that can turn into plot lines. D&d is a game about powerful people and economics/wealth is a form of power. </p><p></p><p> A particular ship captain has figured out a route through a set of "impassable" shoals using the Glue Pot to repair damage to their ship as it happens. Are they a trader who can now shave days or even weeks off a voyage (saving hundreds of gp in crew expenses) or a pirate who uses it as a way to escape pursuit?</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9510131, member: 9254"] I agree that there should be a non-trivial number of enspelled weapons. They are relatively easy to make and will likely be thematic or purpose built for their source. Like a priest of Pelor would have Sacred Flame/Word of Radiance items, while dwarves who live near Salamanders would search out Frostbite weapons. The latter creates interesting opportunities for odd bedfellows. I.e. dwarves sell salamander bits to Frost Giants. Frost giants make Frostbite weapons for dwarves but use salamander bits to make Burning Hands/Create Bonfire weapons to use as part of a coup. After the coup (and after dwarves have dealt with Salamander infestation) giants plan to enslave the dwarves, whose magical weapons are harmless. Or the dwarves don't actually have a Salamander infestation anymore, they have figured out how to "cultivate" the salamanders, keeping the population low but stable, and "farming" them for parts that the Giants trade for Frost weapons which the dwarves now mostly use as trade items with other groups. Neat magic items are interesting, but I like thinking out plausible events that can turn into plot lines. D&d is a game about powerful people and economics/wealth is a form of power. A particular ship captain has figured out a route through a set of "impassable" shoals using the Glue Pot to repair damage to their ship as it happens. Are they a trader who can now shave days or even weeks off a voyage (saving hundreds of gp in crew expenses) or a pirate who uses it as a way to escape pursuit? [/QUOTE]
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