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<blockquote data-quote="Jfdlsjfd" data-source="post: 9510159" data-attributes="member: 42856"><p>Extremely useful and nearly gamebreaking. I trust my players.</p><p></p><p></p><p></p><p>Attract third-party enemies driven toward light. Provide illumination in combat at the start of the fight when previously the party wanted no light. Provide illumination centered on the enemies for easier targetting while staying in the dark. Immensely useful in the right situation.</p><p></p><p></p><p></p><p>Provide concealment (create a wall with silent image for people unabe to hide?) at the same action that one does a standard action. Breaks action economy, so not sure it would work like you hope.</p><p></p><p></p><p></p><p></p><p>I foretell regular cane will be unheard of, soon after one starts producing shillelagh-improved canes.</p><p></p><p></p><p></p><p>Nourish your extended family and descendant forever 200 gp. Any merchant crossing the 200 gp threshold will invest in one, preventing everyone he loves <em>forever</em> from dying of famine. I call this an agriculture-collapsing device.</p><p></p><p></p><p></p><p>Actually, I am thinking that enspelled items will be the new game-breaking line of spell of 3e that was discontinued in 5e, Contingency, except on steroids. It's not uncommon items that I fear. It's the high-level party spending money into a Sword of Banishment. "Looks like we'll be fighting devils in the next few days, let's equip accordingly".</p><p></p><p>But you're right that first-level spells will be enough to create interesting things. Crossbows of Divine Smite comes to mind, because casters from the back really needed a power boost.</p><p></p><p></p><p>Or a test of insanity, with the Shirt of the Roasted Illitterate. This shirt clearly wears a label in three languages saying it's Enspelled with Hellish Rebuke. As a robber, would you really try to stab the wearer? Are you that insane? The shirts generally come in wardrobes of 7 shirts. The cheap set has a single magically enspelled shirt, all the other are decoys to wear on other days, incentivizing robbers to stab your barbarian friend instead of you at no magical cost at all. The other, whose commercial target is an adventuring party, contains all 7 enspelled items. INT 4+ enemies should run instead of fight a party wearing those.</p><p></p><p></p><p>Beginners often marvel when they meet very experienced heroes who use Drawmi's Instant Fortress to sleep well for the night. They will be very pleased to know that buying inexpansive staves of ditch digging can make them surrounded with large moats when they sleep in the wild? And yes, if you buy 14 of those common items, a golf bag is gifted.</p><p></p><p>As a tribute to the other thread, enjoy the Vial of Infinite Riches. For 200 gp, get a vial that casts the most powerful 1st-level spell ever designed. It's Ceremony. Read it if you haven't and nobody really has since it's a spell obviously designed for burial rite, marriage and so on, useless for adventurers. EXCEPT... IIRC the enspelled item replaces the necessary components. So it can generate 1d6 doses of 25 gp holy water a day. Which is sold at half-price by PCs, so each 200 gp the group gather should be invested into a 3.5x12.5 gp a day generator. The annual return of this IRA is 63,875% as the party starts outcompeting churches for the community holy water needs.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 9510159, member: 42856"] Extremely useful and nearly gamebreaking. I trust my players. Attract third-party enemies driven toward light. Provide illumination in combat at the start of the fight when previously the party wanted no light. Provide illumination centered on the enemies for easier targetting while staying in the dark. Immensely useful in the right situation. Provide concealment (create a wall with silent image for people unabe to hide?) at the same action that one does a standard action. Breaks action economy, so not sure it would work like you hope. I foretell regular cane will be unheard of, soon after one starts producing shillelagh-improved canes. Nourish your extended family and descendant forever 200 gp. Any merchant crossing the 200 gp threshold will invest in one, preventing everyone he loves [I]forever[/I] from dying of famine. I call this an agriculture-collapsing device. Actually, I am thinking that enspelled items will be the new game-breaking line of spell of 3e that was discontinued in 5e, Contingency, except on steroids. It's not uncommon items that I fear. It's the high-level party spending money into a Sword of Banishment. "Looks like we'll be fighting devils in the next few days, let's equip accordingly". But you're right that first-level spells will be enough to create interesting things. Crossbows of Divine Smite comes to mind, because casters from the back really needed a power boost. Or a test of insanity, with the Shirt of the Roasted Illitterate. This shirt clearly wears a label in three languages saying it's Enspelled with Hellish Rebuke. As a robber, would you really try to stab the wearer? Are you that insane? The shirts generally come in wardrobes of 7 shirts. The cheap set has a single magically enspelled shirt, all the other are decoys to wear on other days, incentivizing robbers to stab your barbarian friend instead of you at no magical cost at all. The other, whose commercial target is an adventuring party, contains all 7 enspelled items. INT 4+ enemies should run instead of fight a party wearing those. Beginners often marvel when they meet very experienced heroes who use Drawmi's Instant Fortress to sleep well for the night. They will be very pleased to know that buying inexpansive staves of ditch digging can make them surrounded with large moats when they sleep in the wild? And yes, if you buy 14 of those common items, a golf bag is gifted. As a tribute to the other thread, enjoy the Vial of Infinite Riches. For 200 gp, get a vial that casts the most powerful 1st-level spell ever designed. It's Ceremony. Read it if you haven't and nobody really has since it's a spell obviously designed for burial rite, marriage and so on, useless for adventurers. EXCEPT... IIRC the enspelled item replaces the necessary components. So it can generate 1d6 doses of 25 gp holy water a day. Which is sold at half-price by PCs, so each 200 gp the group gather should be invested into a 3.5x12.5 gp a day generator. The annual return of this IRA is 63,875% as the party starts outcompeting churches for the community holy water needs. [/QUOTE]
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