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How would you make "finding out how to break the spell" interesting?
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<blockquote data-quote="AnotherGuy" data-source="post: 9644347" data-attributes="member: 7029930"><p>Maybe some of this will give you inspiration.</p><p></p><p>The more potent charm spell was custom made using a combination of Truename, designed specifically for the victim's race and her particular background/preferences.</p><p></p><p>The magical tomes in the party's possession will speak to generic enchantments but several lines reveal that more powerful enchantments have been known to exist but require the spell to be tailor made to the victim's identity.</p><p>(Successful Int check required. With a failed check we use Fail Forward - wizard gets disadvantage on the Arcana check below)</p><p></p><p>Part of the wizard's notes may reflect a number of creature families corresponding to particular components but the scribbling of interconnected lines across many pages and the way its written suggests that the pages need to be pieced together like a puzzle as opposed to be read page by page.</p><p>[This can be done via</p><ul> <li data-xf-list-type="ul">a group Int check, failure means that the group is unsure if it's component A or B or AB, random roll by DM determines which is true; or</li> <li data-xf-list-type="ul">If you have the Tanagram game, let the players figure it out. This depends on your table, my players love this stuff. ]</li> </ul><p>A Perception check while in dialogue with the victim reveals a word/s they constantly repeat within the conversation. This can be roleplayed as opposed to using a die roll.</p><p>The word would reveal something necessary within the ritual, her current state (i.e sleep, hugging, kneeling), a special component (i.e. fruit, herb) , the verbal method of delivery of the spell (i.e whisper, draconic).</p><p>Perhaps it's not a word but a gesture, the necessary Somatic component for the Charm-breaking spell.</p><p></p><p>Arcana check is used to design and modify the base Charm spell using the above concepts.</p><p>Failure may accidentally damage the victim (psychic damage) or alter the victim's general disposition (unfriendly) or cause temporary madness (per table in the DMG).</p><p>PCs can try again....</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 9644347, member: 7029930"] Maybe some of this will give you inspiration. The more potent charm spell was custom made using a combination of Truename, designed specifically for the victim's race and her particular background/preferences. The magical tomes in the party's possession will speak to generic enchantments but several lines reveal that more powerful enchantments have been known to exist but require the spell to be tailor made to the victim's identity. (Successful Int check required. With a failed check we use Fail Forward - wizard gets disadvantage on the Arcana check below) Part of the wizard's notes may reflect a number of creature families corresponding to particular components but the scribbling of interconnected lines across many pages and the way its written suggests that the pages need to be pieced together like a puzzle as opposed to be read page by page. [This can be done via [LIST] [*]a group Int check, failure means that the group is unsure if it's component A or B or AB, random roll by DM determines which is true; or [*]If you have the Tanagram game, let the players figure it out. This depends on your table, my players love this stuff. ] [/LIST] A Perception check while in dialogue with the victim reveals a word/s they constantly repeat within the conversation. This can be roleplayed as opposed to using a die roll. The word would reveal something necessary within the ritual, her current state (i.e sleep, hugging, kneeling), a special component (i.e. fruit, herb) , the verbal method of delivery of the spell (i.e whisper, draconic). Perhaps it's not a word but a gesture, the necessary Somatic component for the Charm-breaking spell. Arcana check is used to design and modify the base Charm spell using the above concepts. Failure may accidentally damage the victim (psychic damage) or alter the victim's general disposition (unfriendly) or cause temporary madness (per table in the DMG). PCs can try again.... [/QUOTE]
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How would you make "finding out how to break the spell" interesting?
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