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Identify Spell vs Resting With Item
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<blockquote data-quote="Cannyjiggit" data-source="post: 6388322" data-attributes="member: 6780231"><p>I generally prefer the way my group has always played cursed items. Many items have a "curse" of some sort which in most cases is a roleplay effect. </p><p></p><p>In the current game, my cleric has a +1 ring of protection that also gives a +2 bonus to initiative and a strong (but false) sense of confidence and bravery. Any plan I come up with, I believe is perfect and if I want to leave a combat (useful as a cleric if someone else is hurt) then I must make a charisma save to overpower the ring unless I am clearly moving into a more dangerous situation.</p><p></p><p>In a previous campaign, there was an amulet made from the dessicated tongue of a fire demon. This allowed a selection of spells to be cast a few times per day (such as faerie fire) and dealt an additional point of fire damage to anyone struck by a weapon held by the bearer (also giving the effects of a +1 weapon if it wasn't already magical). However, once per day the bearer had to say "the wrong thing" at the most awkward moment possible. One such example was to the local dignitry of a town when being asked to look into the disappearance of trade supplies that hadn't arrived, "If we take our time recovering them, it might give you chance to lose some weight". Basically, the DM left this to the player to choose when and what to say but if she went too long without insulting someone important the item would stop working.</p></blockquote><p></p>
[QUOTE="Cannyjiggit, post: 6388322, member: 6780231"] I generally prefer the way my group has always played cursed items. Many items have a "curse" of some sort which in most cases is a roleplay effect. In the current game, my cleric has a +1 ring of protection that also gives a +2 bonus to initiative and a strong (but false) sense of confidence and bravery. Any plan I come up with, I believe is perfect and if I want to leave a combat (useful as a cleric if someone else is hurt) then I must make a charisma save to overpower the ring unless I am clearly moving into a more dangerous situation. In a previous campaign, there was an amulet made from the dessicated tongue of a fire demon. This allowed a selection of spells to be cast a few times per day (such as faerie fire) and dealt an additional point of fire damage to anyone struck by a weapon held by the bearer (also giving the effects of a +1 weapon if it wasn't already magical). However, once per day the bearer had to say "the wrong thing" at the most awkward moment possible. One such example was to the local dignitry of a town when being asked to look into the disappearance of trade supplies that hadn't arrived, "If we take our time recovering them, it might give you chance to lose some weight". Basically, the DM left this to the player to choose when and what to say but if she went too long without insulting someone important the item would stop working. [/QUOTE]
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Identify Spell vs Resting With Item
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