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<blockquote data-quote="Nyeshet" data-source="post: 2955116" data-attributes="member: 18363"><p>Land Outcast, that was genious! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Would I be correct in presuming that you make use of <u>Weapons of Legacy</u>? Even if you do not, your story has real potential. I wonder if the weapon has other properties on it? Perhaps it has drunk so much dwarven blood it has gained the Dwarvenbane property. Or maybe it has been used so long and often in combat that it has gained the Vicious property. Even without any properties (beyond its curst nature) it could still be useful. </p><p></p><p>Personally, I like to give my curst items a nice property or two - so that the PC has to weigh the disadvantage of curse against the other - more desirable - properties. Should they choose poorly it will likely lead to their doom, but sometimes the curse is little more than an irritant. Perhaps the initial forger wished to make it so that none by he (or a friend, liege, etc) could wield the weapon. Years past, and the one for which it was made eventually died. Now everyone that wields the weapon must deal with its irritating and sometimes quite problematic curse. They could remove the curse, granted, but then the other properties might be removed or weakened, reducing the usefulness and desirability of the item significantly. </p><p></p><p>That, anyway, is my take on curst items. Actually, most permanent magical items have some odd feature or another. Sometimes they are curst, while other times they have some odd 'extra' added on by one eccentric owner or another. </p><p></p><p>Like the skeletonbane spear that once per day could turn undead as a fifth level cleric. Or the wolfbane sling the shepherds of one town had been using for generations to protect the town's sheep. Or the holy mace that once per day could change water into holy water without cost. Or the flaming dagger that could keep a 10 ft cube room warm indefinately once stabbed into the floor - and never left a mark of the stabbing once removed from it. </p><p></p><p>Or the flaming spear that caused creatures with the Cold subtype to take one point of fire damage each round they held it. Or the staff that could find water within a hundred paces but caused the wielder to suffer 1d2 Con damage each time it was used for that purpose. Or the sword that caused the wielder to enter a rage whenever they fell to less than ten hit points (which while within they could not distinguish between friend or foe). Or the axe that bled caustic blood and ignored up to two points of natural armor but once drawn could not be put down until it had drawn life's blood from a living creature.</p></blockquote><p></p>
[QUOTE="Nyeshet, post: 2955116, member: 18363"] Land Outcast, that was genious! :D Would I be correct in presuming that you make use of [u]Weapons of Legacy[/u]? Even if you do not, your story has real potential. I wonder if the weapon has other properties on it? Perhaps it has drunk so much dwarven blood it has gained the Dwarvenbane property. Or maybe it has been used so long and often in combat that it has gained the Vicious property. Even without any properties (beyond its curst nature) it could still be useful. Personally, I like to give my curst items a nice property or two - so that the PC has to weigh the disadvantage of curse against the other - more desirable - properties. Should they choose poorly it will likely lead to their doom, but sometimes the curse is little more than an irritant. Perhaps the initial forger wished to make it so that none by he (or a friend, liege, etc) could wield the weapon. Years past, and the one for which it was made eventually died. Now everyone that wields the weapon must deal with its irritating and sometimes quite problematic curse. They could remove the curse, granted, but then the other properties might be removed or weakened, reducing the usefulness and desirability of the item significantly. That, anyway, is my take on curst items. Actually, most permanent magical items have some odd feature or another. Sometimes they are curst, while other times they have some odd 'extra' added on by one eccentric owner or another. Like the skeletonbane spear that once per day could turn undead as a fifth level cleric. Or the wolfbane sling the shepherds of one town had been using for generations to protect the town's sheep. Or the holy mace that once per day could change water into holy water without cost. Or the flaming dagger that could keep a 10 ft cube room warm indefinately once stabbed into the floor - and never left a mark of the stabbing once removed from it. Or the flaming spear that caused creatures with the Cold subtype to take one point of fire damage each round they held it. Or the staff that could find water within a hundred paces but caused the wielder to suffer 1d2 Con damage each time it was used for that purpose. Or the sword that caused the wielder to enter a rage whenever they fell to less than ten hit points (which while within they could not distinguish between friend or foe). Or the axe that bled caustic blood and ignored up to two points of natural armor but once drawn could not be put down until it had drawn life's blood from a living creature. [/QUOTE]
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