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Make a Flawed Magic Item
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<blockquote data-quote="merwins" data-source="post: 7343027" data-attributes="member: 6829883"><p><strong>Roped Trick</strong></p><p><strong></strong></p><p>A completely ordinary, but high quality rope -- materials vary. </p><p>Once per short rest, the user may use it to cast Rope Trick. </p><p></p><p></p><p>VERSION 1 (SIMPLE)</p><p>The spell works perfectly normally. However, it shrinks from below as you climb. In other words, it's a one-way trip up the rope. </p><p>If you fail your climb roll, you fall and take appropriate damage, but the rope stops shrinking. After an hour (duration of the spell), it will fall back down on its own, ready for use. </p><p></p><p>After you reach the top and climb into the extradimensional space, you find the rope coiled neatly and ready to be lowered for use. </p><p>When you climb down out of the extradimensional space, tt does not shrink from above. When you reach the bottom, you can give it a little tug to reclaim it. </p><p></p><p></p><p>VERSION 2 (ADVANCED/COMPLEX)</p><p>The spell works perfectly normally, but the extradimensional space is not unique for each Roped Trick item. </p><p>It is *shared* across all Roped Trick items. </p><p></p><p>This is not apparent until you attempt to climb the rope and enter the extradimensional space. </p><p>One of the following things happens (GM choice or roll a d10):</p><p></p><p>1) Space is at capacity. You cannot enter and fall back down, taking full falling damage unless you can somehow mitigate it. </p><p>2) 1-2 spaces left, but ongoing conflict inside. Make an Athletics or Acrobatics roll (with disadvantage) to get in, or fall and take damage. </p><p>3) 1-4 spaces left, and everything is copacetic (for now). </p><p>4) 2-3 spaces occupied, but ongoing conflict inside. Make an Athletics or Acrobatics roll to get in, or fall and take damage. </p><p>5) 1-4 spaces occupied, and everything is copacetic (for now). </p><p>6-10) Space is empty. Huzzah! But every minute you remain, roll a d20. On a 1, someone attempts to enter the space. </p><p></p><p>Once you are inside, you can choose to exit from anyone else's Roped Trick, not just your own. </p><p>Yes, you can take your own Roped Trick with you if you go down someone else's. </p><p>No, your Roped Trick doesn't remember where it came from if you go back up using someone else's. </p><p>NO, not even if you're still under the hour duration of the spell. Stop asking. </p><p></p><p>Wanna activate a Roped Trick to open an extradimensional space while you're in the Roped Trick's extradimensional space? Go ahead. It's the same space. You leave the top and come in through the bottom. Recursive!</p></blockquote><p></p>
[QUOTE="merwins, post: 7343027, member: 6829883"] [B]Roped Trick [/B] A completely ordinary, but high quality rope -- materials vary. Once per short rest, the user may use it to cast Rope Trick. VERSION 1 (SIMPLE) The spell works perfectly normally. However, it shrinks from below as you climb. In other words, it's a one-way trip up the rope. If you fail your climb roll, you fall and take appropriate damage, but the rope stops shrinking. After an hour (duration of the spell), it will fall back down on its own, ready for use. After you reach the top and climb into the extradimensional space, you find the rope coiled neatly and ready to be lowered for use. When you climb down out of the extradimensional space, tt does not shrink from above. When you reach the bottom, you can give it a little tug to reclaim it. VERSION 2 (ADVANCED/COMPLEX) The spell works perfectly normally, but the extradimensional space is not unique for each Roped Trick item. It is *shared* across all Roped Trick items. This is not apparent until you attempt to climb the rope and enter the extradimensional space. One of the following things happens (GM choice or roll a d10): 1) Space is at capacity. You cannot enter and fall back down, taking full falling damage unless you can somehow mitigate it. 2) 1-2 spaces left, but ongoing conflict inside. Make an Athletics or Acrobatics roll (with disadvantage) to get in, or fall and take damage. 3) 1-4 spaces left, and everything is copacetic (for now). 4) 2-3 spaces occupied, but ongoing conflict inside. Make an Athletics or Acrobatics roll to get in, or fall and take damage. 5) 1-4 spaces occupied, and everything is copacetic (for now). 6-10) Space is empty. Huzzah! But every minute you remain, roll a d20. On a 1, someone attempts to enter the space. Once you are inside, you can choose to exit from anyone else's Roped Trick, not just your own. Yes, you can take your own Roped Trick with you if you go down someone else's. No, your Roped Trick doesn't remember where it came from if you go back up using someone else's. NO, not even if you're still under the hour duration of the spell. Stop asking. Wanna activate a Roped Trick to open an extradimensional space while you're in the Roped Trick's extradimensional space? Go ahead. It's the same space. You leave the top and come in through the bottom. Recursive! [/QUOTE]
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