At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the. These cursed items malfunction, so that either they do the opposite of what the creator intended, or they target the user instead of someone else. The interesting point to keep in mind here is that these items aren’t always bad to have. Opposite-effect items include weapons that impose penalties on attack and damage rolls rather than bonuses.
Cursed Items (5e) - This title is a collection of magic items with powerful effects and insidious curses. Includes 25 cursed items of all sh This title is a collection of. Custom cursed items are fun, 3.5 had some really good ones, and I agree 5e has dropped the ball on the selection of cursed items. Rollback Post to Revision RollBack 'I have never met a man so ignorant I could learn nothing from him' - Galileo. Cursed Items (5e) - This title is a collection of magic items with powerful effects and insidious curses. Includes 25 cursed items of all sh This title is a collection of magic items with powerful effects and insidious curses.
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Press Return to go to the said folder.4. You will now see a folder named LaunchAgents. How to get mac cleaner off your computer. Take note of the following files inside the folder:.
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Add your own cursed item to Dungeons & Dragons Wiki by clicking the link and following the instructions.
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Cursed Items[edit]
Name | Cost | Summary |
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3.5e Magic Item Preload | ||
Amazonian Strength Belt | 6000 gp | A belt that grants the strength and physique of an amazonian warrior. |
Armor of Obedience | 20,000 gp | This full plate is very protective and makes the creature a fine guardian, but those who put it on become slaves to all others. |
Arrow of Bob's Bane | 1/10th the price of the arrow it mimics | A series of magical arrows which keep popping up in markets worldwide, much to the chagrin of shoppers, these arrows appear to be very powerful. They just have one fatal flaw.. |
Bag of Rats | 900 gp | This bag holds an infinite number of rats. |
Bite Ring | 500 gp | This cursed ring will make sure you own one finger less. |
Blood Condensing Gourd | 4,000 gp (+1), 9,000 gp (+2), 15,000 gp (+3), 22,000 gp (+4), 30,000 gp (+5) | This ominous item fills with healing blood that sustains its wearer. |
Blood Idol | 500 gp | An ancient fetish that weakens you, but allows you to recover health by inflicting violence upon your foes. |
Boots of Twisting and Turning | 2,250 gp | These boots look and act like boots of striding and springing. Unfortunately, you keep going the wrong way. |
Bottled Ghost | -- | A bottle containing a friendly ghost inside. |
Calamity Ring | 6000 gp | This cursed ring causes the user to take double damage. |
Charmcatcher Locket | 2500 gp | A necklace that protects from a single mental effect. For a time. |
Clover of Wishing | 5,500 gp | This item grant minor wishes but at the cost of a minor curse. |
Coffin of Blood | 6000 gp (plus coffin price) | A cursed item which drowns its occupants in blood, though vampires find some use in it. |
Coin of Mortality | 13,010 gp | Often placed among other cursed items in faux treasure rooms set as traps, this seemingly ordinary platinum piece means the probable death of any living creature that so much as touches it. |
Covfefe | 5 gp | This Limbo inspired drink is a hot beverage which intoxicates the user into behaving recklessly and irrationally. |
Crown of Regal Transformation | 7000 gp | This magic crown transforms you into royalty, at least in appearance. |
Crown of the Cursed King | 8000 gp | A cursed crown of the battle queen which slows you down once you enter battle. |
Cursed Amulet of Immortality | 25,000 GP | A amulet that make the wearer immortal and raise them from the dead.. but not in the right way. |
Cursed Bag of Tricks | 600 gp (gray), 2000 gp (rust), 4200 gp (tan) | Like a bag of tricks, but it tends to go off on its own at the worst possible times. |
Cursed Boots of Rushing Speed | 20,000 gp | These boots give a +50 bonus to base land speed. There's just one problem.. don't slow down. |
Cursed Chillblade | 6315 gp | This chilling sword makes you chill as well. Too chill. |
Cursed Sacrificial Dagger | 1,500 gp | A forbidding-looking dagger used for mortal sacrifice, it hungers for blood and won't mind taking yours. |
Cursed Throwing Battleaxe | 6310 gp | This battleaxe has one problem. Its throwing enhancement is a little broken.. |
Damp Ruby Ribbon | 10,000 gp | This ribbon carries with it the spirit of violence, driving its user to brutal acts in exchange for feral strikes, regeneration, Diehard, and the ability to eat any meat. |
Deadman's Ring | 1,500 GP | A ring that sever the finger of a slain wearer and sending it finger to a predetermined location upon death. |
Decanter of Water Elemental | 6,000 gp | This decanter of endless water gets hostile when you try to push it to its highest setting. |
Demon Goat Mask | 9000 gp | Technically a cursed item, the demon goat mask is the skull of a particular brand of fiend which enables dark powers over the natural world. |
Dorple Sword | 25,000 gp | This +1 vorpal longsword is really cheap! I wonder why.. |
Double Edged Sword | 8000 gp | This longsword deals double damage, but you take half. |
Elixir of Love, Cursed | 1,500 | A cursed elixir of love. |
Eye-Catching Toast | This slice of toast looks especially delicious. Why, it smells especially delicious. I bet it would taste wonde- OH GOD MY EYES MY EYES IT HAS MY EYES!!!! | |
Figurine of Limestone Lapcat | 75 gp | This appears to be a figurine of limestone cat. It's adorible, but its sinister nature comes to light when you least expect it. So, like a real cat. |
Frustrating Plant | 500 gp | This simple friendly houseplant curses all who come near to a life of frustrating existence. |
Grave Blood Idol | 10,000 gp | An ancient fetish that siphons your very blood and leaves you weakened, but allows you to heal when you shed the blood of another. |
Hamburder | 1 cp | Not to be confused with hamburgers, this magical and technically living 'food' will multiply rapidly if not eaten. |
Haywire Wand | As wand | A cursed wand that needs a standard action to deactivate it, otherwise it goes off every round until empty… then explodes. |
Heavy Thing | The heavy thing is bane to all creatures mobile, as it slows them down to the point of staggering. | |
Idiot Stick | 2,000 gp | Anyone touching the wrong end of that stick become an idiot. |
Imaginary Gun | 1,000 gp | It doesn't exist, but can kill you dead. |
Involuntary Rodeo Saddle | 6,000 | A saddle that, after a bit of riding, suddenly fastens the rider to itself while simultaneously giving the mount a seizure. The result is a poor sap being tossed to and fro like a bobblehead doll. |
Jewel of Obsession | 5,000 GP | A jewel which make the owner obsessed with it. |
Legionslayer Axe | 25,000 gp | This battleaxe absorbs the souls of fallen foes and uses them to augment its power. But over, or undercharging the axe comes at a deadly price. |
Magic Pot | 4500 gp | A strange pot which can float and convert items placed into it into other items. |
Malevolent Virtue | 4,000 gp | Succubus perfume. Grants useful benefits but taints the wearer with evil. |
Mask of Becoming | 520 gp | When you slip on one of these illustrious masks, you become someone else. |
Miasmox | 72,250 gp | A cursed sword that dooms all who hold it to a violent end. It controls the power of the wind. |
Mirror of Determinist Horror | 50000 | The mirror shows events exactly one second before they happen, inflicting fascination and possibly insanity. |
Mirrored Ring of Revival | 6,100 GP | This ring will revive you from the dead as per raise dead, but in the process it creates a problem for you in due time. |
Nemesis Ring | 100,000 GP | A a powerful cursed ring that allow it user to find and kill someone. |
Oni Iron Kanabō | 20,000 gp | A very very large club infused with demonic energy. |
Palefrost Plate | 26,800 gp | This blackened full plate grants immunity to cold, but renders the target into a state of undeath. |
Picture Frame of Entrapment | 9000 gp | Viewing the picture in this frame may result in bodily transportation to the Plane of Pictures. |
Princess Slippers | 6000 gp | Comfortable slippers with thin soles that grant tremorsense. |
Rag of Bats | 100 gp | This cloak, when flapped, summons forth a bat… usually. |
Rags of Rot | 1951 gp | These tattered filth-soaked may be disgusting, but they also exposure attackers.. and yourself.. to deadly neurotoxin. |
Ravenous Blood Idol | 100,000 gp | An ancient fetish of great power that siphons your very blood and leaves you heavily weakened, but allows you to heal large amounts of damage when you shed the blood of another. |
Ring of Absolute Submission | 44,500 GP | A powerful ring which is used to force your authority upon others. |
Ring of Compliance | 2000 gp | A ring that makes the wearer enjoy following instructions. |
Ring of Gray Life | 10,000 | A cursed ring, it hurts you when you're up and helps you when you're down. |
Ring of Insidious Geas | 18,000 GP | A powerful cursed ring which cause the wearer to obey everything anyone say to them. |
Ring of Lesser Warmth | 250 gp | The ring of warmth makes the wearer feel a minimum temperature of what is necessary to feel warm. |
Ring of Life and Death | 10,000 | A cursed ring, it gives fast healing.. but also takes that healing away if you're failing. |
Ring of Miraculous Failure | 40,000 gp | This wondrous ring increases your effective caster level, but comes with a heavy price.. |
Ring of No Mercy | 1,500 GP (Lesser), 15,000 GP (Greater) | A ring which convert nonlethal damage dealt to you into lethal damage and make you unable to deal lethal damage. |
Ring of Toplessness | 1,000 GP | A ring which increases the amount of time you can run or march as well as cures fatigue. And having a clothed torso. |
Ring of Vengeful Death | 16000 gp | This cursed ring grants the user finger of death nearly at will, but this proves to be the user's undoing. |
Robe of Useless Items | 2250 gp | Often confused with the much more useful Robe of Useful Items, the Robe of Useless Items isn't quite as good. |
Robes of Fell Insight | 7000 gp | This eye-covered robe grants the Dark Knowledge feat, ability to see souls, and learn strange information from objects. However, you may be watched from afar and are weak to insanity. |
Rod of the Shadowmaster | 13,000 gp | This rod makes your shadow magic more real, but it comes at the cost of your own reality. |
Samaelian Knight Sword | 9,000 GP | A cursed flaming sword which make the user deformed and ugly. |
Sanguiobelic Mask | 13,000 gp | Wear the face of a bloodstorm devil and challenge your opponents to a duel to the death. Of course, there is a catch.. |
Shifting Rag | 8000 gp | This plain gray cloak covers the body loosely. It grants the user the power to shapeshift, but overuse may lead to losing ones appearance. |
Shoes of Elvenkinds | 600 | Magical pointy elf shoes. They sure are comfortable! *Poof!* Then Sally as an elf happened.. |
Skull Mask | 15,000 GP | A mask that can be used to hide from undead or prevent turning and rebuking. Has a cursed side. |
Soulmate's Glasses | 3500 gp | A pair of glasses used to find one's one true love. |
Statuette of the Eternal Watcher | 1000 gp | This is a statuette of a mis-proportioned 'cute' animal. Though little more than a bit of decoration, there is something terribly wrong about its eyes.. |
Stone Mask | 18,000 | A mask made of stone allowing powerful mind control effects. Sadly it also really cursed. |
Stripper Pole | 3000 gp | A cursed dancing great longstaff, it's not the weapon that ends up dancing. |
Sunglasses of Obedience | 30,000 gp | Unremovable eyewear that forces suggestion |
Swear Jar | 3,000 | That's enough of your language! |
Tattletale Coin | 1 gp | This coin hides in your money supply and spies on you, only to reveal terrible things at the worst times. |
Thief Dagger, Cursed | 5000 gp | This dagger is perfect for thieves. Too bad it's also a thief. |
Third Eye of Forced Regression | 200000 gp | Rewinds time at the cost of XP whenever you fall unconscious. Cannot be removed. |
Tissues of Inconvenience | 10 gp | A box of tissues. They always have tissues at the ready, but.. |
Tracking Bracelet | 2,750 GP | A bracelet which allow the wearer to be tracked with a simple command word. |
Wings of Forever Flying | 5400 gp | What appears to be Wings of Flying does indeed fly. On its own. Straight up. Forever. |
Yellow Bizarro Robes | 4,000 GP |
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Over in Google Plusville, +Levi Kornelsenmentioned the absence of a magic item economy in 5e. This is a core design assumption on WotC’s part, and they haven’t been shy about it. In most settings I agree with this choice, but in his post he’s specifically talking about Eberron. That setting gets to be the exception, because it internalizes the magic item economy of 3.x and renders it into industrial fantasy – both low-end magic items (tools to make life easier) and large-scale magic items (lightning rail!) are essential to Eberron’s feel. Large-scale items are created at the speed and inflationary whims of Plot, but low-end stuff needs support, and the definition of “low-end” scales by level. The ideas I’m presenting here are only for people who want to introduce that approach to money and the economy.
Levi was good enough to present five basic actions that he felt were critical acceptance criteria to anything that wanted to call itself a magic item economy.
Levi was good enough to present five basic actions that he felt were critical acceptance criteria to anything that wanted to call itself a magic item economy.
- Buying magic items from an NPC
- Selling magic items to an NPC
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- This one is already covered in the DMG, though I’ll review its handling of the task
- Commissioning an item for an NPC to make – that is, outsourcing the Crafting action
- Disenchanting a magic item (and presumably getting something that has a use)
- Salvaging something useful from abandoned workshops
Buying
In 3.x and 4e, the game’s default assumption is that you can turn an appropriately large pile of cash into the magic item you want; in this way you might look at your choices on magic items as part of your “build.” Oh, sure, you still get magic items other than your optimal choices from adventures, and maybe some of those are things you want to use. Likewise, not all DMs support a magic item market. I was usually pretty uncomfortable with it, and tried to present it as something more than a straightforward transaction.
3.x and 4e did not – in any particular rule or guideline that I recall, anyway – deal with the merchant’s profit margin. Maybe the DM includes one, and maybe the DM assumes that the list price in the DMG (3.x) or PH (4e) is intended to be the merchant’s asking price. In 3.x, there’s still room for the list price to include a profit margin, because that’s how the magic item crafting rules work. In 4e, not so much: it costs exactly as much money to make something as the list price, plus time.
For 5e, the “list price” is explicitly a function of rarity, which is to say power level. The treasure tables are arranged so that rarity also signifies “number of these that exist in the world,” but a one-off item that has not yet been duplicated is not intrinsically legendary or unique in a rules-terminology sense. Since economies don’t make sense if production cost equals purchase cost, I’ve got to build in a surcharge. Magic items of uncommon rarity and higher are “big-ticket” in the overall economy we see in the PH and DMG – luxury goods by any definition of the word. Conveniently, it’s easy to figure out 10%, 20%, 50%, 100%, and 150% surcharges on 500, 5k, 50k, and 500k prices.
Cursed Items 5e Dmg 3
Digression: On p. 135, the DMG presents cost ranges that are a little complicated to resolve against the fixed numbers presented in other rules, and suggests that a merchant might require a service from the PCs as part of the transaction. The PCs of my 4e game remember with some chagrin the magic item they received in exchange for cash and a service – the service turned out to be a quest that took them twenty-something sessions to complete, and the PC who received the item had to quit the game to move to Canada within two sessions of receiving the item (they got the item up-front, and were bound by contract to the quest).
I’d like to turn this into a full Downtime Action, in the same way that Crafting and Selling magic items are Downtime Actions. This needs some guidance to the DM as to what kind of surcharge would be appropriate, and maybe some way for the player to influence the outcome too. Dungeon World and Apocalypse World influence my thinking here, as I find myself phrasing this as a PBTA-style move.
When you spend some time searching a marketplace for a particular magic item, you can find a source for it, but they almost never have or admit to having it on hand. Choose two:
- Your source gets it to you fast (1d10 hours for common, days for uncommon or rare, weeks for very rare or legendary)
- Your source gets it to you cheap (default surcharge of 50%)
- Your source gets you exactly the thing you want, with no chance of flaws or discovering that it’s actually a cursed version of the item
If your source gets it to you slowly, add 2d10 to your roll. If you source is expensive, the default surcharge is 100%. If your source is not so reliable, things get… interesting. I have all kinds of minor-to-major drawbacks I am happy to suggest, from taking an extra d12 damage whenever you take damage of a particular type to suffering disadvantage on all rolls with (skill) to… well, you can read the Scroll Mishap and Potion Miscibility tables on p. 140 just as well as I can. I’ve never liked silly or humiliating drawbacks; I think thorny tradeoffs are a lot more compelling (and I can get all the humiliation I need some time that I’m not playing a game of heroic adventure).
I realize that most PBTA moves would have gone something more like “10+, choose two; 7-9, choose 1; 6-, screw you and the horse you traded for this cursed item.” 5e downtime actions aren’t usually dice-driven, unless they’re d100-based, and I felt that this was a hard enough choice as-is. The thing that probably makes a lot of players uncomfortable here is leaving it entirely up to the DM whether “unreliable” means “drawback” or “outright cursed,” but Dungeon World gets away with that kind of trust for the GM, so let’s not assume that D&D DMs are less trustworthy.
The other complicated thing here, the part I’m not sure how to resolve, is at what point the PC pays various portions of the price, and is there room for identifying the item and renegotiating the deal if you’re not happy with a flawed item? Payment should probably be half up front, half on delivery. Mac version 10.7 free download. No refunds, and the seller had better have some serious goons backing him up, or skip town after basically every sale. If they can enforce the “no refunds” thing, then okay.
Does the seller allow the PC to cast identify (or have someone else do it)? For a full-scale deconstruction of fantasy economics and the identify spell, Multiplexer on Critical Hits is doing some astoundingly creative work – even if what she’s writing isn’t the feel you want in your campaign, it’s worth a read. Anyway, my concern is that identify unravels the interesting tradeoffs of the whole thing. On the other hand, it only protects you from cursed items; if the item you’ve purchased has an odd drawback, you’ve still paid half up front, so you either pay the rest of it to get something that is probably still okay, if imperfect – or you recognize a sunk-cost fallacy for what it is. Maybe you start over with different priorities, and maybe you don’t.
Finally, the player-side predictability of getting exactly what you want in exchange for either more time or more money might not be ideal for some games. It does take mystery out of the process, though for Eberron that’s working-as-intended. Still, if that’s a dealbreaker for you, add a fourth choice to the list above, but still only let the player pick two: Your source gets it for you without breaking any laws or pissing anyone off. Congratulations, now you have some thorny choices (and maybe crafting it yourself starts to sound a lot better).
Does the seller allow the PC to cast identify (or have someone else do it)? For a full-scale deconstruction of fantasy economics and the identify spell, Multiplexer on Critical Hits is doing some astoundingly creative work – even if what she’s writing isn’t the feel you want in your campaign, it’s worth a read. Anyway, my concern is that identify unravels the interesting tradeoffs of the whole thing. On the other hand, it only protects you from cursed items; if the item you’ve purchased has an odd drawback, you’ve still paid half up front, so you either pay the rest of it to get something that is probably still okay, if imperfect – or you recognize a sunk-cost fallacy for what it is. Maybe you start over with different priorities, and maybe you don’t.
Finally, the player-side predictability of getting exactly what you want in exchange for either more time or more money might not be ideal for some games. It does take mystery out of the process, though for Eberron that’s working-as-intended. Still, if that’s a dealbreaker for you, add a fourth choice to the list above, but still only let the player pick two: Your source gets it for you without breaking any laws or pissing anyone off. Congratulations, now you have some thorny choices (and maybe crafting it yourself starts to sound a lot better).
Commissioning
When you arrange the commissioning of a particular magic item, you can find someone with the ability to make it, as long as the Minimum Level to craft the item (DMG, p. Iron man 3 online cz. 129) isn’t more than two levels higher than your character level. Choose two:
- Your source has the means to craft it faster than 25 gp per day (default 100 gp per day).
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- Not that it’s particularly important how they’re accomplishing this, but in Eberron it’s completely plausible that a magic item, location, or NPC-class feature might be just as good of an answer as assuming that the NPC hired on a team to rush the work.
- Your source is willing to make it for a reasonable profit margin (default surcharge of 50%).
- Your source gets you exactly the thing you want, with no chance of flaws or discovering that it’s actually a cursed version of the item.
Cursed Items 5e Dmg Pdf
Because, well, the only significant difference between the PC crafting it and an NPC crafting it is who spends the time, right? There’s nothing wrong with tacking on a fourth choice here also – maybe your source is untrustworthy and reports your commission to the worst possible person (a crime boss, the Holy Office of the Inquisition, your bookie). Maybe for both buying and commissioning, you tack on more hard choices as the rarity of the item increases, or as other complicating factors present themselves. If the last person you commissioned to make something for you ended up in a gutter because you couldn’t reach a satisfactory deal, you’re definitely working with more desperate and untrustworthy people from there on out. If you’ve done a lot of favors for the right sort of people, maybe one of the options gets mitigated. Actions within the narrative take precedence over the guidelines that game rules represent.
Selling
Again, this is an examination of rules in print, not a proposal from me, other than one little bit at the end.
To sell a magic item of very rare or lower rarity, a character spends a random number of days (larger die value for higher rarity) shopping it around, and rolls an Intelligence (Investigation) check against DC 20. On a failure, you don’t find a buyer and you spend a full 10 days. The good news is that you can offer around multiple items simultaneously, and spend time based on the largest time result.
Cursed Items 5e Dmg 1
The rarity of the item also modifies the d100 roll that determines the result. The table is set up to make sure that crafting magic items is not a way to make money. Only a d100 result of 91-100 results in a profit to the selling PC. Thanks to the modifiers from rarity, it’s 20% likely for common items, 10% likely for uncommon, and impossible for rare or very rare items. Also, you’re almost certainly breaking some sort of law or moral code, since the text describes the buyer as shady, and it’s a no-questions-asked deal. The more likely results – 40% likely for very rare items – include getting 10% of the list price as the best offer.
As a result, the DMG’s rules for selling items are for games where the trade in magic items is rare or highly restricted, and where the overwhelming majority of magic items come not from PC crafting, but from loot. In the setting that gave us the Artificer class, these rules are overly punitive. (Artificers shouldn’t get to make permanent magic items for free, though, the way they do in the Unearthed Arcana article that presented them.)
I like that the DMG’s rules for selling magic items include a cost in time, variable price point outcomes, and the possible complications of less-than-licit buyers. I think the solution is to make the “undocumented features” that I’ve proposed above a widespread and recognized part of the magic item market – so buyers get used to paying a premium when they buy an item that carries the seller’s personal maker’s mark. That gives them a door they can come kick down if the item turns out to be cursed or otherwise defective. A 20-50% markup should be a reasonable starting point for a PC’s sales negotiation, if they made it themselves. Let’s assume that a magic item’s maker’s mark is prohibitively difficult to fake, or doing so carries repercussions so severe that no one does it and lives to tell the tale.
Disenchanting
I don’t remember disenchanting magic items to any benefit as a part of 2e or 3.x, though if I’ve forgotten something there, I’m sure the internet will be quick to admonish me. In 4e, demonstrating some of the influence of World of Warcraft, ritual casters can disenchant magic items of their level or lower (4e magic items have a level, 1-30), turning the item into 20% of its list price in residuum, which is a powder that is a universal reagent for all rituals, including the Enchant Magic Item ritual. The 20% number isn’t a coincidence – that’s the same return you get in gold for selling a magic item. 4e’s economy is transparent, but awfully shallow.
I recently wrote about a work-in-progress to deepen 5e’s crafting rules, but I haven’t yet given any consideration to how I’d handle disenchanting there. In brief, that system supplements the existing crafting rules with optional components. I see two different options that I like:
- Disenchanting generates 1d3 components, taken from that item’s formula.
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- There’s a lot of loss here, but potentially less than the Selling Magic Items action. It avoids giving you a simple alternate currency.
- Disenchanting generates a component that doesn’t come from any other source. Each rarity generates its own quality of [component]. So maybe 1d3+1 ounces of [rarity] dust. Some formulas and spells call for this dust; it just happens that destroying magic items is the source.
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- I’m specifically avoiding presenting that as “100gp of arcane dust,” because fixed values take people away from thinking of an economy – it feels less like an item in your inventory and more like a mere number on a page.
- Even more than other items in my crafting system, I like the idea that you use this substance to accelerate the creation of new magic items. Maybe it is a universal accelerant.
- The substance you gain from disenchanting a cursed item is itself cursed, but can probably be used for some really interesting, underhanded stuff as long as you’re prepared to remove its curse on you after use.
The second option is a lot more meaningful for anyone who doesn’t eventually adopt my alternate crafting rules, once they’re complete. Ahem.
I would probably present disenchanting as another downtime action. I don’t know what the compelling choices of a PBTA-style disenchanting move would be, but giving very rare and legendary items a chance to draw unwanted Outer Planar or divine attention has a certain appeal. (Especially for the DM. You jerks just pulped this setting’s equivalent of the Shroud of Turin so you could get something with bigger pluses. Good luck with that!)
Scavenging a Workshop
This is really taking me back to my days as an MMO game designer. My advice here is simple: once I eventually release my alternate magic item crafting rules in full, use some of the treasure tables in that work to generate treasure that the PCs gain from scavenging a magical workshop.
![Items Items](/uploads/1/2/5/0/125041698/775436216.jpg)
- The DM rolls on the treasure table(s) 1d4+1 times. This treasure table is weighted to always generate treasure – “no treasure” is a very rare or impossible outcome.
- As a group, the players roll Intelligence (Investigation), Wisdom (Perception), and stat + relevant tool, each against DC 20. For each success, the DM rolls on the treasure table one additional time.
- Variation comes from having apprentice, journeyman, master, and grandmaster workshops as unique treasure tables. You can also treat a single large foundry as two adjoining workshops, if a larger volume of treasure feels right to you.
Conclusion
I’ve tried to avoid supply and demand in creating these rules, because I find that that’s a bottomless pit of complexity for an infinitesimally small return in verisimilitude – and also I am not enough of an armchair economist to make it remotely credible. WotC plainly made the same decision for 5e as a whole.
The selling rules are by far the most dangerous thing here, since there’s no 3.x-style XP loss to discourage an endless profit loop. Once you can craft magic items and sell them for a profit – even just a net profit over multiple sales – a character that is strictly motivated by his bank account stops adventuring and sticks with making common and uncommon items, and that’s obviously bad for getting any fun to happen at the table. Stop playing that character and introduce someone who has some Ideals and Bonds, will you? (Or the magical Mafia thinks you have a real nice workshop, wouldn’t it be a shame if something happened to it…)
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