For a campaign I'm putting together, I needed a way to ensure that low level magic couldn't overcome some critical elements, specifically, simply "murderhoboing" or stealing a particular item and then learning the command word via detect magic or something similar. The PCs need to be incentivized to approach the situation with a little more tact than this. I don't want this topic to go off the rails about how this forces the PCs onto rails. Besides, there are still lots of options as to how to go about this part of the campaign despite this, I just don't want the whole segment to be skipped because of a first level spell.
I couldn't find anything in the written rules to do this. As a GM, you can always just say "it doesn't work," and say you don't have to explain yourself, but that's often not well received. Anything an NPC can do, the PCs should be able to learn to do (hypothetically), as well as vice versa. In that spirit, I wrote my own spell to do what I needed, found in the spoiler below.
However, I have two requests of the forum if anyone is willing to help. If there is already something that will accomplish these goals that already exists that I have not been able to find, please point me in that direction. If not, please review my custom spell. One thing is, I have great trouble with brevity (as this post probably also indicates), and with custom rules, I try very hard to make it as "air tight" as I can so it doesn't have to be "errata'd" later. If you can evaluate and critique the spell for its effects, it's levels, classes, how it works, etc., that would be great, but also, any tips on how to convey the same rules in briefer wording would be appreciated.
Thank you for reading!
Edit: Moved "process note" edits to a spoiler... it was getting crowded in here.
Spell text:
[sblock]
Obscure Utilization
School abjuration; Level bard 6, cleric 6, sorcerer/wizard 6, witch 6
Casting Time 10 minutes
Components V, S, F (an unsolved puzzle or a high quality lock, and crushed onyx worth half the standard price of the item (minimum 2,500 gp)), DF
Range touch
Target one touched object and one touched creature with Intelligence 3 or greater
Duration permanent
Saving Throw none or Will negates; see text Spell Resistance no
You obscure the way a single object or device, magical or mundane, is utilized. Only intelligent objects or an attended object possessed by an unwilling creature receive a saving throw.
When you cast this spell on the target object, you also target one creature to designate as being exempt from the negative aspects of the spell. The caster of the spell may remove this spell in a ritual taking 10 uninterrupted minutes if both the target object and creature are again present and the target creature is willing.
Any attempt to cast this spell on an item already possessed of an obscure utilization effect fails. However, if this item can be used in multiple distinct ways, this spell may be cast on the item once for each different distinct use. This applies to situations where a magic item has different command words, or a device has multiple, entirely distinct functions.
For the purposes of this spell, a double weapon, shield, or weapon with multiple damage types (merely to list some examples) does not count as having "different functions"--in such cases, the "function" in question would be "use as a weapon."; attacking, bracing or readying, blocking, or any use of the object as a weapon all count as "one type of use," in this case, as a weapon. Some valid examples for multiple uses would be a rope, in that it could be used to climb or to restrain, or a magical item with multiple command words for different effects.
Any attempt to use the object for its intended purpose as outlined below by anyone other than the target creature fails with no appreciable results.
The object may still be used to make an attack action as a melee or thrown weapon if this would otherwise be possible, but despite if the intended use of the object is as a weapon, it is then treated as an improvised weapon and its damage dice are reduced by one size category. These penalties cannot be reduced or removed by any means, including but not limited to, the Catch Off Guard feat, even if the item is normally intended to be a weapon. When used this way, only a single attack may be made, not iterative, and no feats or special attacks may be applied to it, such as, but not limited to, Vital Strike, Cleave, or Arcane Strike.
If the item is magical, its magical effects do not take place unless they are purely automatic, as in the case of a +1 enhancement bonus, a cursed item, or an item already and still activated. If the item requires a spell completion, spell trigger, or command word to use, it is impossible to use or discover these by any means, magical or mundane, even if directly observing the designated creature doing so or directly instructed. Using the item correctly "by accident" is also impossible and will never occur.
Any creature not attempting to use the object may find the failures of one trying to do so befuddling or worthy of ridicule, perhaps knowing how to use it while merely observing, but will be unable to communicate how to properly use the item when referencing that specific item even though they retain the ability to use other similar items, and too will still find themselves suddenly under the effects of this spell if they then attempt to use the item.
Magic such as detect magic can detect if the item is magic, but the same spell or similar magic such as identify cannot overcome any effects of this spell. This spell may removed by miracle or wish. The spell cannot be removed by dispel magic or remove curse, but if used successfully on both the effect on the object and the target creature in the same casting, greater dispel magic can. If the target creature or the caster is dead, the spell does not become dispelled. Instead, the means to remove the spell without dispelling as outlined above are now lost.
[/sblock]
Process notes:
[sblock]
Edit: I realized an unintended possible abuse of this spell, and added a prohibitive gp cost to mitigate that.
Edit the second: Also realized you could still just kill the poor soul to get around it... fixed.
Edit the third: Cleaned up some stuff... sorry, always find more mistakes after sharing.
Edit the many: I also realized that this could be spammed to make an entire city unable to be used, every door, every fork, etc., since the cost of these items might be so low... this is not the intent, and despite that magic is meant to do wacky things, this is a bit ridiculous and is beyond what a level 4 spell should do, even in multiple castings. So, I made the cost have a minimum gp cost of the lowest value the cheapest permanency effect costs to make this still theoretically possible, but extremely prohibitive use.
Edit the very many: I changed the section about the designated creature being able to cancel the spell so that only the caster and the target (they might be different creatures) are present and willing. The whole point was to not allow low level magic to bypass things, and I realized that previously, this would be able to be done with enchantment magic quite easily. This way, if a powerful caster gave this effect as a boon, the party would have to deal with that creature to remove the effect, not the potentially lower-level recipient. This is much more in line with the intent.
Edit the are you serious: I changed the ability for dispel magic and remove curse to deal with this spell. These are actually too low level for the intent of the spell. Greater dispel magic still works, if both targets are dispelled in one casting. This seems much more appropriate for what I'm trying to accomplish. High level casters should still be able to overcome this, not an issue, just low level magic bypassing entire quest chains is what I want to eliminate. I never expected it to be this complicated...
Edit again: I changed the spell level to 6th. I realized that this spell was similar in power level to forbiddance, which is 6th level, and that in making it so that only greater dispel magic works on it, and that if the necessary parties are dead that wish level magic is now the only way to ever learn the secrets of the item, this is too powerful for a 4th level spell. I am fine with this spell being higher level, as long as it can theoretically be made use of by anyone in the game world provided they have the means, and that it foils low level spells simply "win buttoning" use of key magic items or obscure technologies.
Edit once again: I realized I didn't list that the creature needed to also be in touch range, and then it occurred to me that this could also be used on an animal or non-sentient creature as written, which is not the intent, so I added an Intelligence requirement for the target as well. I didn't make the spell simply [mind-affecting] because it isn't actually, it is an abjuration on the object, not strictly an enchantment on every other creature in the universe besides the exempted one trying to use it. The spell just requires that the exempted creature actually theoretically CAN use the object, or the spell fails to exempt them, and therefore fails entirely.
[/sblock]
I couldn't find anything in the written rules to do this. As a GM, you can always just say "it doesn't work," and say you don't have to explain yourself, but that's often not well received. Anything an NPC can do, the PCs should be able to learn to do (hypothetically), as well as vice versa. In that spirit, I wrote my own spell to do what I needed, found in the spoiler below.
However, I have two requests of the forum if anyone is willing to help. If there is already something that will accomplish these goals that already exists that I have not been able to find, please point me in that direction. If not, please review my custom spell. One thing is, I have great trouble with brevity (as this post probably also indicates), and with custom rules, I try very hard to make it as "air tight" as I can so it doesn't have to be "errata'd" later. If you can evaluate and critique the spell for its effects, it's levels, classes, how it works, etc., that would be great, but also, any tips on how to convey the same rules in briefer wording would be appreciated.
Thank you for reading!
Edit: Moved "process note" edits to a spoiler... it was getting crowded in here.
Spell text:
[sblock]
Obscure Utilization
School abjuration; Level bard 6, cleric 6, sorcerer/wizard 6, witch 6
Casting Time 10 minutes
Components V, S, F (an unsolved puzzle or a high quality lock, and crushed onyx worth half the standard price of the item (minimum 2,500 gp)), DF
Range touch
Target one touched object and one touched creature with Intelligence 3 or greater
Duration permanent
Saving Throw none or Will negates; see text Spell Resistance no
You obscure the way a single object or device, magical or mundane, is utilized. Only intelligent objects or an attended object possessed by an unwilling creature receive a saving throw.
When you cast this spell on the target object, you also target one creature to designate as being exempt from the negative aspects of the spell. The caster of the spell may remove this spell in a ritual taking 10 uninterrupted minutes if both the target object and creature are again present and the target creature is willing.
Any attempt to cast this spell on an item already possessed of an obscure utilization effect fails. However, if this item can be used in multiple distinct ways, this spell may be cast on the item once for each different distinct use. This applies to situations where a magic item has different command words, or a device has multiple, entirely distinct functions.
For the purposes of this spell, a double weapon, shield, or weapon with multiple damage types (merely to list some examples) does not count as having "different functions"--in such cases, the "function" in question would be "use as a weapon."; attacking, bracing or readying, blocking, or any use of the object as a weapon all count as "one type of use," in this case, as a weapon. Some valid examples for multiple uses would be a rope, in that it could be used to climb or to restrain, or a magical item with multiple command words for different effects.
Any attempt to use the object for its intended purpose as outlined below by anyone other than the target creature fails with no appreciable results.
The object may still be used to make an attack action as a melee or thrown weapon if this would otherwise be possible, but despite if the intended use of the object is as a weapon, it is then treated as an improvised weapon and its damage dice are reduced by one size category. These penalties cannot be reduced or removed by any means, including but not limited to, the Catch Off Guard feat, even if the item is normally intended to be a weapon. When used this way, only a single attack may be made, not iterative, and no feats or special attacks may be applied to it, such as, but not limited to, Vital Strike, Cleave, or Arcane Strike.
If the item is magical, its magical effects do not take place unless they are purely automatic, as in the case of a +1 enhancement bonus, a cursed item, or an item already and still activated. If the item requires a spell completion, spell trigger, or command word to use, it is impossible to use or discover these by any means, magical or mundane, even if directly observing the designated creature doing so or directly instructed. Using the item correctly "by accident" is also impossible and will never occur.
Any creature not attempting to use the object may find the failures of one trying to do so befuddling or worthy of ridicule, perhaps knowing how to use it while merely observing, but will be unable to communicate how to properly use the item when referencing that specific item even though they retain the ability to use other similar items, and too will still find themselves suddenly under the effects of this spell if they then attempt to use the item.
Magic such as detect magic can detect if the item is magic, but the same spell or similar magic such as identify cannot overcome any effects of this spell. This spell may removed by miracle or wish. The spell cannot be removed by dispel magic or remove curse, but if used successfully on both the effect on the object and the target creature in the same casting, greater dispel magic can. If the target creature or the caster is dead, the spell does not become dispelled. Instead, the means to remove the spell without dispelling as outlined above are now lost.
[/sblock]
Process notes:
[sblock]
Edit: I realized an unintended possible abuse of this spell, and added a prohibitive gp cost to mitigate that.
Edit the second: Also realized you could still just kill the poor soul to get around it... fixed.
Edit the third: Cleaned up some stuff... sorry, always find more mistakes after sharing.
Edit the many: I also realized that this could be spammed to make an entire city unable to be used, every door, every fork, etc., since the cost of these items might be so low... this is not the intent, and despite that magic is meant to do wacky things, this is a bit ridiculous and is beyond what a level 4 spell should do, even in multiple castings. So, I made the cost have a minimum gp cost of the lowest value the cheapest permanency effect costs to make this still theoretically possible, but extremely prohibitive use.
Edit the very many: I changed the section about the designated creature being able to cancel the spell so that only the caster and the target (they might be different creatures) are present and willing. The whole point was to not allow low level magic to bypass things, and I realized that previously, this would be able to be done with enchantment magic quite easily. This way, if a powerful caster gave this effect as a boon, the party would have to deal with that creature to remove the effect, not the potentially lower-level recipient. This is much more in line with the intent.
Edit the are you serious: I changed the ability for dispel magic and remove curse to deal with this spell. These are actually too low level for the intent of the spell. Greater dispel magic still works, if both targets are dispelled in one casting. This seems much more appropriate for what I'm trying to accomplish. High level casters should still be able to overcome this, not an issue, just low level magic bypassing entire quest chains is what I want to eliminate. I never expected it to be this complicated...
Edit again: I changed the spell level to 6th. I realized that this spell was similar in power level to forbiddance, which is 6th level, and that in making it so that only greater dispel magic works on it, and that if the necessary parties are dead that wish level magic is now the only way to ever learn the secrets of the item, this is too powerful for a 4th level spell. I am fine with this spell being higher level, as long as it can theoretically be made use of by anyone in the game world provided they have the means, and that it foils low level spells simply "win buttoning" use of key magic items or obscure technologies.
Edit once again: I realized I didn't list that the creature needed to also be in touch range, and then it occurred to me that this could also be used on an animal or non-sentient creature as written, which is not the intent, so I added an Intelligence requirement for the target as well. I didn't make the spell simply [mind-affecting] because it isn't actually, it is an abjuration on the object, not strictly an enchantment on every other creature in the universe besides the exempted one trying to use it. The spell just requires that the exempted creature actually theoretically CAN use the object, or the spell fails to exempt them, and therefore fails entirely.
[/sblock]
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