Cursed items?

Discussion in 'General Modification' started by maggit, Apr 24, 2007.

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  1. maggit

    maggit Zombie RipTorn Wonka

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    OK, I am curious if it's even possible... I had an idea about how to make
    some of them but there would be no way of binding them to the character
    so that she has to use remove curse to take them off.

    Anyway, we could make cursed potions, we would just name them "potion
    of healing x wounds" when they are unidentified and identification would
    reveal its real nature. Simply, the potion would have an effect of a negative
    spell, let's say Feeble mind, or inflict wounds. Isn't that possible?

    Scrolls could be made the same (although I'm not sure if a character can
    use unidentified scrolls I never took the risk).

    Magic weapons and armour can simply give a penalty to stats and skills.
    Some other items could provide penalty when worn in the inventory (just
    like loun stones and familiars give).

    However, in order for this to make more sense we would need a working
    "lore" or "knowledge" skill and applicable DCs in the protos because every
    player would know that the item is cursed because it "seems" to be identified
    when he first got it.
     
    Last edited: Apr 24, 2007
  2. vampiricpuppy

    vampiricpuppy cuddly nosferatu

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    im a big fan of cursed items - particularly those weapons etc that you WANT to use because they have great bonuses, but theres a drawback to using them ;)
     
  3. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Pedrhaps a "san_wield_off" script could be written to prevent the weapon/armour from being taken off of a character until a remove curse/dispell magic/greater dispelling spell is cast, and resets after the effects of the spell have worn off. It would take a better scripter than I to make it work.

    <looks in Ted's direction ;) >
     
  4. Shiningted

    Shiningted I want my goat back Administrator

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    O absolutely, we can do this stuff quite easily. Well, some of it, reasonably easily. ;) (Don't listen to Al, he could do this easily enough, its all of 2 lines of script based on Darmagon's 'equip to slot' thing :p ). The main problem is only limiting them balance-wise. I was looking through the SRD at work the other night and many cursed items need a Wish or Miracle spell to remove them: spells we don't use much (do we have them at all?) Therefore I would limit the stuff to things that need Remove Curse (it would be an excellent use of that spell). Likewise I can't see too many making it into KotB due to the balance issue, but if people want to start making them, I am happy to throw them into the bowels of KotB (next to Fragarach and the Balor) where they can easily be accessed for future modules. (There will be 'cursed' scrolls and potions in KotB - indeed there is at least 2 already - but they are house-ruled ones there for plot-specific reasons, with very minor short-term negative effects).

    Perhaps someone would like to make a list, or start throwing up suggestions as to which items to make? Or, just start making them?
     
  5. Gaear

    Gaear Bastard Maestro Administrator

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    Yes indeed, we have the Darmagon versions.
     
  6. maggit

    maggit Zombie RipTorn Wonka

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    Muahahaha... Now everything can be cursed! Muahahaa!
    Still, does anyone know how those spells work in ToEE?
     
  7. Lord_Spike

    Lord_Spike Senior Member Veteran

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    Cursed Berserking Sword.

    Player rages, and goes after friends & enemies alike. Would require something like Confusion to determine the target, and player would not stop attacking as long as a target was close enough to move to & attack. Rage could be calmed by dispel magic, bard songs, or similar magic which has a calming effect; then remove curse to get rid of the item. Doesn't fire until the first time it is used (swung) in combat.

    Edit: Typically, +2.
     
    Last edited: Apr 26, 2007
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