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Spoiler:
Neil Spicer wrote:
Wow. Thank you! I really appreciate the feedback. One of my editors/friends felt the same about the coin flip and aberration amendment (first version did not have the humanoid qualifier,) and I really should have listened to him. Thanks again! ![]()
Hello judges, as with so many before me, keen for your insights into my submission. Many thanks for your time! That said, I think I know three or so missteps (very SIAC, the spell requirement didn't really gel with the terran element, and quite likely my use of non-American English.) Coins of Callidity
Three coins, one made from cold iron, one from silver and one from bronze, make up this set. Heads is always etched in Terran describing the metal whilst tails is either marked with the creators personal sigil, or left blank. When placed heads flush against a metal weapon, the coins attach and bestow a special quality based upon the coin used. Attaching and detaching a coin in this fashion is a standard action. The cold iron and silver coins bestow their special qualities, respectively. The bronze coin inures the metal to corrosion, making the weapon immune to the effects of a rust monster. A weapon can only benefit from one coin at a time. Once per day, when not used in their weaponised form, and delivered via a melee touch attack and a command word, the coins reveal their other power. The cold iron and silver coins can adhere to and bind a creature susceptible to the respective metal as per the Hold Monster spell. The bronze coin provides the same effect for humanoid aberrations. If the effect is broken, or ends, the coin falls to the ground, landing on edge, and does not roll from where it lands. Similarly, should the coins be flipped into the air, and left to fall, the same effect occurs. Construction Requirements
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Greetings all! My character has recently come into the possession of a cursed Helm of Freedom, allowing immunity to Held and Paralysis effects. The unfortunate side effect is that it reduces Wisdom to 2. Pouring through the section on magic, I had a thought that a Break Enchantment might be cast on an item to rid it of its curse, much in the same manner as a BE, Dispel Magic or Remove Curse might remove it from a character afflicted by a curse. However, those spells do not of course allow that. After putting my head together with my DM, he thought the only thing that could remove a curse would be a Wish, but to also throw the question out to boards to see if someone knows of, o has any other game legal way to remove a curse from an item. My own thoughts have evolved alongside the lines of making a similar item creation check to right the item, as per the repair magic item function of the item creation feats. So, gentle sirs and ladies - what are your thoughts and experiences? |