A little context for the item I'm looking to design. My PC's will be meeting a mini-boss. The PC's are tier 1 characters. I want the mini-boss to be charmed and compelled to follow the main BBEG. I was thinking this could be done through a magic item being worn by the mini-boss (as the bbeg is not a magic user). Most likely an amulate.
I'm coming to you all since this is my first magic item I'm designing. I don't want it to be OP. But I do want it to be enchanted, similar to the Geas spell (or a less powerful spell, charm person or command). But if this item causes a compulsion to follow commands for an extended period of time, what can I do to balance the strength of this amulate (as mentioned before, these are tier 1 PC's)?
...
Am I on the wrong track of thinking and designing...? Help!
Is this being designed under the assumption that the players are going to take this item and use it for themselves?
If not, and this is just a thing which facilitates the story element you want to you, it doesn't need any design to it beyond that it does what you say it does and once the party have broken the affected mini-boss free of it, it doesn't do anything anymore because its magic is used up.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
A little context for the item I'm looking to design. My PC's will be meeting a mini-boss. The PC's are tier 1 characters. I want the mini-boss to be charmed and compelled to follow the main BBEG. I was thinking this could be done through a magic item being worn by the mini-boss (as the bbeg is not a magic user). Most likely an amulate.
I'm coming to you all since this is my first magic item I'm designing. I don't want it to be OP. But I do want it to be enchanted, similar to the Geas spell (or a less powerful spell, charm person or command). But if this item causes a compulsion to follow commands for an extended period of time, what can I do to balance the strength of this amulate (as mentioned before, these are tier 1 PC's)?
...
Am I on the wrong track of thinking and designing...? Help!
Is this being designed under the assumption that the players are going to take this item and use it for themselves?
If not, and this is just a thing which facilitates the story element you want to you, it doesn't need any design to it beyond that it does what you say it does and once the party have broken the affected mini-boss free of it, it doesn't do anything anymore because its magic is used up.