When a player "acquires" a cursed item, do you tell them it is cursed and what the curse is? Or only tell them once they use it, attune to it type of thing?
When a player "acquires" a cursed item, do you tell them it is cursed and what the curse is? Or only tell them once they use it, attune to it type of thing?
I would not tell them anything until they attune to it. Even then, I might not tell them it is cursed (particularly if the curse is subtle), instead opting to make them role an arcana check whenever the curse is implicated until they finally realise the item is cursed.
When a player "acquires" a cursed item, do you tell them it is cursed and what the curse is? Or only tell them once they use it, attune to it type of thing?
I would not tell them anything until they attune to it. Even then, I might not tell them it is cursed (particularly if the curse is subtle), instead opting to make them role an arcana check whenever the curse is implicated until they finally realise the item is cursed.
^ This or if they do Detect Magic - sometimes I will make them roll an Arcana check after, and if they roll high enough I will talk about how it has a "negative energy" about it.
If they actually cast Identify, I'd tell them it's cursed. If they use the short rest to figure out what the item is, I would not tell them. It makes identify have an actual point to existing in the game besides, saves you a few minutes that you were going to hand wave anyway.
If they actually cast Identify, I'd tell them it's cursed. If they use the short rest to figure out what the item is, I would not tell them. It makes identify have an actual point to existing in the game besides, saves you a few minutes that you were going to hand wave anyway.
No, actually it won’t. RAW Identify doesn’t reveal curses.
Yeah, just echoing that RAW, identify doesn't reveal the curse unless the item description specifically says so.
Some magic items bear curses that bedevil their users, sometimes long after a user has stopped using an item. A magic item’s description specifies whether the item is cursed. Most methods of identifying items, including the identify spell, fail to reveal such a curse, although lore might hint at it. A curse should be a surprise to the item’s user when the curse’s effects are revealed.
Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with the remove curse spell.
Technically, Identify wouldn't show them if it was cursed, but I would rule that it would because it isn't very useful.
Disagree. Since identify is a ritual spell, this means pretty much that the characters will never be in danger of said cursed item. All they need is ten minutes and the wizard can warn them off.
If they actually cast Identify, I'd tell them it's cursed. If they use the short rest to figure out what the item is, I would not tell them. It makes identify have an actual point to existing in the game besides, saves you a few minutes that you were going to hand wave anyway.
No, actually it won’t. RAW Identify doesn’t reveal curses.
That’s true, but I was saying I would, not that it was RAW. Good catch though, I should have specified it would be a house rule.
If they actually cast Identify, I'd tell them it's cursed. If they use the short rest to figure out what the item is, I would not tell them. It makes identify have an actual point to existing in the game besides, saves you a few minutes that you were going to hand wave anyway.
No, actually it won’t. RAW Identify doesn’t reveal curses.
That’s true, but I was saying I would, not that it was RAW. Good catch though, I should have specified it would be a house rule.
It probably should, but they wanted curses to be sneakysneaky.
Technically, Identify wouldn't show them if it was cursed, but I would rule that it would because it isn't very useful.
Disagree. Since identify is a ritual spell, this means pretty much that the characters will never be in danger of said cursed item. All they need is ten minutes and the wizard can warn them off.
It requires a material cost of a pearl worth 100 gp. They probably won't be carrying around a lot of pearls whenever they go dungeon delving, and even if they do, they will be using them up on non-cursed items all the time. By the point they find a cursed magical item and identify it, they will have used up so much resources that they will have earned it. If they want to spend all their gold in an attempt to prevent themselves from being cursed, then that is their choice and they earned the warning.
Also I have never played with anyone who had that spell because it isn't really useful and not worth having. If they decide that they want to sacrifice better spells for that one, and are willing to pay the cost, they should get the reward of a warning.
The pearl for Identify isn't consumed by the casting. You just need to have it on hand.
I didn't notice that. That does cause problems, but they can be fixed by saying it is consumed as a way to balance it since it is given an additional feature.
Also I have never played with anyone who had that spell because it isn't really useful and not worth having. If they decide that they want to sacrifice better spells for that one, and are willing to pay the cost, they should get the reward of a warning.
As pointed out above, the pearl isn't consumed with casting. So that's a one-time component cost.
And, as I pointed out above, identify has the ritual tag. As long as a wizard character has the spell in their spellbook, they can cast it as a ritual spell and not use a slot. All they need is the pearl and ten minutes.
When a player "acquires" a cursed item, do you tell them it is cursed and what the curse is? Or only tell them once they use it, attune to it type of thing?
Really depends on story, players, and item.
Due to table taboo, no loss of control of the character items. That said, significate changes to the core idea of a character, I will give a heads up that something in the loot pile will have such an item, I may even warn them what the curse might do. Letting the player choose if such an item is worth putting on their character. If it's a mild annoyance and easily delt with I wont say anything, until someone figures out it was an item they attuned too.
I do this as I use items from 2nd, 3rd, and 5th to fill my loot tables. Giving the players who memorized all of 5th a sense of mystery about some of the magic items. Also finding a +4 cursed sword can be interesting.
Reading all of the posts in this thread, and re-reading the sections in the DMG, I'm not sure there is a process that is outlined anywhere on how to identify IF an item is Cursed, and if so, WHAT the Curse is.
In the Identifying a Magic Item section talks about learning the Magic Items Properties and how to use it, but as stated above, does not include information on if the item is Cursed.
Also, the Cursed Items section doesn't mention anything on identification.
I do like the suggested Pearl turning Black suggestion above as a Table Rule.
Cheers!
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When a player "acquires" a cursed item, do you tell them it is cursed and what the curse is? Or only tell them once they use it, attune to it type of thing?
I would not tell them anything until they attune to it. Even then, I might not tell them it is cursed (particularly if the curse is subtle), instead opting to make them role an arcana check whenever the curse is implicated until they finally realise the item is cursed.
^ This or if they do Detect Magic - sometimes I will make them roll an Arcana check after, and if they roll high enough I will talk about how it has a "negative energy" about it.
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If they actually cast Identify, I'd tell them it's cursed. If they use the short rest to figure out what the item is, I would not tell them. It makes identify have an actual point to existing in the game besides, saves you a few minutes that you were going to hand wave anyway.
Ah yes, Identify would also reveal it (in my game).
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No, actually it won’t. RAW Identify doesn’t reveal curses.
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Technically, Identify wouldn't show them if it was cursed, but I would rule that it would because it isn't very useful.
Yeah, just echoing that RAW, identify doesn't reveal the curse unless the item description specifically says so.
https://www.dndbeyond.com/sources/dmg/treasure#CursedItems
Disagree. Since identify is a ritual spell, this means pretty much that the characters will never be in danger of said cursed item. All they need is ten minutes and the wizard can warn them off.
That’s true, but I was saying I would, not that it was RAW.
Good catch though, I should have specified it would be a house rule.
It probably should, but they wanted curses to be sneakysneaky.
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It requires a material cost of a pearl worth 100 gp. They probably won't be carrying around a lot of pearls whenever they go dungeon delving, and even if they do, they will be using them up on non-cursed items all the time. By the point they find a cursed magical item and identify it, they will have used up so much resources that they will have earned it. If they want to spend all their gold in an attempt to prevent themselves from being cursed, then that is their choice and they earned the warning.
Also I have never played with anyone who had that spell because it isn't really useful and not worth having. If they decide that they want to sacrifice better spells for that one, and are willing to pay the cost, they should get the reward of a warning.
The pearl for Identify isn't consumed by the casting. You just need to have it on hand.
I didn't notice that. That does cause problems, but they can be fixed by saying it is consumed as a way to balance it since it is given an additional feature.
Thank you all for the input.
As pointed out above, the pearl isn't consumed with casting. So that's a one-time component cost.
And, as I pointed out above, identify has the ritual tag. As long as a wizard character has the spell in their spellbook, they can cast it as a ritual spell and not use a slot. All they need is the pearl and ten minutes.
Reading this, I am intending to make the pearl part of the spell. They gain knowledge of what the item is, and if it is cursed, the pearl turns black.
It can strill be used for identify, but can only turn black once, so if they want to consistently check for curses, they need more pearls!
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That is genius.
Really depends on story, players, and item.
Due to table taboo, no loss of control of the character items. That said, significate changes to the core idea of a character, I will give a heads up that something in the loot pile will have such an item, I may even warn them what the curse might do. Letting the player choose if such an item is worth putting on their character. If it's a mild annoyance and easily delt with I wont say anything, until someone figures out it was an item they attuned too.
I do this as I use items from 2nd, 3rd, and 5th to fill my loot tables. Giving the players who memorized all of 5th a sense of mystery about some of the magic items. Also finding a +4 cursed sword can be interesting.
Reading all of the posts in this thread, and re-reading the sections in the DMG, I'm not sure there is a process that is outlined anywhere on how to identify IF an item is Cursed, and if so, WHAT the Curse is.
In the Identifying a Magic Item section talks about learning the Magic Items Properties and how to use it, but as stated above, does not include information on if the item is Cursed.
Also, the Cursed Items section doesn't mention anything on identification.
I do like the suggested Pearl turning Black suggestion above as a Table Rule.
Cheers!
Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty.
Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers;
Sing too of Chromatic Tiamat, painting all over the infinite canvas.
Partnered, they woke in the darkness; partnered, they labored in acts of creation.