3
\$\begingroup\$

Can a magical item, have multiple command words to trigger activation? How does this affect the making of the item?

\$\endgroup\$
  • 1
    \$\begingroup\$ rpg.stackexchange.com/q/62596/23058 I hope yours gets answered \$\endgroup\$ – Fering Nov 22 '17 at 23:24
  • \$\begingroup\$ No offence ment, but I have to agree with the reason for closing. You asked three separate questions all that could be answered rather indepth. This only was asking about one of the three points you brought up! (however I am curious about the others, and if they are ever asked separately I would love to know the answers!) \$\endgroup\$ – Erudaki Nov 23 '17 at 0:39
  • \$\begingroup\$ None taken, I just never got around to fixing the question after the issue was pointed out \$\endgroup\$ – Fering Nov 23 '17 at 2:24
3
\$\begingroup\$

I can see two interpretations of your question. So, I will answer them both.

Do you mean:

Q: Can an item with multiple functions have different command words for each function?

A: Yes. In fact it is assumed since otherwise, you would not know what would trigger when you said the command word. Though, you may argue that this was what created the wand of wonder (rod in Pathfinder).

Q: Can a single function on a magic item have more than one command word?

There is no rules as written method of doing this. Personally, i don't see the point but you you may have spotted something that I haven't thought of.

Conceptually, I don't see why not but anything you do for this would be a house rule. As far as the cost goes, it probably shouldn't be as expensive as adding in another copy of the same function just to get another command word but it shouldn't be free. Custom is always more expensive.

Remember that Identify will give all command words of the item.

This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.

\$\endgroup\$
  • 1
    \$\begingroup\$ I was looking specifically at the gravespawn gland necrograft! d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/… If the command word is spoken within 60 ft, it goes boom. Doesnt matter by who it seems. Figured if I wanted someone dead but didnt want it to happen infront of me, i could set up some super common command words and let it happen when they, or others talk. Say, If he said head, help, gravespawn, or any common command word or info i wouldnt want him to spill. \$\endgroup\$ – Erudaki Nov 23 '17 at 0:34
  • \$\begingroup\$ @Erudaki Make it trigger on something super common and place it in their desk. Something everybody uses all the time. Let's see, where'd I put it and welcome might be favorites, but also hello, welcome or simply: I would do the trick. \$\endgroup\$ – Trish Nov 23 '17 at 3:11
  • \$\begingroup\$ Keen observers will note, It must be placed within their head, during an hour long surgical procedure.... (that they were likely unconscious for) hence why I used head and help XD \$\endgroup\$ – Erudaki Nov 23 '17 at 3:36
  • \$\begingroup\$ For an example of a magic item which explicitly has different command words for different functions, see the decanter of endless water. \$\endgroup\$ – GMJoe Nov 23 '17 at 9:09
  • 1
    \$\begingroup\$ I believe the standard action is for directing the effect. IE Pointing a wand at a target. Otherwise the wand would go off with no target, or blast a fireball at your feet. Hence why they state by default the words are jibberish. \$\endgroup\$ – Erudaki Nov 23 '17 at 14:17

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.