Funny Command Words for Magic Items

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xaeyruudh
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Posted - 24 Jan 2014 :  03:37:42Show ProfileVisit xaeyruudh's Homepage Send xaeyruudh a Private MessageReply with QuoteDelete Topic
I'm curious how other DMs handle command words.

1. Do you use command words at all? Do you keep track of which words activate which items? Or do you opt for simplicity and speed-of-play, and just assume the PC remembers the right word and use it properly when they want to use the item?

2. Do they generally have a significance beyond the use of a specific item? For example, are they typically words from a specific language, or names... or do you mostly use "nonsense" words?

3. How important are inflection and clear enunciation? To use real-world examples, what happens if someone with a heavy Boston accent tries to use a command word "recorded" in Irish?

4. If the command word

is a word, is it beneficial to know the specific meaning of that word? Perhaps it's not strictly necessary, but if you know the meaning maybe the effect is stronger?

5. If the command word has a meaning, is it effective to use a word in another language with an identical/similar meaning? What if the translation has greater magnitude --- for example, the command word is "hot" in Chondathan, but the PC uses a Turmic word meaning "conflagration" or "volcano?"

6. Are some languages more suited to command words than others? For example, Loross versus a kobold dialect. Does this affect the answer to #5?

7. Is the command word really the key to activating the object? Or is it to understand the object's function, visualize activation, and "will" it to perform, with the command word serving only as a focus?

Just curious and deciding what I want my own answers to be.


Edited by - xaeyruudh on 24 Jan 2014 03:46:00

Kentinal
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Posted - 24 Jan 2014 :  04:31:42Show Profile Send Kentinal a Private MessageReply with Quote
Well for me it depends on the item and level of game.

For something simple like a flaming sword, "Flame On" or Flame Off" clearly appeared all that was needed if a command word was even required, some blades are activated by will alone should the wielder knows the power in hand.

Clearly as items have greater powers command words need to be tracked.

There is only one word that should work. An Elven Flame Sword would not activate by the common words of "Flame On" Instead the activating word would be something like "Chath pholor".

I know I did not answer by your numbers, but basically it comes down to if a command word is required, that word must be found (either by experimentation or magical study), some items do not need a command word, empathic link can serve for some items, and so on.


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Diffan
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Posted - 24 Jan 2014 :  05:40:53Show Profile Send Diffan a Private MessageReply with Quote
quote:
Originally posted by xaeyruudh

I'm curious how other DMs handle command words.

1. Do you use command words at all? Do you keep track of which words activate which items? Or do you opt for simplicity and speed-of-play, and just assume the PC remembers the right word and use it properly when they want to use the item?


Pretty much don't keep track of them. If it's relevant to the story or adventure, then yea I'd probably have them write it down if it's needed later (like a password or code on a magical rune) but for ease of play and simplicity, I'd expect the character to know the command phrase when in use. I do, however, give out more XP to people who keep this in mind and use it when role-playing.

quote:
Originally posted by xaeyruudh

2. Do they generally have a significance beyond the use of a specific item? For example, are they typically words from a specific language, or names... or do you mostly use "nonsense" words?


It really depends on the item and if that info is officially given. For example, I remember reading Flame Tongue's description in Baldur's Gate game that had some elvish word needed to command the fire to erupt. So if that info is given, I'll use that command word. If the players wants to use a phrase "flame on", "light it up", "Blazing Steel", etc. then I'm cool with that too.

quote:
Originally posted by xaeyruudh

3. How important are inflection and clear enunciation? To use real-world examples, what happens if someone with a heavy Boston accent tries to use a command word "recorded" in Irish?


Yea, not very much because some people just can't change their voice. I'm from Pittsburgh and there is a certain dialect spoken here that might upset spell commands. A teleport circle on the outskirts of Undermountain that beams you to castle Waterdeep might have the command word "Downtown" but Yinzers (what Pittsburghers call themselves) would say "Dahntahn" and I wouldn't penalize them for that.

quote:
Originally posted by xaeyruudh

4. If the command word

is a word, is it beneficial to know the specific meaning of that word? Perhaps it's not strictly necessary, but if you know the meaning maybe the effect is stronger?

I think this is more important if your using items with the unidentified rules. If you find a sword with the word "Deadly Chill" in Damaran, it could be a command word or it could be just a description or it could be both. Knowing the name might also help with identifying the magical item and it's properties.

quote:
Originally posted by xaeyruudh

5. If the command word has a meaning, is it effective to use a word in another language with an identical/similar meaning? What if the translation has greater magnitude --- for example, the command word is "hot" in Chondathan, but the PC uses a Turmic word meaning "conflagration" or "volcano?"


This is pretty much a question on a campaign-by-campaign basis. I would allow it, so long as the person is wielding the item when the command is being activated. Someone holding Flame Tongue while another party member saying "Flame On" in elvish wouldn't ignite the sword, but probably would if the person saying it was wielding the weapon.

quote:
Originally posted by xaeyruudh

6. Are some languages more suited to command words than others? For example, Loross versus a kobold dialect. Does this affect the answer to #5?


Probably another campaign-specific question. I think it should matter on what the origin of the weapon comes from. A greatsword build on one of the Netherese floating cities would be crafted with Loross alphabet, for example. For a general purpose, I find Elven and Dwarven names unique and flavorful for using as command words on magical items.

quote:
Originally posted by xaeyruudh

7. Is the command word really the key to activating the object? Or is it to understand the object's function, visualize activation, and "will" it to perform, with the command word serving only as a focus?


In my games, yea the command word is pretty much the trigger so long as your holding it. Now it comes into question, common phrases that might be used that accidentally trigger the item, without intending to use it and while that would be funny as all hell, I think for simplicity I wouldn't do that. I would say that the item would need to be brandished or presented in some fashion for it's activation to be used. Wearing a fire-protection ring with the ability to generate a Fire-Shield Spell should be some sort of action, where the bearer presents the ring or concentrates on using it and says the command word. It's also magic so use that to your advantage such as the item knows when it's being called on by the wearer because it's been attuned.

quote:
Originally posted by xaeyruudh

Just curious and deciding what I want my own answers to be.


Hope that answers some of your questions.


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hashimashadoo
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Ayrik
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Posted - 24 Jan 2014 :  22:45:22Show Profile Send Ayrik a Private MessageReply with Quote
Command words can as easily be phrases, rhymes, bits of music or song, gestures, or even more exotic things like the presence of a �key� item, thought, or emotion.

I�ve always used command words in my gaming. I typically select unusual words or combinations which aren�t likely to be used accidentally in common speech - I even grant PCs Saves vs player carelessness when such events do occur. I usually require PCs do some magical or mundane research or use their logic (such as it is) when attempting to discover unknown command words.

Command words require minimal roleplaying to invoke, they add something unique and a little exciting when characters get a chance to flash some power around. Clever players may hit upon the idea of using the same command word to trigger multiple items simultaneously, DMs might require some special house rules. Clever NPCs will attempt to conceal their command words, inserting them into unintellible, lengthy, and complex phrases - attentive PCs might have a chance to eavesdrop. Silence is a wonderful spell for rendering command words impotent, and Vocalize might be used to counter it.

A good rule of thumb is to consider the character who created the magic item, what would he choose to use as a trigger? And did he keep any notes when creating the item?


[/Ayrik]
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The Arcanamach
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Posted - 25 Jan 2014 :  02:59:14Show Profile Send The Arcanamach a Private MessageReply with Quote
1. Do you use command words at all? Do you keep track of which words activate which items? Or do you opt for simplicity and speed-of-play, and just assume the PC remembers the right word and use it properly when they want to use the item?

Yes but the PCs are required to keep track of the words (although I keep them as well). As long as they write the word down though I just go for ease of play. I do like the above idea of a PC getting extra XP for actually using it in play.
----------------------------------------------------------------------

2. Do they generally have a significance beyond the use of a specific item? For example, are they typically words from a specific language, or names... or do you mostly use "nonsense" words?

I assume that an item can be keyed to any word or phrase desired by its creator. In practice though, the words are usually something unusual to prevent accidental triggers.

I always use a 'magic language' in my campaigns (called illuziist, but referred to as 'arcaenus' in laymen terms). I wont go into an explanation here but suffice to say it is an unbelievably complex language to learn. When using a word from this language as a command word/phrase, I make the item more powerful than normal because of the primal connection created by the language.
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3. How important are inflection and clear enunciation? To use real-world examples, what happens if someone with a heavy Boston accent tries to use a command word "recorded" in Irish?

If using my magic language then it must be perfect (I wouldn't hold a player to this though, it's enough if he/she makes the effort for good role playing). The language is a skill in my games (all languages are) but, unlike other skills, a check is assumed to be perfect unless a very sensitive reason exists for failure (such as using a difficult language during sensitive peace-talks where a mispronunciation could have a different meaning). For ease of play, I assume that a wizard is successful when casting a spell provided he/she has the requisite skill points for a given level of spells). Basically, more skill points mean better vocabulary.
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4. If the command word is a word, is it beneficial to know the specific meaning of that word? Perhaps it's not strictly necessary, but if you know the meaning maybe the effect is stronger?

No, it's only important to be able to pronounce it correctly. I could see using this concept with an intelligent item though. Perhaps it will not allow access to its power unless you really know what you're doing.
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5. If the command word has a meaning, is it effective to use a word in another language with an identical/similar meaning? What if the translation has greater magnitude --- for example, the command word is "hot" in Chondathan, but the PC uses a Turmic word meaning "conflagration" or "volcano?"

Again, the item is keyed to a specific command word/phrase. However, I could see tying more powerful effects to 'stronger' words. Thus, hot=heat metal effect, conflagration=fireball, and volcano=meteor swarm. But these would be powers tied to each word specifically.
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6. Are some languages more suited to command words than others? For example, Loross versus a kobold dialect. Does this affect the answer to #5?

Only when illuziist is used, and then only for flavor.
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7. Is the command word really the key to activating the object? Or is it to understand the object's function, visualize activation, and "will" it to perform, with the command word serving only as a focus?

Yes, the word/phrase is key, but to some degree so are the others items mentioned. Meaning, the item may need to be identified before use (understanding its function), visualization may be required to some degree (targeting the spell properly), and 'will' may be keyed as an extra layer of protection against accidental discharge.
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Having said all of that, ease/speed of play usually trumps things in my games. I put information out there as flavor for the game more so than rules to be used at the table. It's generally enough for a player to write the word down and I just assume everything else falls into place.


I have a dream that one day, all game worlds will exist as one.
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xaeyruudh
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The Arcanamach
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sleyvas
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