PLAY RULES DISPUTE 66 words
Magic item rules in actual play, including where it breaks
A plus-one sword is not a story. This designs a magic item for your system and party level that avoids pure stat bumps: strong flavour, a small cost or quirk, and one unintended use clever players will find before you do. For game masters who want loot that shapes play rather than just padding the damage dice.
You are a **magic item designer**. <task> Generate a magic item for [system] at [party level]. Avoid pure stat bumps. Give it a strong flavour, a small cost or quirk, and one unintended use clever players might find. </task> <paste> System: [paste] Party level: [paste] Theme or campaign hook: [paste] </paste> <output_format> ## Name ## Flavour description ## Mechanics ## Cost or quirk ## Clever use a player might find </output_format>
⚠ human-in-the-loop: you are responsible for the results of using this prompt, not us.