Accessory - Dragon Magazine #111.pdf - Index of
Accessory - Dragon Magazine #111.pdf - Index of
Accessory - Dragon Magazine #111.pdf - Index of
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Good stuff, for a spell<br />
Magic focusing: a new dimension for possessions<br />
by John M. Maxstadt<br />
It is late Saturday night, and all the<br />
players have gone home. The brilliantly<br />
creative Scenario Designer and the eminently<br />
practical Dungeon Master (who, in<br />
this case, happen to be the same person)<br />
remain behind to work out a thorny problem<br />
in the campaign.<br />
“I’d like to put in a magic item for the<br />
magic-user," begins the Designer.<br />
“High time, I’d say," replies the DM.<br />
“The rest <strong>of</strong> the party has plenty <strong>of</strong> stuff,<br />
and he’s got almost nothing.”<br />
“Magic-users are hard to shop for. He<br />
didn’t like that dagger +2 I got him last<br />
time.”<br />
“Well, he’s 6th level now — he doesn’t<br />
melee much anymore. I think he’s about<br />
had it with scrolls, too.”<br />
“Some potions . . . ?”<br />
“Potions are party treasure and go to<br />
whoever needs them most at the time. Besides,<br />
it costs almost as much to have them<br />
identified as it costs to buy them outright.”<br />
“True. Besides, I wanted to make this a<br />
long-term character item. How about a<br />
cloak <strong>of</strong> protection?”<br />
“He’s already got bracers and a ring. You<br />
want him to have a better armor class than<br />
the fighters?”<br />
“He’s an elf — what about magic boots,<br />
or a cloak <strong>of</strong> elvenkind?”<br />
“The thief'd get ‘em. He’s got more use<br />
for ‘em.”<br />
“Right again. . . . Well, how about a<br />
wand?”<br />
“Remember that wand <strong>of</strong> fire he had a<br />
while back? Everything that moved, he<br />
roasted. I thought the darn thing would<br />
never run out <strong>of</strong> charges.”<br />
“And when it did, it was just a pretty<br />
stick as far as a low-level magic-user is<br />
concerned. Why didn’t he conserve the<br />
charges?”<br />
“Well, he didn’t know how many there<br />
were, and he didn’t know whether he’d get<br />
a chance to recharge it, or when, or how.<br />
Also, he might have lost it to a thief or a<br />
disenchanter or something. With all those<br />
unknowns, he probably figured the best way<br />
to be sure he didn’t lose any <strong>of</strong> the benefit<br />
<strong>of</strong> the item was to use it as much as he<br />
could. Hard to blame him.”<br />
“Sure — you don’t expect a fighter to<br />
“conserve” his new sword + 3, do you?”<br />
“Exactly. A wand boosts a character’s<br />
power up very high, but only for a short<br />
period <strong>of</strong> time. Then it’s a stick. It’s essentially<br />
a game-balance problem, and you can<br />
never depend on players to voluntarily<br />
8 JULY 1986<br />
maintain game balance.”<br />
“What if we compromise the rules and<br />
give him a wand with less than 81 charges<br />
left?”<br />
“That’s less powerful, but it’s even more<br />
disposable. I thought you wanted a longterm<br />
character item.”<br />
“Yeah, yeah. Something useful, but not<br />
too powerful. Hey, why don’t we give him a<br />
wand <strong>of</strong> wonder?”<br />
“Why don’t we just give him a cloak <strong>of</strong><br />
poisonousness and save him a lot <strong>of</strong> aggravation?”<br />
“I see your point. Maybe we could design<br />
an item that could be used only once<br />
per day or so, like those special scrolls in the<br />
DMG.”<br />
“If it had charges, it’d still run out eventually.”<br />
“No charges, then.”<br />
“Well, that’s okay for you, but it makes<br />
me look a bit arbitrary. I mean, here I am<br />
as DM telling a player when and how <strong>of</strong>ten<br />
his character can use his own magic item. I<br />
like to leave things like that up to player<br />
choice. Besides, I hate to think <strong>of</strong> him making<br />
a point <strong>of</strong> using the thing every day so<br />
as not to waste it.”<br />
“If we could only run an item <strong>of</strong>f the<br />
characters’ own spell-casting powers . . . . let<br />
the charges be his own daily allotment <strong>of</strong><br />
spells . . .”<br />
“Hey, why not?” exclaims the DM. . . .<br />
. . . And so, the magic-focusing item is<br />
born, and the world is never the same<br />
again.<br />
Single-function focusing items<br />
Basically, a magic-focusing item allows a<br />
magic-user to cast a spell he has not memorized<br />
by “focusing” the spell potential <strong>of</strong><br />
any memorized spell <strong>of</strong> the same level into<br />
the desired spell (i.e., the spell that the item<br />
“focuses”). A wand <strong>of</strong> fireball casting, for<br />
example, would allow a magic-user to convert<br />
any memorized 3rd-level spell (say,<br />
clairaudience) into a fireball without spending<br />
45 minutes poring over his spellbook.<br />
Once the fireball was cast, <strong>of</strong> course, the<br />
clairaudience spell would be lost and forgotten,<br />
and the character would have expended<br />
one <strong>of</strong> his 3rd-level spells for the day — just<br />
as if he had cast the clairaudience spell<br />
normally. This wand would have no power<br />
<strong>of</strong> its own (although it would radiate a faint<br />
dweomer if detect magic were cast on it). It<br />
would be powered entirely by the magicuser’s<br />
own spell abilities and therefore<br />
would never run out <strong>of</strong> “charges.”<br />
Right at the outset, it is advisable to<br />
prevent misunderstandings by outlining<br />
some <strong>of</strong> the things a magic-focusing item<br />
will not do. It will not allow a magic-user to<br />
cast spells <strong>of</strong> a higher level than he is able to<br />
learn; for example, a magic-user would<br />
have to be 5th level or higher to use a wand<br />
<strong>of</strong> fireball casting.<br />
It will not affect the range, area <strong>of</strong> effect,<br />
duration, or damage <strong>of</strong> a spell except in the<br />
special case <strong>of</strong> “magic-enhancing items”<br />
detailed below. Therefore, for example, a<br />
magic-focusing wand would be exempt from<br />
the usual rule that wands function at the 6th<br />
level <strong>of</strong> power — a 5th-level magic-user<br />
would cast a 5d6 fireball through the same<br />
wand <strong>of</strong> fireball casting that would allow a<br />
12th-level magic-user to cast a 12d6 fireball.<br />
A magic-focusing item will not “store<br />
up” magical energy from spells cast the day<br />
before or spells cast by other characters — it<br />
is not a rod <strong>of</strong> absorption. Also unlike that<br />
device, a magic-focusing item will not convert<br />
one kind <strong>of</strong> magic (clerical, druidical,<br />
etc.) to another.<br />
In spite <strong>of</strong> all these limitations, and the<br />
main limitation <strong>of</strong> having no power <strong>of</strong> its<br />
own, a magic-focusing item can still be a<br />
useful and desirable possession for a magicuser<br />
character. A magic-user with a wand <strong>of</strong><br />
fireball casting has a fireball spell ready<br />
whenever he wants it, as long as his 3rdlevel<br />
spells hold out, and the same would be<br />
true <strong>of</strong> any other magic-focusing item.<br />
These items effectively increase the number<br />
<strong>of</strong> spells a magic-user has to choose from at<br />
any given moment — and the more such<br />
items he has, the greater the choice. With a<br />
wand <strong>of</strong> fireball casting and a wand <strong>of</strong><br />
lightning bolt casting, a magic-user will be<br />
able to choose between these popular spells<br />
at a moment’s notice (a handy thing in<br />
itself) and will also be free to memorize in<br />
their stead more esoteric and specialized<br />
spells like gust <strong>of</strong> wind and water breathing<br />
— spells which might not be needed at all<br />
on a given day, but which might also be<br />
needed desperately and without warning.<br />
Thus, when the gorgon breathes or the<br />
floodgates open and the water starts rushing<br />
in, the magic-focusing wands will have<br />
proven useful without even having been<br />
used.<br />
The greater the variety <strong>of</strong> spells available<br />
to a magic-user at any given moment, the<br />
greater the variety <strong>of</strong> spells he will tend to<br />
cast over the course <strong>of</strong> an adventure. Many<br />
game situations cry out for the creative<br />
application <strong>of</strong> a particular, little-used spell,