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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,

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