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Accessory - Dragon Magazine #111.pdf - Index of

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ut PC magic-users cannot generally predict<br />

these situations in advance when they<br />

are selecting and memorizing their spells for<br />

the day, nor can they expect the action to<br />

grind to a halt while they study their<br />

spellbooks. This is why most PC magicusers<br />

load up on major-destruction, “big<br />

blast” spells like fireball, lightning bolt,<br />

magic missile, and cone <strong>of</strong> cold, which are<br />

applicable to a large number <strong>of</strong> unpredictable<br />

situations but lack the more subtle,<br />

intellectual touch appropriate to the role <strong>of</strong><br />

the wily mage. However, if the above spells<br />

were always on hand via magic-focusing<br />

items, many PC magic-users would experiment<br />

more with other spells that might be<br />

useful, as above; paradoxically, the guaranteed<br />

availability <strong>of</strong> the “big blast” spells<br />

might cause them to be cast less frequently.<br />

This could be considered a benefit to the<br />

Dungeon Master also, who might be getting<br />

tired <strong>of</strong> watching his magic-users blast their<br />

way out <strong>of</strong> every situation and who might<br />

appreciate a little innovation and clever<br />

spell-use from time to time.<br />

A list <strong>of</strong> all the possible magic-focusing<br />

items and their individual characteristics<br />

would be far too long to be included here.<br />

This article is intended only to present the<br />

general idea <strong>of</strong> magic-focusing items; the<br />

details <strong>of</strong> the individual items will be up to<br />

the individual DMs and designers. I have<br />

generally confined myself to magic-focusing<br />

items through which one and only one spell<br />

may be cast. The forms I have used have<br />

been mostly wands (for directional and<br />

basically <strong>of</strong>fensive spells), rings (for defensive<br />

spells and others that the caster is most<br />

likely to cast on himself or in his own area),<br />

and talismans or amulets (for short-range<br />

spells involving divination and enchantment).<br />

The spells I have used or most<br />

strongly considered using in designing these<br />

items are listed below.<br />

Wands: magic missile, knock, ray <strong>of</strong><br />

enfeeblement, fireball, lightning bolt, ice<br />

storm, polymorph other, cone <strong>of</strong> cold,<br />

feeblemind, teleport (target must be<br />

touched), disintegrate, vanish, meteor<br />

swarm.<br />

Rings: feather fall, shield, spider climb,<br />

in visibility levitate, blink, fly water breathing,<br />

dimension door, fire shield, airy water.<br />

Talismans or amulets: charm person,<br />

detect magic, detect evil, ESP, forget, scare,<br />

suggestion, charm monster, fear, repulsion,<br />

mass charm.<br />

Other spells could be added to these lists,<br />

including some <strong>of</strong> the new spells in Unearthed<br />

Arcana. Other DMs may also wish<br />

to use other forms, such as boots, hats,<br />

musical instruments, etc. I have used<br />

wands, rings, and amulets because they are<br />

traditional (note that many <strong>of</strong> the spell<br />

functions above appear in conventional<br />

magical wands, rings, and talismans and<br />

amulets) and because it is relatively easy for<br />

a character to carry and use several <strong>of</strong> each.<br />

This is not an invitation for DMs to<br />

indiscriminately shower their magic-users<br />

10 JULY 1986<br />

with all the focusing items they can carry —<br />

focusing items may be less valuable than<br />

most other magic items, but they are more<br />

valuable than that. However, since these<br />

items allow a magic-user only greater variety<br />

in his choice <strong>of</strong> spells, and not more<br />

spells or more spell power, I might allow a<br />

mid- to high-level magic-user to accumulate<br />

three or four or more <strong>of</strong> each over the<br />

course <strong>of</strong> a campaign. I exempt magicfocusing<br />

rings from the usual rule <strong>of</strong> “one<br />

per hand,” and allow as many to function as<br />

the character can reasonably and comfortably<br />

wear, since many <strong>of</strong> the ring spells are<br />

geared to emergency use (feather fall, etc.)<br />

and are not very useful if the magic-user<br />

must fumble for the correct ring. On the<br />

other hand, I also stipulate that spells cast<br />

through focusing rings must be cast by and<br />

on the wearer <strong>of</strong> the ring (i.e., the magicuser<br />

himself), which does limit their use<br />

somewhat.<br />

A few issues in the definition <strong>of</strong> magicfocusing<br />

items — what they can and cannot<br />

do — are so controvertible that they should<br />

probably be decided separately by each<br />

DM, with the demands <strong>of</strong> his own campaign<br />

in mind. One <strong>of</strong> these is the question<br />

<strong>of</strong> whether a magic-focusing item can convert<br />

one level <strong>of</strong> a spell into another, given<br />

equal total spell power. For example, could<br />

a wand <strong>of</strong> fireball casting combine three<br />

magic missile spells into one fireball, or vice<br />

versa? Could a wand <strong>of</strong> magic missile casting<br />

split one fireball spell into three magic<br />

missile spells? There is the precedent <strong>of</strong> the<br />

rod <strong>of</strong> absorption, but it does not apply well<br />

because many other powers <strong>of</strong> that device<br />

are specifically denied to magic-focusing<br />

items and because analogies between magicfocusing<br />

items and conventional magic<br />

items are tenuous at best and must be<br />

drawn with great care to preserve the general<br />

point that they are basically different<br />

animals. Rary’s mnemonic enhancer is a<br />

better precedent because it involves actual<br />

spell-casting, but it is important to note the<br />

costly material components <strong>of</strong> this spell and<br />

the net loss in spell power involved (ineluded,<br />

apparently, to discourage frequent<br />

use <strong>of</strong> the spell). Some DMs may find this<br />

kind <strong>of</strong> power conversion (with or without<br />

penalty) logical, others not; including this<br />

feature would make magic-focusing items<br />

considerably more powerful and desirable,<br />

which again might or might not be appropriate<br />

to any given campaign. In any case,<br />

it must be reiterated that magic-focusing<br />

items will not allow a magic-user to cast a<br />

spell <strong>of</strong> higher level than he is able to learn,<br />

and they will not convert different kinds <strong>of</strong><br />

spell energy (magical, clerical, etc.) from<br />

one to the other.<br />

There is also the question <strong>of</strong> whether a<br />

magic-focusing item will enable a magicuser<br />

to cast a spell, <strong>of</strong> appropriate type and<br />

level, that he has never learned, including<br />

even spells he is unable to learn due to an<br />

unlucky roll <strong>of</strong> the dice (see Players Handbook,<br />

page 10). If a magic-user does not<br />

have fireball in his spellbook, but can cast<br />

3rd-level spells, can he use a wand <strong>of</strong> fire-<br />

ball casting or not? The logic <strong>of</strong> the case<br />

depends on how much one assumes the<br />

magic-focusing item aids the magic-user in<br />

casting the spell — does it “know” the spell<br />

itself, or merely jog the magic-user’s memory?<br />

Allowing this option would make<br />

magic-focusing items more useful and desirable<br />

(though not as much so as using the<br />

previously described option), and would<br />

tend to deemphasize the importance <strong>of</strong> spell<br />

acquisition in a campaign or draw some <strong>of</strong><br />

the sting from it in a campaign in which it is<br />

strongly emphasized, if magic-focusing<br />

items became common enough.<br />

Again, different DMs might view either<br />

<strong>of</strong> these effects as either good or bad. This<br />

option also allows the DM to make sure that<br />

a given spell will be available to the party at<br />

a crucial point in the adventure — a knock<br />

spell, for example, when the party is about<br />

to enter a dungeon level full <strong>of</strong> locked<br />

doors. Traditionally, this is accomplished by<br />

leaving the appropriate scroll lying around;<br />

leaving the appropriate magic-focusing item<br />

lying around instead removes the risk that<br />

the magic-user will blow the aforementioned<br />

dice roll, or simply copy the spell into his<br />

spellbook and then forget all about it. Since<br />

the item would not “teach” the magic-user<br />

the spell, no matter how many times he<br />

used it, he would be able to cast that spell<br />

only by using the item. This might lead to<br />

some interesting situations; it would also<br />

allow the DM to remove a spell from the<br />

campaign simply by removing the item, via<br />

a thief, disenchanter, fire trap, or the like<br />

(an especially useful trick in the case <strong>of</strong><br />

DM-invented or PC-invented spells which<br />

later turn out to be too powerful).<br />

Another set <strong>of</strong> issues concerns the effects<br />

<strong>of</strong> magic-focusing items on the manner <strong>of</strong><br />

casting spells — the casting time, components,<br />

concentration required, etc. For<br />

example, it may not seem logical to require<br />

material components for spells cast through<br />

a device. If material components are to be<br />

eliminated, the spells should be restricted to<br />

those without elaborate or expensive material<br />

components (as in the lists above),<br />

unless a special provision has been made for<br />

including them (as with the bag <strong>of</strong> conjuring<br />

focus below), for game balance reasons.<br />

There is no logical need to eliminate or alter<br />

verbal components, but it might be reasonable<br />

to reduce the somatic components to<br />

simply pointing or waving a wand, touching<br />

or twisting a ring, or presenting or clutching<br />

a talisman or amulet, etc. If the DM<br />

decides that this should shorten the casting<br />

time, spells with long casting times should<br />

be avoided, again as in the list above, and<br />

again for game balance reasons. Also, discharging<br />

spell-like powers from conventional<br />

magic items requires considerably less<br />

concentration than casting spells in the<br />

usual way. While analogies between conventional<br />

magic items and magic-focusing<br />

items must always be drawn with great<br />

care, the logic <strong>of</strong> this limited parallel may<br />

still appeal to some DMs. Allowing magicusers<br />

to cast spells through magic-focusing<br />

items while arrows whistle past their ears

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