Magic for Beginners |
Bored with the +1 sword? Try magical items with a difference
by Gregory W. Detwiler
One of the major treasures in the AD&D(R) game is the magical item, in
all its varied forms. Players about to dig into a treasure trove salivate
at the prospect of magical treasure, especially if they've read the treasure
lists in the1st Edition Dungeon Master's Guide and Unearthed Arcana (among
other places).
However, there is a problem: Many magical items are so
powerful that PCs should only get a chance at winning them when they have
risen at least several levels. Giving a 1st-level magic-user a wand of
lightning or a 1st-level paladin a sword +5, holy avenger is going too far.
In many cases, even +1 versions of many weapon and armor types could be a
bit too much for novice players.
Once a player gets a magical item, he
almost certainly wants more, and if his PC gets a +1 weapon at 1st level,
he's liable to want a +5 weapon by the time he reaches 5th level.
Magical items should be handed out sparingly, but problems still arise,
especially with fighters. The majority of permanent (i.e., chargeless)
magical items are weapons and armors. There is a limit to how many weapons,
even magical ones, a fighter can carry and he can only wear one suit of
armor at a time.
Unlike the various wands, miscellaneous magical items, and
rings, the items used by fighters do not get used up; they stay in the game.
Thus, the fighter is stuck with the same old weapons and armor ("Why should
I let your fighter get a broad sword +3? He still has a perfectly good short
sword +2."). Letting fighters use more wands is no solution; it merely
blurs the differences and unique qualities between the classes, making each
less fun to play.
At the same time, the lowest levels are the most dangerous. Monsters
that 1st level PCs face are the weakest available, but the PCs are also at
their weakest, particularly in regard to hit points. One blow from a weapon
doing maximum possible damage can kill most 1st-level characters, and can
often kill even a 2nd-, 3rd-, or 4th-level character. At a crucial point
during a battle, a PC may need a bit more protection than he would in most
mundane encounters with wandering monsters.
Hitting power also poses problems. Even on the first level of a dungeon,
PCs may meet unnatural opponents. Consider the manes demon from the Monster
Manual. One to four of these demons may be encountered on the first level
of a dungeon. At least a +1 weapon is required to hit a manes, unless a PC
is wielding a weapon of cold iron. A single manes doing up to 8 hp damage
per round could wipe out a cornered party that far outnumbers it in
combatants and in hit points, especially if the party is armed with nothing
but ordinary weapons. But giving +1 weapons to 1st-level PCs just to deal
with the occasional manes is going a bit far.
What is required is a series of magical devices made for novice PCs -
devices that can be found in the treasure hoards of even the weakest
monsters. In really tough campaigns, some PCs can be allowed a +1 weapon or
a potion of healing as family bequests. One of the following items would do
just as well, tiding the PC over until he can acquire a more conventional
magical device without giving him a continual benefit in combat.
Charged items
Naturally, there must be some limitations. Once all the charges are
used, the device becomes an ordinary weapon or suit of armor of the finest
quality. These devices may not be recharged; rechargeable items are little
different from items with a permanent dweomer, and these magical items
should be distinctive.
Another important fact about the charges is that a charge cannot be
divided among turns. If a charge is expended at the beginning of a turn
when a fight breaks out and the PC manages to eliminate his 1st-level
opponent in the first combat round the weapon stays +1 for the next nine
rounds, even though the PC doesn't need it. In this way, players are
encouraged to save the magic for the truly critical fights and not expend
charges on every giant rat or ant their PCs see in the corridor.
This should also make players less likely to pick a fight with a
dangerous foe than they would if their PCs had permanently magical weapons.
Magical weapons can miss; the fight might take longer than expected; and if
a PC runs out of charges in the middle of a crucial battle, he may come to
regret his challenge. The same goes for protection; the point at which a PC
is surrounded by club-wielding kobolds is not the point at which he wants to
be reduced to his old armor class. This is especially true of protective
items used by a magic-user.
Finally, these temporarily magical devices have no special abilities
other than the temporary boosting of protection and combat capabilities to
+1. The DM may rule that normal magical swords, even swords +1, can shed
light. However, DMs who do not want to let 1st-level PCs have an eternal
torch with an edge should announce that these temporarily magical weapons do
not shed light. As an alternative, they could glow but not shed light,
being useful merely for letting opponents know the owner's location in the
dark. This will cause prudent characters to keep their weapons sheathed; it
also preserves game balance. A thief planning to backstab someone in the
dark runs the risk of giving himself away, either by the weapon's glow or by
the sound he makes pulling it out of the scabbard. A DM may also rule that
the weapon glows in the dark only when a charge is being used.
Miscellaneous magical protective devices and rings are worth 100 xp, and
are worth roughly the same number of gold pieces if sold while still
magical. When the charges run out, they are worth only what similar
ordinary items are worth. No protective ring of this sort will ever have a
stone worth more than 10 gp. Weapons, shields, and suits of armor are worth
100 xp, and while magical are worth five times the gold-piece value that
their mundane equivalents are worth. Thus, since a regular dagger costs 2
gp, a charged dagger would be worth 10 gp. If players are careful, the
charged items should be used up just about the time the PCs get their first
+1 devices (around 2nd level).
Since magical arrows and sling bullets are generally designed to be used
only once, there are no charged versions of these weapons. The only charged
missile weapons are the reusable ones: the aklys, harpoon, javelin, and
spear, as well as throwable hand weapons such as the dagger and hammer.
Weapons such as the mancatcher, sap, and garrote (having special effects)
cannot be charged.
Silver-iron weapons
Silver-iron weapons are created by the magical bonding of silver and cold
iron. The finished products have a mottled black and silver appearance.
These weapons do not have a magical bonus (not even +1), but they can hit
unnatural monsters such as demons, devils, lycanthropes, gargoyles, and some
undead. Note that since the weapons are magically bonded silver and cold
iron, they count as magical weapons (though without "pluses") as well.
Although unnatural creatures can be hit with weapons of this nature, the
weapons themselves bestow no bonuses to hit or on damage unless the creature
has such an aversion to cold iron or silver that the mere touch causes extra
damage. Since these weapons have no pluses, they do not grow weaker when
carried to another plane any more than a wand or the average miscellaneous
magical item would become weaker. A silver-iron weapon is still weaker than
a regular magical weapon, but it retains its effectiveness. Therefore,
although these weapons are not in the forefront of action once conventional
magical weapons are found, they are still useful backups, especially on
extraplanar adventures.
Silver-iron weapons cost (in both experience points and gold pieces)
exactly half of what a +1 weapon of the same type would cost. Thus, a
silver-iron sword would be worth 200 xp and 1,000 gp. If the weapon is hit
by a rod of cancellation or the beam from a wand of negation, the silver,
cold iron, and handle (if such exists) separate from each other. The silver
is worth half the weapon's weight in gold pieces. The silver and the iron
must both make saving throws as hard metal in the case of most magical
attacks to prevent them from separating. As a bonus, the magical bonding
gives the cold iron a saving throw of 20 vs. rusting attacks like those of a
rust monster.
Dedicated weapons and armor
In general, these weapons are dedicated by a spell-caster who has a
strong hatred toward the target species or whose deity hates a certain race.
Thus, since the Egyptian deity Seker is a special opponent of undead, a
cleric of Seker would generally dedicate weapons for use against one type of
undead. Note that no special benefits are gained against lesser demons,
devils, undead, and so forth that can be harmed by ordinary weapons. A
sword dedicated to fighting undead strikes effectively against wights and
vampires, but would have no advantage in fighting other types of lesser
undead, such as skeletons. There would be no benefit in dedicating a weapon
against a skeleton or zombie, since these are already affected by normal
weapons. The process of enchantment is a permanent and generalized version
of the first-level shukenja spell weapon bless in Oriental Adventures
campaign worlds or an independently developed version in the more typical
AD&D game world.
Dedicated weapons gain a +1 bonus on saving throws against special
attacks launched by their special foes (including spells cast by demons or
devils).
A second category of dedicated weapon is dedicated to creatures that can
be hit by nonmagical weapons, but still present special problems for
opponents. For instance, a weapon dedicated to the slaying of adherers
would never stick to the opponent, and one dedicated against rust monsters
would never rust. Such benefits can be just as important in a fight as
being able to strike an otherwise-invulnerable opponent. Again, these
weapons can hit the foe without any trouble, but do no extra damage to that
opponent.
Dedicated protective devices, whether cloaks, rings, or armor, give
protection to the wearer against the attack methods of a particular type of
foe. A suit of chain mail dedicated against dragons, for instance, is +1
against the physical attacks of a dragon and bestows an additional +1 to
saving throws vs. breath weapons or spell use of a dragon. Dedication is
based on general groups of monsters, not on individuals or specific groups.
Armor dedicated against demons works against all types of demons, not just
against Type I demons, for example. Against opponents to which they are not
dedicated, these devices are ordinary suits of armor or (in the case of
items like cloaks) are totally useless as a means of protection.
All dedicated devices, whether weapons or protective devices, are worth
150 xp. The protective rings and miscellaneous items are worth 5,000 gp,
while the weapons and suits of armor are worth 10 times as much as their
nonmagical equivalents. Furthermore, the dweomer of such an item is
permanent though weak.
Note again that dedicated armor provides +1 protection against all
attacks by the dedicated opponent; the protection manifests itself as
regular +1 armor or on saving throws as required. If multiple enemies of
the dedicated type are encountered, the protective device gives both types
of benefits in a single combat round, but does not confer a +2 bonus. There
is no limit to the number of dedicated enemy attacks that can be countered.
Note also that the spiked buckler is treated as a weapon, rather than as
armor, regarding its cost; it does, however, give the same protection as an
ordinary dedicated buckler. Dedicating caltrops is possible but rather
impractical.
Items of illusion
1. A brooch that conjures an illusory suit of armor;
2. A ring that conjures an illusory shield; and
3. A ring or small object (such as a gem) that conjures an illusory
melee weapon.
Only the basic, mundane types of armors and weapons can be conjured. A
brooch of illusory plate mail armor would give its wearer AC 3 if its
illusion was successfully believed, but it could not create an illusion of
magical plate mail, such as plate mail +5.
These devices derive their powers from the minds of their users. The
owner of such an item thinks of the armor or weapon type desired, and a
magical field shaped like the desired item appears around the owner or in
his hand. The owner's mind creates these illusions; the minds of both owner
and enemy power them in battle. If an enemy believes a suit of illusory
armor is real, some of his mental strength is siphoned off to magically
improve the owner's armor class. Likewise, if the foe believes an illusory
weapon is real and has struck him, some of his own mental energy creates a
wound equivalent to what a real weapon would have inflicted (treat illusory
weapons as real ones for estimating damage). If the foe is nonintelligent
or disbelieves the illusion, no benefit is gained. As a result, these items
are weaker than regular magical weapons and armor.
Because the power to create such items is drawn from the user's mind, a
character may only use such illusion-creating items as his class, size,
proficiencies, etc. would allow if the illusory items were real. Thus, a
magic-user could not use the previously named brooch of plate mail armor,
but could use a gem of illusory quarterstaves if he had proficiency with
such weapons.
Remember that the successful use of these items requires an intelligent
enemy. Illusory armor is no protection against a mechanically operated
blade, golem, missile trap, green slime, or skeleton. Furthermore,
unintelligent foes such as golems are not harmed by illusory weapons, and a
character can't chop down a wooden door with an illusory axe (nor can an
intelligent onlooker think he is doing so).
Each magical item of this sort can create an illusion of only one type of
weapon, shield, or suit of armor. Each such item is worth 250 xp and 2,500
gp. Most such items are charged, having 3-30 charges (they cannot be
recharged). Items that are permanent are worth twice the previous values.
Each charge is good for one hour each day. Since the items must be touched
or worn in order to draw mental strength from the owner, only melee weapons
can be conjured; a missile weapon would disappear the moment it left the
owner's hand. Since such items are useless if disbelieved and cause no more
damage or protection than mundane weapons and armor as a result, they are
particularly suited to low-level characters.
Vial bombs
Use in the campaign
These magical items show the most advantage in magic-poor campaigns. In
some campaigns, they might even be the only types of magical weapons and
armor available. Adventurers could pursue lengthy quests in search of
weapons and armor that would last in magical form just long enough to defeat
a particularly powerful opponent (such as a demon or devil). Dedicated
items should be a favorite with DMs who give players weak magical items as
bequests. To return to an earlier example, a cleric of Seker could receive
from his temple a weapon or suit of armor dedicated against undead. In such
a case, loss of the item could cause a loss of prestige far greater than the
loss of an ordinary magical item. This would be especially true if the item
was presented to the character as part of an elaborate ceremony upon the
completion of his initial training. If the item was a family bequest, the
character would covet it as proof of lineage.
Dedicated items may be used by high-level characters, of course. They
could also be a real pain if not examined properly with an identify spell.
If a magical suit of armor saves a fighter from a spell cast by a demon,
said fighter, might assume that the armor protects against all fire-based
attacks. When he confidently steps up to that angry red dragon in his
demon-dedicated armor, he could be in for a surprise. And if use of a
magical weapon against a dedicated foe makes him think it is always magical,
put the character, up against an unnatural foe of a different species and
watch the fun! (If you're kindhearted or if the player is generally good,
you might leave an escape route open.)
Charged weapons, as stated before, should be saved for the big fights.
If any reason exists to suspect that an unnatural opponent like a manes
demon might be encountered, it would be wise not to waste a charged weapon
on orcs. This makes fights with wandering monsters more fair, as these
relatively weaker creatures won't receive the same magical might that the
strongest enemy in the adventure will.
The remaining items can be used quite well by even high-level
adventurers. They might even be handed over to trusted henchmen after more
conventional magic weapons are located. It might be a good idea to hang on
to those silver-iron weapons even after "regular" magical weapons are found.
If the PCs travel to another plane, either deliberately or inadvertently, a
silver-iron item might be more magical and more useful than a regular +1 or
+2 weapon. And if characters raise families in a long-lasting campaign, old
weapons would make ideal bequests for adventuring children. Such weapons
could have their own legends and history, just as normal magical weapons
might.
It is hoped that this article will improve play in the AD&D game and ease
the pressure on the poor DM to come up with magical treasures. These weak
items should enable the DM to stretch out the supply of regular magical
items by allowing him to introduce the stronger items much later in the
campaign. Certainly, these items increase the variety of magical items in
the game (a worthy end in itself). And, since these items are cheaper in
terms of experience points and gold pieces, characters gaining them will not
rise as rapidly in levels, thereby reducing the threat to game balance.
Players want magical items for their PCs; you want to keep PC advancement
slow. Now everyone can get what he wants.
Copyright (c) TSR, Inc. All Rights reserved.
Unlike wands, these devices are conventional weapons, armor,
and protective devices. Ordinarily, they are mundane and offer no special
bonuses. When the command words are spoken, however, they become +1 for
purposes of attack or defense (nothing greater than +1 should be used).
Each weapon, suit of armor, or item has 2-8 charges, each charge lasting a
full turn. Expending a charge gives the PC a temporary magical benefit.
As noted in the various lists of creatures, some
supernatural monsters can be struck by nonmagical weapons. Some of' these
creatures may be struck only if the weapons are silvered; others may be
struck only by weapons of cold iron. There are no creatures that are
vulnerable only to either type of weapon. This leads us to a more enduring
type of magical weapon.
This is a special category of weaponry and
protective devices. Dedicated weapons are a weaker version of the various
magical weapons that gain bonuses against certain creature types. These
weapons are "dedicated" by a high-level spell-caster (usually magic-users,
but clerics and druids may also do so) for use against a specific type of
monster that cannot be harmed by normal weapons (demons, devils, etc.). The
dedicated weapon normally has no bonuses and strikes most opponents as an
ordinary weapon. However, against the type of enemy that it is dedicated to
fight, the weapon hits and does normal damage to that creature. A mace
dedicated to fighting golems, for instance, strikes and does damage against
them as if it were a special weapon effective against golems. The mace has
no to-hit or damage bonuses; golems are simply ordinary opponents as far as
the mace is concerned. Unlike charged weapons, this dedicated power is
permanent. Thus, one-shot missile weapons such as arrows and sling bullets
may be dedicated.
These magical items generate illusions of weapons and
armor that may then be used by the possessors of such items. In general,
the forms of these illusion-creating items are:
These devices are found in groups of 4-16 vials. They are
simply empty glass vials of the size used in storing holy/unholy water.
They may be used against an enemy as grenade-like missiles with maximum
range of 3". When the appropriate command word is spoken (usually right
before throwing), the empty vial is magically filled with either firewater
(as per the Unearthed Arcana spell), holy/unholy water, or acid. Each
missile may be used only once, and each automatically breaks when striking
any solid surface after being hurled. Despite the uniform size of each
vial, damage is done as per the statistics given in the 1st Edition DMG,
page 64, and as per the firewater spell (treat firewater as oil for splash
effects, etc.). Each such vial is worth 50 xp and 500 gp. Any such vial
may create any of the above liquids, provided that the proper command word
is spoken.
Although most of the weapons and armor here may be
altered for use in Oriental Adventures campaigns, this article has been
restricted to Western weaponry and armor for two reasons. First, the
majority of AD&D game players still play in Western-style campaigns.
Second, players of Oriental Adventures already have adequate "borderline"
equipment in the form of weapons and armor of quality. Of course, anyone
who wants Oriental equivalents of the devices in this article can easily
extrapolate from the lists to create their own versions.