Restricted Magic In The Practical Enchanter

And for today, and to get things started again, it’s a question!

Page 106 of The Practical Enchanter lists “User Restrictions” cost modifiers for making magic items. While these are a pretty easy way to limit who can activate the item(s) they’re applied to, they don’t seem to be that hard to bypass. Leaving aside that someone with the relevant item creation abilities simply pays the difference to have those restrictions removed, many of these seem to be exactly the sort of restriction that Use Magic Device is there to bypass.

My question is, is there a way to make it more difficult to use either of these options to bypass those restrictions? How do I make a magic item require a higher DC on a Use Magic Device check in order to get around its restrictions? How can I build in an anti-tampering measure so that someone can’t simply buy off the difference and remove a restriction? Would it require making the magic item sentient or is there another way?

-Alzrius

As Alzrius indirectly points out with his question, classical magical items tended to be what they were, they did what they did, and there really wasn’t any way around that – or to use them if you didn’t happen to fit their criteria.

Thor’s Hammer Mjolnir (“The Crusher”) was forged by Brokkr and Sindri, a pair of Dwarves. Thanks to Loki, it wound up with too short a handle for two-handed use. You’ll note that Thor didn’t take it back and have it fixed or upgraded though. Instead, he simply made the best of it.

Similarly, nobody tried to improve the Aegis after mounting Medusa’s head on it, or add more powers to the Djinni imprisoned in Al-Shamardal’s ring, or take the curse off of Tyrfing. Most of the time… once an item had been created, it didn’t change.

Even those items that weren’t powered by having a spirit trapped in them or by being forged from parts of some legendary monster usually couldn’t be upgraded. That isn’t to say that there’s no precedent at all – a few items of legend become more powerful after being bathed in dragons blood, or blessed by some mighty entity, or being used to perform great deeds – but that was fairly rare and usually was a case of the item not quite being finished in the first place or needing another magical boost to temporarily power it up.

That was the way it was in first and second edition D&D and most other tabletop games. Items were what they were – and while the game master would generally ensure that you got some good ones along the way (often quite intentionally covering your characters weaknesses or playing to his or her strengths) that Frost Brand Sword, or Wand Of Conjuration, or whatever was likely to be your characters signature gadget throughout most of his or her career.

And that was generally a good thing. The tales of how Markatha the Dragonslayer wielded his icy blade to slay the Fire Dragon of the West, held it to his chest and wrapped himself in sheets of asbestos to allow him to cross the burning desert, extinguished a section of flaming palisade to allow the people trapped within to escape a holocaust, and fought dozens of other menaces with his Frost Brand sword – and how his companion Amarith of the Shining Word used his Silver Wand Of Conjuration to defy a swarm of demons through the artful use of prismatic barriers and defied the traps of an ancient tomb with a swarm of summoned monsters – were as much or more a part of the reward for playing as that heap of gold, art objects, and rare jewels that they kept in the castle basement of the levels they earned. Gold Pieces were just numbers of a sheet, stories would be retold for decades, long after the actual game – and all those numbers on a character sheet – were distant memories.

You were playing to have fun with friends and to collect tales of great adventures and epic death scenes, romances, brilliant improvisations and solutions, daring rescues, clever mysteries, and unlikely feats that someone managed to pull off.

But when third edition rolled around… things changed quite a lot. Sometimes for good reasons, sometimes not, and quite often simply for the sake of change. It even picked up a few bits from the up-and-coming MMORPG’s of the day – and one idea that got pushed was making in-game rewards more readily trackable and more consistent and letting the players make stuff without all those bothersome quests. After all, there really was no good way to write rules that generated interesting quests or stories that would be remembered after the game.

One major change was that money and level came to mean a lot more. Items were made consistent, and – rather than game masters being encouraged to tweak things and hand out unique, signature, items – the idea of a gradual progression was built into the game as “wealth by level”. Now there had been traces of that earlier, as shown by the jokes about high-level warriors employing a golfing-style “sword caddy” to handle all their magical swords – but now, with the slow progression of “level appropriate” items, magic items became a panoply that you gradually upgraded and replaced as you rose in level – and if you let a low-level character have a really powerful weapon it threw off the game, regardless of whether they used it or if they sold it and used the money to boost the entire party.

Magic Items had to scale with level. Yet you didn’t want characters just trading out their equipment all the time to suit current missions. So… the rules said that you only got half price when you sold items.

But that meant that a character who got lucky with the random tables and got pretty much what they wanted would be way ahead of a character who got a bunch of stuff that didn’t suit them and had to trade it in. Being able to upgrade items was a partial solution to that – and also had the advantage that it let a character hang onto specific items for at least a little longer. That also meant that destroying gear was suddenly a no-no, instead of a risk of confronting something major – but that was a different sort of problem.

This also, very shortly, led to the introduction of artificer-types, who treated magic items like used cars, to be stripped down for parts. Magic items were no longer objects of wonder, but things to be junked and disposed of – or, at best, traded in or rebuilt – when you next went shopping at the magic-mart.

Thus, like most radical new solutions to classically-intractable problems, wealth-by-level and level-appropriate items created brand new problems of their very own.

Personally, I think there’s a strong appeal to those old notions of legendary magical items, things of ancient mystery, instead of mechanical devices to be rebuilt as convenient. After all… you didn’t see King Arthur taking Excalibur back to the shop to be upgraded with extra elemental damage or trading it in for a better model did you? The sword was a part of his legend.

So how to get back to that?

The first – and simplest – method is to return to the halcyon days of first and second edition and use “Create Artifact” for all your magic items other than potions and scrolls. Each one is now a unique (and usually fairly powerful) device, most of them will be permanent or rechargeable, and there’s no provision in “Create Artifact” for “upgrading” things other than simply including your current item as an ingredient and going on a brand new creation-quest. Of course, what you gain in simplicity on one end you lose on the other; now you need to make up unique items for major NPC’s unless you just mostly use an older-edition list. They may or may not be subject to “use magic device”, but the DC is likely to be high given their unique and idiosyncratic nature.

Relics kind of compromise. It is possible to upgrade at least some relics – but you can’t get rid of what’s already there, you can only improve them, removing restrictions will make them less powerful, it will cost permanent character points to upgrade them, and most campaigns will set strict limits on how many CP can be invested in any given relic and on how many CP worth of relics a character can have in total. They are pretty much immune to “Use Magic Device” though, simply because technically they’re not magical devices. They’re relics.

With standard magic items things are a little more awkward because there’s already a mess of rules covering what you’re trying to stop.

  • You can make them intelligent, and give them the ability to make life uncomfortable for anyone who tries to “upgrade” or use them against their will. That can be a fairly drastic power boost though since they can presumably use those same powers against other targets. On the other hand… it does make it awkward to try and just destroy the item or use it to pay for something else. Moreover, since things like “alignment” and “purpose” are freebies, they can’t be upgraded to something else.
  • If you apply the Impervious modifier (also from The Practical Enchanter, +31,500 GP and 2520 XP) then the item becomes essentially indestructible – which may extend to being upgraded and / or Use Magic Device if you like. Items that are impossible to meddle with are impossible to meddle with!
  • You can simply decree them Cursed. There isn’t anything in the standard rules that puts a price on curses, and “cannot be upgraded or modified” and / or “more or less resistant to “Use Magic Device” and / or “can only be upgraded or modified via an appropriate quest” certainly counts as a curse in a standard game. In fact, there’s no reason why an item can’t have multiple curses on it. Of course, The Practical Enchanter DOES give a price reduction for generic curses – and thereby opens up a way to remove them via upgrading – but if an item is cursed so that it cannot be upgraded, I think that would tend to trump trying to uncurse it by upgrading it.

About Use Magic Device… sure, it’s a standard part of the game and, but it has always struck me as a bit iffy depending on just how an item works.

Lets say that you have made a magical cloak. A Cloak Of Gnomish Trickery. It’s only for Gnomes, and it allows them to use their racial cantrips (dancing lights, ghost sound, and prestidigitation) twice a day each instead of only once.

  • If I build the cloak using a Pearl Of Power type effect – (250 GP per Cantrip x 3 Cantrips x .4 (only for a specific set of cantrips) x.7 (Gnomes Only) = 210 GP) – I have a neat little toy for a low-level gnome, but while “Use Magic Device” would let an elf who happened to have limited use of those particular cantrips use it to refresh them, it wouldn’t help him if he didn’t have at least one of those three cantrips in the first place. You can’t refresh a spell slot that’s not there.
  • If I build the cloak using a use-activated effect (Spell Level 1/2 x Caster Level One x 2000 GP Unlimited-Use Use-Activated x 3 Cantrips x .2 (once per day each) x.7 (Gnomes Only) = 420 GP) then Use Magic Device will work just fine.

And if a Cloak Of Gnomish Trickery turns up in a module priced at – say – 300 GP? Who knows how it was built? Use Magic Device is generally presumed to work – but if the Hellfire Scepter is fueled by the malice of your soul, as opposed to simply requiring an evil alignment to activate… should Use Magic Device be able to supply that dark power instead of just doing the equivalent of picking the lock on the trigger?

Worse, of course, about 99% of games and items never go into enough detail to tell you how items work – and it’s really hard to blame them for that. Hardly anyone actually cares.

By the way, as a note… “Emulate an Alignment: Some magic items have positive or negative effects based on the user’s alignment. Use Magic Device lets you use these items as if you were of an alignment of your choice. You can emulate only one alignment at a time.” doesn’t actually say that you can trigger a device that requires a particular alignment – just that if it has effects based on your alignment you can pick which effect you want. Still, nobody plays it that way.

So now that I’ve philosophically rambled all over the place… I shall attempt to answer the question!

  • In the case of reasonably-important permanent devices increasing the DC on Use Magic Device is most easily done as a “Flourish” (Practical Enchanter, Page 107). Honestly, the extent of the DC increase can be pretty much arbitrary; it’s not like it’s usually a major concern. For a default… +1 per 4000 GP value is probably reasonable. That will make it epically difficult to use major devices that are made to resist such usage, but that’s actually fair enough.
  • Alternatively, for any item… the maker can make a Spellcraft check with a +10 bonus when making the item. The result will be the DC for Use Magic Device checks made on the item. After all, anyone who’s building a device can make it harder to use (it’s making it EASY to use that’s hard). Why should magic items be any different? Of course, if you increase the difficulty of using the thing too far… it may become harder for the people you want to be using it as well.
  • Anti-tampering measures are usually built as Maledictions. That would be (Spell Level x Caster Level x 2000 GP Unlimited-Use Use-Activated x .2 (once per day maximum) x.1 (only when someone attempts to modify the device – which hardly ever happens and generally requires a full day, so once per day is sufficient) = 40/240/600/1120/1800/2640/3640/4800/6120 GP for a Level 1/2/3/4/5/6/7/8/9 Malediction effect – usually causing something to go seriously wrong with the attempt or with the required “fairly quiet, comfortable, and well-lit place in which to work”.

Honestly, you shouldn’t need a malediction of more than third level to cause an unacceptable interruption, but if you really want to have a plague of werewolves or major demon attack or some such you can go ahead and sink the extra 6120 GP into your item for a ninth level effect.

You can do something similar if you wish to add a highly specific curse to the device – “no one who has touched me can use Use Magic Device on me without massive penalties” (probably level one or two) – which can be gotten around by picking up the device, getting a remove curse spell, and then making your roll, but who’s going to think of that?

Or you can go with the “Cannot Be Upgraded” Curse/Restriction as well, in which case the attempt is hopeless to begin with AND unleashes some disaster.

There’s also some discussion on this and related topics in THIS article and it’s comments.

And I hope that helps!

One Response

  1. Thanks for writing this up! It’s interesting to consider that the methods for adding to Use Magic Device DCs don’t require any abilities, which almost makes them de facto world laws. In that case, there are potentially some interesting variations, such as only increasing the DCs when the magic item’s gp value passes a certain threshold (emergent complexity, perhaps) or only having the increased DCs apply against characters who don’t have the relevant item creation feat (or equivalent ability).

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