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<blockquote data-quote="EzekielRaiden" data-source="post: 6688656" data-attributes="member: 6790260"><p>Rod of the Graduate</p><p></p><p>This rod, given to those who excelled at <college the magic user attended> as a sign of excellence, provides its fresh graduates with a little bit of extra protection while they make the journey from "graduate" to "established wizard." Each rod is given twenty charges; when depleted, they cannot be restored, but the rod itself will remain, acting as a sort of symbolic diploma. Each rod is unique, and made specifically for one graduate; no other wizard even among the faculty can use it, making it effectively worthless to anyone else.</p><p></p><p>By expending one charge, the Wizard may generate one of the following effects:</p><p>- <em>Generate force field</em>: A thin, invisible field of protection covers the mage, which may cause blows to be deflected away (+1 AC). This effect lasts one hour.</p><p>- <em>Produce Darts</em>: A handful (10-12) of thin, almost-invisible darts (made of pure force) appears in the Wizard's hands. The darts last five minutes, or until all darts are used. Although they are no more effective than typical darts as weapons, they are capable of damaging ghostly or ethereal creatures that might otherwise be immune to mundane weaponry.</p><p>- <em>Read Magic</em>: The rod can safely translate one piece of magic writing, or reveal something of the nature of a single magical item, such as whether the enchantment is positive, negative, or mixed for the one who wears it. An item of great power, whether enchanted or cursed, may overload its abilities (effectively returning "UNKNOWN").</p><p></p><p>If that seems a little bland, you might consider adding one or both of the following:</p><p></p><p>By expending five charges, the rod can produce a fireball--a spell which may be beyond the abilities of the graduate when it is first given, but which can be highly effective at dealing with the graduate's enemies. Unfortunately, this stronger spell pushes the limits of the rod's abilities, so this effect cannot be used more than once per day, even if there are still five or more charges remaining. If fewer than five charges remain, this ability cannot be used.</p><p></p><p>The rod also has one, rarely-used emergency feature. By consuming ten charges (if less than ten charges remain, this effect cannot be used), the rod can generate a small decanter or phial of water and a handful of dry wafers. The water is especially pure and refreshing, and while the wafers are flavorless, they are very nutritious; this emergency supply will provide all the water and food the rod's owner needs for a single day. Given the relative cost of this ability compared to the relatively inexpensive cost of a day's meals, few but the desperate make use of this function.</p><p></p><p>---</p><p></p><p>This gives the Wizard a small amount of protection (not as good as a ring or amulet of protection, which would also affect saves), some extra offense abilities even when all spells have been exhausted, and some useful and flavorful utility for a graduate Wizard. It's also limited to a certain number of charges, so that it gives a time-limited benefit--essentially, made to last the player until just about the point where its benefits are no longer especially needed.</p><p></p><p>The only thing I would caution you about, with this, is that giving such an item to the player runs the non-trivial risk of increasing their frustration, should worst come to worst and the character dies. Now not only are they losing their first character, but also their cool magic item! So be careful about what you decide--whether this or another item. I can tell you're already on the lookout to avoid giving a power trip, but be wary of the issues from the opposite direction.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6688656, member: 6790260"] Rod of the Graduate This rod, given to those who excelled at <college the magic user attended> as a sign of excellence, provides its fresh graduates with a little bit of extra protection while they make the journey from "graduate" to "established wizard." Each rod is given twenty charges; when depleted, they cannot be restored, but the rod itself will remain, acting as a sort of symbolic diploma. Each rod is unique, and made specifically for one graduate; no other wizard even among the faculty can use it, making it effectively worthless to anyone else. By expending one charge, the Wizard may generate one of the following effects: - [I]Generate force field[/I]: A thin, invisible field of protection covers the mage, which may cause blows to be deflected away (+1 AC). This effect lasts one hour. - [I]Produce Darts[/I]: A handful (10-12) of thin, almost-invisible darts (made of pure force) appears in the Wizard's hands. The darts last five minutes, or until all darts are used. Although they are no more effective than typical darts as weapons, they are capable of damaging ghostly or ethereal creatures that might otherwise be immune to mundane weaponry. - [I]Read Magic[/I]: The rod can safely translate one piece of magic writing, or reveal something of the nature of a single magical item, such as whether the enchantment is positive, negative, or mixed for the one who wears it. An item of great power, whether enchanted or cursed, may overload its abilities (effectively returning "UNKNOWN"). If that seems a little bland, you might consider adding one or both of the following: By expending five charges, the rod can produce a fireball--a spell which may be beyond the abilities of the graduate when it is first given, but which can be highly effective at dealing with the graduate's enemies. Unfortunately, this stronger spell pushes the limits of the rod's abilities, so this effect cannot be used more than once per day, even if there are still five or more charges remaining. If fewer than five charges remain, this ability cannot be used. The rod also has one, rarely-used emergency feature. By consuming ten charges (if less than ten charges remain, this effect cannot be used), the rod can generate a small decanter or phial of water and a handful of dry wafers. The water is especially pure and refreshing, and while the wafers are flavorless, they are very nutritious; this emergency supply will provide all the water and food the rod's owner needs for a single day. Given the relative cost of this ability compared to the relatively inexpensive cost of a day's meals, few but the desperate make use of this function. --- This gives the Wizard a small amount of protection (not as good as a ring or amulet of protection, which would also affect saves), some extra offense abilities even when all spells have been exhausted, and some useful and flavorful utility for a graduate Wizard. It's also limited to a certain number of charges, so that it gives a time-limited benefit--essentially, made to last the player until just about the point where its benefits are no longer especially needed. The only thing I would caution you about, with this, is that giving such an item to the player runs the non-trivial risk of increasing their frustration, should worst come to worst and the character dies. Now not only are they losing their first character, but also their cool magic item! So be careful about what you decide--whether this or another item. I can tell you're already on the lookout to avoid giving a power trip, but be wary of the issues from the opposite direction. [/QUOTE]
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