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Magic items in AD&D, making them and getting them.
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<blockquote data-quote="billd91" data-source="post: 7551508" data-attributes="member: 3400"><p>Wands are a particularly notable example because in 3e, virtually any spell can be put in one - a distinct contrast with 1e/2e where the wands covered a narrow slice of magical spells, often odd utilities that weren't even regular spells or combat. This is why, I think, 1e/2e never really had the same problem with spell casters (mainly wizards) encroaching too far onto other class (mainly rogue) territory. A wizard could potentially duplicate a rogue with various spells like invisibility and spider climb, but did so only at a significant cost of spell slots being tied up to do what a rogue could do all day. Once 3e's wands came around and almost any spell was fair game with 50 charges, wizards could encroach cheaply.</p></blockquote><p></p>
[QUOTE="billd91, post: 7551508, member: 3400"] Wands are a particularly notable example because in 3e, virtually any spell can be put in one - a distinct contrast with 1e/2e where the wands covered a narrow slice of magical spells, often odd utilities that weren't even regular spells or combat. This is why, I think, 1e/2e never really had the same problem with spell casters (mainly wizards) encroaching too far onto other class (mainly rogue) territory. A wizard could potentially duplicate a rogue with various spells like invisibility and spider climb, but did so only at a significant cost of spell slots being tied up to do what a rogue could do all day. Once 3e's wands came around and almost any spell was fair game with 50 charges, wizards could encroach cheaply. [/QUOTE]
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