TEXT: Spell Channeling Items
  A Basic Fantasy RPG Supplement
  Release 1
  Copyright © 2010 R. Kevin Smoot
  All Rights Reserved
  Distributed under the terms of the 
  Open Game License version 1.0a
  Basic Fantasy Website:  basicfantasy.org
  INTRODUCTION
  This supplement provides information for spell channeling items, a new type of magic item, under the Basic Fantasy 
  Role-Playing Game rule system.  If you do not already have a copy of the Basic Fantasy RPG rules, please visit the 
  website and download a copy.
  Spell Channeling Items
  Magical Spell Channeling Items are a different sort of 
  magical  item  that  allows  a  spell  caster to convert  the 
  magical  energies  of  currently  memorized  spells  into 
  another predetermined spell. For example, a Wand of 
  Magic  Missile  Channeling  would  convert  any  other 
  currently memorized first level spell into a Magic Missile 
  spell cast as if the caster actually had that spell memorized 
  instead. Such an items may appear as a wand, rod, ring, 
  staff, or other appropriate form, often dictated by the 
  effect.  For  instance,  a  Monocle  of  Detect  Magic 
  Channeling or a Crystal Ball of Clairvoyance Channeling.
  Several examples of Spell Channeling Items are detailed 
  later, but detailing each and every variation would be as 
  unnecessary as detailed lists of each and every magic 
  scroll possible. However there are some issues that should 
  be discussed such as specific limitations or special cases. 
  Divine  (clerical)  Spell  Channeling  Items  are  one  such 
  case. Additionally there are enhanced Spell Channeling 
  Items that can augment or modify spell effects. Each case 
  or exception is discussed below. In any case, the Game 
  Master should design each item directly considering the 
  spell effects carefully.
  ● There are Arcane (Magic-User classes) and Divine 
  (Clerical  classes)  Channeling  Items.  Such  Arcane 
  Spell Channeling Items are more common because 
  Divine  Spell  FChanneling  Items  are  usually 
  associated  with  a  particular  Deity,  Power,  or 
  Pantheon and may not be usable by non-believers or 
  non-worshippers. Even Clerics of one faith may not 
  be able to utilize another faith’s items. This may vary 
  according to the Game Master’s campaign and his or 
  her ideas on how the divine powers interact with their 
  followers.
  ● A spell caster can only utilize a Spell Channeling Item 
  that produces a spell that can be potentially cast by 
  the user (as in it appears on his or her spell list). The 
  character  need  not  actually  know  the  spell  in 
  question personally, but must be capable of casting 
  the  spell  otherwise.  This  caveat  occurs  when 
  additional supplement classes are used in the Game 
  Master’s  campaign  (such  as  Illusionists  or 
  Necromancers).  When  the  specific  spell  exists  at 
  differing spell levels for different classes, the spell is 
  channeled according to the caster’s own spell list.  
  ● Spells spent to power a Spell Channeling Item must 
  be of the appropriate level or higher, but no benefit is 
  gained by using a higher level spell slot. For example, 
  a Wand of Magic Missile Channeling (1st level spell) 
  powered  by  a memorized Fireball  spell  (3rd  level 
  spell) still only produces a single instance of Magic 
  Missile cast normally by the caster, wasting the extra 
  energies.
  ● Spells requiring additional materials must still have 
  the necessary materials on hand for the spell to be 
  produced. The memorized spell does not necessarily 
  need  the  additional  materials,  but  the  Channeled 
  Spell does.
  ● Multi-Function  items  should  follow  a  theme  or 
  otherwise  be  logical  in their design.  A magnifying 
  glass item that channels various Detect Spells would 
  be appropriate. However Slippers of Fire Ball and Ice 
  Storm Channeling would be odd and likely not to 
  work.
  ● Enhancing  items  are  possible.  The  most  obvious 
  would be increasing the effective caster level of the 
  channeled  spell.  For  example  a  Wand  of  Fireball 
  Channeling +2 would allow a fifth level caster to cast 
  the spell at 7th level with regard to damage, range, 
  area of effect. Such enhancements should be very 
  carefully considered. 
  Examples of Spell Channeling Items
  Spell Channeling Items provide an alternative to many 
  magical items that are charged. Charged Items provide a 
  temporary big boost to the character, often to the point of 
  imbalance. A standard Wand of Magic Missiles enables a 
  Magic  User  to  become  very  potent,  at  least  until  the 
  charges  expire,  then  is  greatly  reduced  in  power.  A 
  Channeling item, by virtue of being tied to the character’s 
  existing casting expertise, scales with the character and 
  
  A BASIC FANTASY SUPPLEMENT
  PYROMANCERS
  simply provides the opportunity to be more creative with 
  memorization of more esoteric spells. Rather than being 
  prudent and memorizing one or more instances of ‘tried 
  and true spells’ the character who owns one or more 
  channeling  items  is  freed  from  the  necessity  of 
  memorizing that particular spell.  Additionally, the item is 
  permanent, not unlike a fighter’s magical weapon, always 
  usable throughout their career. It is only outgrown as the 
  usefulness of the spell wanes as the character acquires 
  levels such as sleep spell after the character moves onto 
  more  challenging  monster  types.  The  following  list  of 
  examples is not meant to constrain one’s imagination or 
  to otherwise limit the possibilities, but as a quick starter.
  Wands  are  especially  appropriate  for spells  that 
  directed or aimed.  
  Wand  of  Magic  Missile  Channeling - Magic 
  Missile (1st)
  Wand  of  Lightning  Bolt  Channeling - 
  Lightning Bolt (3rd)
  Wand of the Fire Lord - Fireball (3rd), Wall of 
  Fire (4th), Conjure Elemental (5th, Fire Elemental 
  only)
  Rings, Amulets, Talisman, or similar items work 
  well for non-directional effects or personal affecting 
  items
  Amulet of Protection from Evil Channeling  
  - Protection from Evil (1st)
  Ring  of  Transparency -  Invisibility  (2nd), 
  Invisibility 10ft radius (3rd), Invisible Stalker (6th)
  Talisman  of  Charm  Channeling -  Charm 
  Person (1st), Charm Monster (4th), Geas (6th)
  Holy Symbol  of  Bless  Channeling (divine) - 
  Bless (1st)
  Various other items can be used as well.
  Walking  Stick  of  Doors - Hold Portal (1st), 
  Knock  (2nd),  Dimension  Door  (4th),  Passwall 
  (5th).  Also  functions  as  +2  Magical  weapon 
  (Walking Staff).  Rapping the stick against a door, 
  wall, or floor is necessary to channel the various 
  spells.
  Spectacles  of  Detect  Invisible -  Detect 
  Invisible (2nd)
  Holy Relic of the Healer  (divine) - Cure Light 
  Wounds  (1st),  Cure  Disease  (3rd),  Neutralize 
  Poison (4th), Regenerate (6th)
  Druid’s  Staff (divine) - Charm  Animal  (2nd), 
  Speak  with  Animal  (2nd),  Growth  of  Animals 
  (3rd), Speak with Plants (4th), Insect Plague (5th). 
  This item also functions as a club/cudgel/walking 
  staff +2.  If the optional druid subclass is utilized by 
  the Game Master, then the spells may be of other 
  levels determined by the druid spell list.
  This general concept of items that transform one spell into 
  another is not entirely new, appearing in one form or 
  another  in  various  game  editions  and  supplemental 
  material produced for various games, however, the idea is 
  new  for  Basic  Fantasy  Role-Playing  Game.  The 
  mechanics presented here may be very similar to previous 
  writings, but the explanations and presentation is entirely 
  original.
  2
  
  PYROMANCERS
  A BASIC FANTASY SUPPLEMENT
  Open Game License
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  Spell Channeling Items:  A Basic Fantasy Supplement Copyright © 2010 R. Kevin 
  Smoot.
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  3
  
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