Chapter 7: Spell Research and Magical Item Creation

Wizards and priests are constantly devising new and interesting applications for their magical powers. It seems to be a part of the job description; most player characters dive into research and item enchantment as soon as they reach the required level and set aside enough money for an appropriate laboratory or altar.

At first glance, these activities may seem like they’re not worth the time and the trouble. After all, researching a new spell or creating a new magical item can be a lengthy and expensive undertaking, uncertain of success. In fact, many DMs will require a PC wizard or priest to embark on several adventures—some quite hazardous—in order to obtain the knowledge or materials necessary. More than one character has allowed his ambition to lead him into expensive or fatal mistakes.

While research and item creation are difficult and tedious endeavors, they can also be extremely rewarding. First of all, player characters confronted with a specific problem may be able to devise a spell or item that can respond to that problem perfectly. Secondly, new items or spells have the advantage of surprise; everyone knows what a fireball is and how it works, but Felgar’s incandescent strike is another matter entirely! New spells or items can provide player characters with defenses or capabilities never before seen in a campaign.

Spell research and magical item creation are discussed together in this chapter because they represent one of the most rewarding and interesting aspects of the AD&D game the ability of a character to create something that will outlast his or her own career (or even lifetime, in some cases!), becoming a permanent part of the DM’s campaign world. After all, spells and items with names attached to them were first created by adventuring wizards and priests no different from any other player character. What wizard doesn’t dream of being known as the next Rary, Bigby, or Otiluke?

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