A spell from an item is like a spell from a Spell Adder, but you needn't know the spell:
This view, which I have encountered quite often in low-powered campaigns with round-based combat systems like the standard Rolemaster combat system, is based on the assumption that the spell's formula and Power Points are somehow imbedded within the item and that the actual process of creating the spell (i.e. gathering the magical energies, forming them with your mind, aiming and finally releasing them) is dome within the mind of the caster.
Using an item would then take the time the spell caster would normally need for such a spell (Class I-IV).
This effectively limits the use of magical items in low-level campaigns and any campaign, where the Class of a spell is based on the amount of knowledge for the respective list, to items with spells you know anyway.
For a non-Magician spell user, a Wand of Firebolts would be a Class IV spell, since the spell user knows the Fire Law to a lower level than the spell cast.
Were that spell user a 2nd level Sorcerer using a Wand of Fireboltsm he would have to cast the spell for a really long time to get it off safely ...
Imagine the ESF roll for that 2nd level spell user casting a 6th level spell (+35) with two rounds less preparation (+50) and from a spell list not learned (+20) = 105.
This still would take two rounds (if you use Class IV, otherwise after 1 round) for spell casting. Furthermore, even if he rolled an average 75 on ESF, he would have to cope with +90 to the ESF Failure Roll. Now let's see ... should he roll a 50 on ESF Failure for an attack spell ... miss target 5 meters, left ... stunned 2 rounds ... 5 hits. Great!
The explanation for this view is, that, in the case of non-elemental attacks (i.e. any spells using the RR tables), the caster's mental statistics directly modify the attack's outcome. Since the stats modify the spell, the spell needs to go through the caster's mind. The argumentation goes on, that, were the casting of the spell a process completely separated from the mind of the user, these statistics would not apply. It simply would not be your spell but only a spell. One could even go as far as stating that the statistics of the item's creator were the only stats, applicable. Since this makes items extremely dangerous and would suggest something like an item's memory, but without an imbedded inteligence, the argumentation seldom goes that far.
A spell from an item is like a Class I spell and you don't need to know the spell: This view, quite similar to the above one, is mostly used in mid-power, low-level campaigns. Since a 2nd level magician using a Wand of Firebolts or a similar device would have to cast the spell for a really long time to get it off safely...
In the above example, it would reduce the ESF modification by 50 (no two rounds less for preparation), still leaving him with 55 for the ESF. Still a lot, but that, you can compensate with Spell Mastery, Targeting, pure luck, or whatever you use on such occasiions.
The explanation for this point of view is, that any spell within an item is engraved into the item's aura. The Power Points are there too. The only thing the spell user has to do is to move the power by use of his will into the spell and activate it. His stats still determine the perfection of his attempt to concentrate the power, so it is his spell, not only a spell. Since the way the energy has to be structured to get the spell off is already determined and fixed, there is no need for additional time due to the spell user's abilities.
As above, but you know any spell imbedded into an item, as long as you use the item: This would reduce the above ESF Modification by another 20 points.
The reasoning behind this idea lies within the theory of auras (or quantum physics, if you prefer). Since energy patterns influence each other (the closer the stronger the influence), a mage's energy (energy, aura, mind, whatever) adapts to the energy pattern of the item and vice versa (Attunement). This process causes the spell user to be able to cast the spells within an item as an extension of his own mind. This extension acts like a robot, which, after the start command, springs into action as an independent part of the caster's mind. The whole thing is like a Talent Software in Cyberpunk. There you plug in a pre-programmed chip and are able to speak foreign languages, fight with someone else's combat abilities, know how to fly a helicopter, etc., simply by accessing predetermined patterns, without actually knowing anything about it. This reasoning is adaptable to almost any campaign, regardless of combat systems and power level. In my opinioin, a campaign adapting this theory needs the idea of evil and good permeating the world around it (energy patterns influence each other...). The power level of magical items depends on the smoothness of the adaptation. The smoother it is, the easier and faster to use is the item.
Items are like guns, draw, aim and fire: Using this idea definitely adds pace to combat, but will cost you dearly, if you use such items for any other purposes. In second based combat systems, this theory makes elemental attacks from items the most deadly thing available. You could take a Wand of Lightning, aim it and fry a whole group of adventurers in just a few seconds. That's what happens in the Forgotten Realms books all the time. Should your healing items act the same (I can remember only one item of healing in the books I read, but an aweful lot of potions), they would not at all benefit from your own abilities. I hope you have a good alchemist near-by, since you'll need a lot of potions. But anyway, combat really is fun (if you're on the winning team) and ultimately deadly (even moreso than normal).
That's about it for now. As a good friend of mine never tires to remark: You're really good at telling people things they already know.
Please send me a messenger pigeon.
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