During my last game session, my group of five Epic (CL 25) players figured out a very creative, but ultimately very abusive means to use their Rod of Absorption that they have had for the last 6-8 levels. One player noticed that he was low on high level spells due to multiple encounters during a single in-game day. He asked a second player to cast numerous low-level single target spells, in this case Magic Missile, at him. The spells were absorbed by the Rod and became usuable instantly as higher level spell slots. Effectively, they had stumbled onto the use of the Rod as a battery for spells and a means to recharge high level spells slots using lower level spells.
The date of the game session, I choose to ignore that issue because it allowed the group to participate in what would eventually become seven combats in a single game day due to plot reasons. I ignored the potential for abuse because it allowed pooling of resources to facilitate better role play and forwarding the story along when it made sense. Now that that single in-game day is over, I realized that I would need to come up with some type of simple ruling that still allowed the use of the item as intended, but kept it from becoming a battery all of the time.
My first, and most simple solution, is to simply limit the number of spells allowed to be stored and reused in any given day to the maximum number allowed to be stored in the Rod. In the case of a normal Rod of Absorption, that is 50 spell levels. Allowing that number of spell levels to be absorbed and reused in any given game day seemed to allowed for the impressive utility of the item but provided checks and balances to avoid spellcasters abusing it during every single game session.
Other thoughts or ideas on the issue? I certainly do not want to Rule Zero the item. I just want to find the line between utility and potential for continued abuse.
The date of the game session, I choose to ignore that issue because it allowed the group to participate in what would eventually become seven combats in a single game day due to plot reasons. I ignored the potential for abuse because it allowed pooling of resources to facilitate better role play and forwarding the story along when it made sense. Now that that single in-game day is over, I realized that I would need to come up with some type of simple ruling that still allowed the use of the item as intended, but kept it from becoming a battery all of the time.
My first, and most simple solution, is to simply limit the number of spells allowed to be stored and reused in any given day to the maximum number allowed to be stored in the Rod. In the case of a normal Rod of Absorption, that is 50 spell levels. Allowing that number of spell levels to be absorbed and reused in any given game day seemed to allowed for the impressive utility of the item but provided checks and balances to avoid spellcasters abusing it during every single game session.
Other thoughts or ideas on the issue? I certainly do not want to Rule Zero the item. I just want to find the line between utility and potential for continued abuse.