Each spell is presented here
in exactly the same format. The spell is first
identified by name and type
of magic it involves. Thereafter its level,
range (distance it can be
CAST), duration, area of effect, components, casting
time, and saving throw are
shown. Finally, an explanation of the spell
and a description of its
effects are given in some detail.
ADQ: If a Magic-User
wants to use the
reverse of a spell, must
the reverse be in
the spell book as a separate
entry?
ADA: No. If the original
"forward"
form is in the spell book,
it may be studied
"reversed." If studied in
normal
form, however, it may not
be reversed
in the casting.
(Polyhedron #12)
Q. What is the 'scale'
of spells? Hold
person has a range
of 6", and fireball
has an area of effect that
is a 2"
diameter sphere, but what
are these
in actual distances?
A. In general, 1"
equals 10 feet when
applied to scale distances
inside
structures (dungeons, castles,
inns,
etc) and 10 yards when applied
to
outdoor ranges. However,
although a
spell range increases by
a factor of
3 outdoors, its area of
effect still
uses 1" equals 10 feet.
(Imagine #13)
Range
is shown in inches (See DISTANCE) or
as "touch", which indicates
the caster must physically
contact the recipient of the spell with his || her
hand.
Question: When an offensive spell’s range is “touch,” does the touch have to be with a hand?
Answer: Yes. — JW
Question: I am very
confused about
the range of spells.
Look in the PH
(page 78) at Wall of Fire or Wall
of Ice spells. 6”?
Also, look at the area of
effect. The book says “radius of
the ring-shaped wall of
fire is 1”+¼” per
level of experience of the
magic-user
casting it.” What is this
in reality?
Answer: Under “Distance”
on page 39
of the PH, it is
stated that
the scale of distance is
1” = 10 feet, or 1”
= 10 yards, depending on
whether the
adventure is taking place
underground
or aboveground. Thus, the
range of a
Wall of fire is 60 feet
underground, 60
yards (180 feet) aboveground.
However,
a spell’s area of effect
should almost al-
ways be translated using
the 1” = 10 feet
scale, whether underground
or not; the
wall of fire created by
the spell has a
radius of 10 feet plus another
2½ feet for
each level of the caster,
no matter where
it is cast.
Q: Many AD&D
game spells require
the caster to touch the
recipient.
Once the spell is cast,
how long does
the caster have to deliver
it? Is there
a limit on how many touch
attempts
the caster can make?
A: Some campaigns
allow a caster to hold a
spell "on hands" indefinitely,
provided that
the caster does not attempt
to cast another
spell. The spell "on hands"
is discharged
when the caster next touches
someone or
something. Some DMs rule
that the spell
remains only as long as
the caster concentrates
on touching a recipient--the
spell is
lost if the caster abandons
the touch attempt
for any reason.
(154.96)
Duration
is given as # of turns, rounds, or simply "instantaneous", as
in the case of a lightning
bolt which lasts only a brief moment. (See TIME.)
Q: Do spells end when their casters are killed?
A: This is up to the
DM. There are two
schools of thought here.
One holds that a
spell is a discrete, independent
event involving
a fixed amount of magical
energy.
Once the event begins, it
runs like clockwork;
only anti-magic in some
form (dispel
magick,
anti-magick
shell, etc.) will keep it
from running its full course.
The other
school holds that the caster
must be alive
to act as a channel for
the energy the spell
requires. No matter which
school you
follow, there will be some
exceptions. For
example, any spell requiring
concentration
from the caster will end
if the caster dies.
Spells that are permanent
will remain
after the caster dies.
(154.96)
AREA
of Effect shows how large an AREA the spell covers,
or how many
persons or creatures it
will affect.
Components,
as previously mentioned, are verbal (V), somatic (S), and/or material (M).
This indicates which are
part of the spell.
V:
Question:
Can a waterfall (or other loud
sources
of noise) negate the casting
of
a spell with a verbal component?
S:
Question:
Can a Magic-User CAST spells while holding
a dagger, staff || wand in one hand?
Answer: Yes, providing
that he has two hands and the free one is able to fulfill the somatic requirements.
Q. How can a M-U or
an illusionist
write down the details of
a spell
that doesn't have verbal
components
-- for example, the shadow
door
spell?
A. In a case like
this the spell would not
be written down in terms
of words
spoken and the components
used,
but in some form of notation
that tells
the M-U how the hands should
be moved -- like the notation
for
recording dance movements.
We suggest
that in a M-U's
spellbook -- the 'recipe
book' for
spells -- the details are
recorded as
the necessary components,
correct
order of use, the words to
be spoken,
or, in a case like the shadow
door,
the notation of the gestures
to be
made. With a scroll,
the information
is recorded in a similar
way, and is
'blanked' just the same when
the
spell is read, regardless
of whether
the reader was making the
relevant
gestures or not.
(Imagine #18)
M:
Question: When an
Augury
spell is cast, do the gem-inlaid sticks disappear, or can they be used
over again?
Answer: Any material
component used to cast a spell disappears as soon as the spell is cast,
regardless of whether the
spell is a Cleric’s spell || a Magic-User’s
spell.
(Correction: There
are some exceptions to this, noted in particular spell descriptions).
(Correction: Mistletoe
&& holy symbols are material components, and they do not disappear
when used to cast a spell).
Quote:
Originally Posted by Gray
Mouser
Hi Gary, I was wondering
recently about how you handled Material Spell Components in your Greyhawk
Campaign. I know some DM's simply ignore them. On the other hand, I seem
to recall an article in Dragon some time ago about purchasing them in a
"magic store" (a concept I don't particularly like, much like the ever-popular
"Mage's Guild", but that's another story ).
Personally, I assume that most spell components are covered in the monthly
living and level training costs except those that are rather expensive,
e.g., diamond powder, gems, etc.; basically anything that the PHB or UA
lists as having a (usually exhorbinant) cost.
Did you ignore them? Stick pretty much by the book? Require PC's to role-play their acquisition?
Thanks in advance.
Gray Mouser
Ho 'Mouser
Spell compinents are rather
a niggling consideration for the most part.
I do assume that the common
sort are acquired easily during non-adventuring time
at various shops such as the apothecary's or a spell components dealer--
there would be such places
in large communities in a magic-active milieu.
As you note, the more costly
and difficult to obtain components are meat and drink for special adventures--
or a fine way to strip mages
of precious treasure so as to have powdered diamond or corrundum gem powder
such as sapphire, ruby, etc.
If a group really enjoys
shopping and hunting for strange items, the spell components are there
for the DM to use as reasons for such play.
Otherwise, they can be pretty
well a side consideration that needs arise only for special quests.
Cheerio,
Gary
Casting
Time shows the number of melee rounds, or segments
of a melee round, required to cast the spell.
Remember that there are
10 segments to a melee round, 10 melee rounds to a TURN.
Some spells require additional
time
and preparation.
Casting Time in Combat +
Saving
Throw tells whether a saving throw is possible,
and if it is possible,
whether success negates
(neg.) the spell or reduces its effects by 50% (1/2).
ADQ: Is a character
who saves vs. an
area effect spell (like
Time stop) immune
to the spell effect, or
is he simply able to
get out of the area of effect?
ADA: No save normally
applies to
a Time stop. If a wish or
other powerful
magick were specifically
used at a prior Time,
for the express purpose
of allowing a save
for the next effect normally
allowing
none (and carefully worded,
as well), this is
theoretically possible.
However, due to the
power of a Time stop (a
spell effect on par
with a wish), even a successful
SAVE
would not indicate freedom;
rather, the
victim would be able to
perceive the Time
stop area and the actions
of the caster of the
spell, but would be still
be firmly caught within
it.
This
is an exceptional case. Normally, a
save indicates an individual's
ability
to resist or avoid an effect,
and assumes
defense action (mental repulsion
of an
attack, physical dodging
or covering up,
etc.) appropriate to the
attack form. Any
character unable to MOVE
to avoid a
damage-causing area effect
should incur
some penalty on the save.
Anyone
refusing to take defensive
action should
incur a severe penalty at
the very least, and
may (DM's judgment) forfeit
one altogether.
(Polyhedron #25)
Quote:
I am a crusty old (I'm 34!!)
OAD&D
player who has been DMing for a group of younger guys in their 20's using
3rd Edition D&D rules for the past 2+ years. I am currently transferring
my campaign world lock, stock, and barrel to OAD&D
because DMing in 3rd Edition is just not any fun for me, for many reasons.
The reason I am writing is because I have a question regarding touch attacks, via spell or otherwise. In OAD&D, do touch attack spells ignore an opponent's armor/shield (thus making the target AC 10 adjusted by magic bonuses and dexterity) or does the touch attack need to take into consideration the normal AC of the potential victim (such as when striking with a weapon)? The only possible exception being the Shocking Grasp spell which obviously ignores metallic armor, as I understand it.
When I played years ago in high school and college, we simply used the victim's full AC, but my recent foray into 3rd Edition has clouded my view. The current group's cleric and I are discussing the matter, but haven't come to a good conclusion.
Thank you for any guidance you can provide, and thank you for a wonderful past-time.
To make it quick and easy,
we always used the target's AC, except as you note for shocking
grasp against metal armor which is the same as no protection.
That all makes sense to
me, because a touch means contacting a bit of exposed flesh or possibly
a garment touching the subject's bare flesh.
A shield fends off such
a touch, and dexterity enables better avoidance of such contact.
cheers,
Gary
TOUCH
SPELLS
DMPrata wrote:
Gary, in your AD&D®
games, do you permit spell casters multiple attempts to deliver touch spells?
For example, if an MU casts
shocking grasp and fails to hit his opponent, can he continue making attack
rolls each round thereafter until successful?
(The corellary to this,
of course, is a high-level cleric casting a powerful reversed spell like
harm. Multiple attack rolls in this case could be hugely unbalancing.)
Short answer: No.
Blow the attempt to touch,
blow the spell, as the caster must be launching its intended effect as
the attempt to touch the subject is made.
Cheers,
Gary
DMPrata wrote:
Gary, when adjudicating
spells with level-based areas of effect in AD&D®,
should one infer that the AREA can generally be up to n times the caster's
level?
Particularly with regard
to the various wall spells, always creating an area of, say, 280' seems
like it could be more of a hindrance than a benefit to a high-level caster.
As one rises in level, the
utility of such spells would diminish unless the caster could voluntarily
reduce the AoE.
Though it's not expressly
stated anywhere, is that what you had in mind?
That is a fair question,
but it can be properly addressed in regard specific spells only on a case
by case basis.
Of course the obvious general response is that increase in character level is an unmitigated benefit, so that level increase in regards to the effects of spells must be likewise.
Cheers,
Gary
Bombay wrote:
Id seriously doubt it then,
especially if your indifferent about the LotR trillogy. I guess what I
was getting at was the magic system they use in which they "Weave" spells
with different elements. I've always wondered what somatic and verbal actions
go into a spell when I try to visualize it in my head(For dnd), and that
after reading the robert jordan books, i think it relates alot to how he
describes it.
Sure,
And in regards to verbal
and somatic elements, I envision the former as the chant, words, or words
that activated the energy powering the spell,
the somatic gestures those
movements calling forth the source of the energy or effect and directing
it.
Anyone's take on this is as valif as mine, I should think
Cheers,
Gary
Quote:
Originally Posted by mythusmage
...
...
Don't forbid it outright,
find some way to mak it a less than optimal solution within the world in
question.
One is being arbitrary,
the other is being a rat bastard.
Pretty much what I suggested
in regards having such spells rebound on the caster and inflict damage
of some sort
Cheers,
Gary
<clarify the last exchange>
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system for spells on this page>