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Notes Regarding Magic-User Spells
SPELL
TABLES, MAGIC-USERS, Cantrips
Notes
Regarding Cantrips
Useful | Reversed | Legerdemain | Person-Affecting | Personal | Haunting | Minor Illusion |
Number | Useful (INT) (I: INT-3) | - |
1 | Chill | 1 |
2 | Clean | 2 |
3 | Color | 3 |
- | Cut | 4 |
4 | Dampen | 5 |
5 | Dry | 6 |
6 | Dust | 7 |
7 | Exterminate | 8 |
8 | Flavor | 9 |
9 | Freshen | 10 |
10 | Gather | 11 |
- | Gallop | 12 |
11 | Polish | 13 |
12 | Salt | 14 |
13 | Shine | 15 |
14 | Spice | 16 |
15 | Sprout | 17 |
16 | Stitch | 18 |
17 | Sweeten | 19 |
18 | Tie | 20 |
19 | Warm | 21 |
20 | Wrap | 22 |
Number | Reversed (2-8) (I: 2-5) | - |
1 | Curdle | 1 |
2 | Dirty | 2 |
3 | Dusty | 3 |
4 | Hairy | 4 |
5 | Knot | 5 |
6 | Ravel | 6 |
- | Scorch | 7 |
7 | Sour | 8 |
8 | Spill | 9 |
9 | Tangle | 10 |
10 | Tarnish | 11 |
11 | Untie | 12 |
12 | Wilt | 13 |
Number | Legerdemain (2-5) (I: 2+d4) | - |
1 | Change | 1 |
2 | Distract | 2 |
3 | Hide | 3 |
4 | Mute | 4 |
5 | Palm | 5 |
6 | Present | 6 |
Number | Person-Affecting (2-8) (I: 2-5) | - |
1 | Belch | 1 |
2 | Blink | 2 |
3 | Cough | 3 |
4 | Giggle | 4 |
- | Listen | 5 |
5 | Nod | 6 |
6 | Scratch | 7 |
- | Snatch | 8 |
7 | Sneeze | 9 |
- | Sting | 10 |
8 | Twitch | 11 |
9 | Wink | 12 |
10 | Yawn | 13 |
Number | Personal (2-8) (I: 2-5) | - |
1 | Bee | 1 |
2 | Bluelight | 2 |
3 | Bug | 3 |
- | Catfeet | 4 |
4 | Firefinger | 5 |
5 | Gnats | 6 |
6 | Mouse | 7 |
7 | Smokepuff | 8 |
- | Spark | 9 |
8 | Spider | 10 |
9 | Tweak | 11 |
10 | Unlock | 12 |
Number | Haunting Sound (2-5) (I: 4+d4) | - |
1 | Creak | 1 |
2 | Footfall | 2 |
3 | Groan | 3 |
- | Horn | 4 |
4 | Moan | 5 |
5 | Rattle | 6 |
6 | Tap | 7 |
7 | Thump | 8 |
8 | Whistle | 9 |
Number | Minor Illusion (Illusionists only: 4+d4) |
1 | Colored Lights |
2 | Dim |
3 | Haze |
4 | Mask |
5 | Mirage |
6 | Noise |
7 | Rainbow |
8 | Two-D'lusion |
Number | 7th Level | Number |
1 | Banishment | 1 |
2 | Bigby's Grasping Hand | 2 |
3 | Cacodemon | 3 |
4 | Charm Plants | 4 |
5 | Delayed Blast Fireball | 5 |
6 | Drawmij's Instant Summons | 6 |
7 | Duo-Dimension | 7 |
8 | Forcecage | 8 |
- | Khelben's Warding Whip | 9 |
9 | Limited Wish | 10 |
10 | Mass Invisibility | 11 |
- | Mindspin | 12 |
11 | Monster Summoning V | 13 |
12 | Mordenkainen's Magnificent Manshion | 14 |
- | Mordenkainen's Penultimate Cogitation | 15 |
13 | Mordenkainen's Sword | 16 |
- | Nezram's Ruby Ray | 17 |
- | Otiluke's Death Screen | 18 |
- | Otiluke's Fire and Ice | 19 |
- | Otiluke's Siege Sphere | 20 |
14 | Phase Door | 21 |
- | Power Word, Pain | 22 |
15 | Power Word, Stun | 23 |
- | Rary's Plane Truth | 24 |
16 | Reverse Gravity | 25 |
17 | Sequester | 26 |
- | The Simbul's Synostodweomer | 27 |
18 | Simulacrum | 28 |
- | Spelltrap | 29 |
19 | Statue | 30 |
- | Stealspell | 31 |
20 | Teleport Without Error | 32 |
21 | Torment | 33 |
22 | Truename | 34 |
23 | Vanish | 35 |
- | Vipergout | 36 |
24 | Volley | 37 |
Number | 8th Level | Number |
1 | Antipathy/Sympathy | 1 |
2 | Bigby's Clenched Fist | 2 |
Bigby's Most Excellent Force Sculpture | 3 | |
3 | Binding | 4 |
- | Body Sympathy | 5 |
4 | Clone | 6 |
5 | Demand | 7 |
6 | Glassteel | 8 |
- | GREAT SHOUT | 9 |
7 | Incendiary Cloud | 10 |
8 | Mass Charm | 11 |
9 | Maze | 12 |
10 | Mind Blank | 13 |
11 | Monster Summoning VI | 14 |
12 | Otiluke's Telekinetic Sphere | 15 |
13 | Otto's Irresistible Dance | 16 |
14 | Permanency | 17 |
15 | Polymorph Any Object | 18 |
16 | Power Word, Blind | 19 |
17 | Serten's Spell Immunity | 20 |
18 | Sink | 21 |
- | Spell Engine | 22 |
19 | Symbol | 23 |
20 | Trap The Soul | 24 |
Number | 9th Level | - |
1 | Astral Spell | 1 |
2 | Bigby's Crushing Hand | 2 |
3 | Crystalbrittle | 3 |
- | Dismind | 4 |
4 | Energy Drain | 5 |
5 | Gate | 6 |
6 | Imprisonment | 7 |
Kiss of Night's Guardian | 8 | |
7 | Meteor Swarm | 9 |
8 | Monster Summoning VII | 10 |
9 | Mordenkainen's Disjunction | 11 |
- | Phezult's Sleep of Ages | 12 |
10 | Power Word, Kill | 13 |
11 | Prismatic Sphere | 14 |
12 | Shape Change | 15 |
- | Spell Ward | 16 |
13 | Succor | 17 |
14 | Temporal Stasis | 18 |
Timereaver | 19 | |
15 | Time Stop | 20 |
16 | Wish | 21 |
Notes Regarding Magic-User Spells:
Magic-users employ a greater
variety of material components than do
other character classes
employing spells, i.e. clerics && druids.
Some of
the required components
will be difficult to find and/or expensive, but
alternative spells can always
be chosen.
The relatively short casting
time for those spells with a material
component assumes that the
magic-user has decided upon which spell he
or she will employ, and
the material or materials needed are at hand in
the numerous pockets and
folds of the magic-user's garb. If this is not the
case, there will be a delay
commensurate to the situation. It has been
recommended to the referee
that actual time relate to the game time in
such situations if at all
possible. If it takes 6 seconds to decide on which
spell to cast, 1 segment
of the round is gone. Having to search through a
pack to locate some component
is as good as wasting 5 segments - 30
seconds.
Substitute materials might
be allowed. This is up to your DM.
It should be noted that
such substitution could affect spell range, duration,
area of effect, effect,
etc.
In general, reversible or
multiple application spells require the magic-user
to determine which form
he or she is memorizing prior to the adventure.
Consult your referee in
this regard.
[OUOTE]I am also intrigued
by the comment on "1oth level mage psells". Did you intend to publish these
in, say, a second edition of AD&D, or even use them in your own campaign?
Do so powerful spells have a place in the game... Especially in the hands
of Player Characters?[/QUOTE]
I planned to test them in
my campaign, and if they worked well
introduce the new level of spells in a revised edition of AD&D I hoped
to get to in the late 80s--I left notes for the revised edition at TSR,
but those were not followed. The new spells were powerful, but not world-shattering,
and if campaigns went on for many years I figured they would be useful--not
to mention as material for DMs' potent NPCs... they were to fit into the
expanded game with Mystic and Savant character classes, as well as the
jester one. (Don't ask about that oinformation. It is all lost or proscribed
by legal agreement.)
Quote:
Originally Posted by Edena_of_Neith
When we first attempted
the infamous Tomb of Horrors (your creation, Gary
) my character was the only survivor of the battle against Acererak.
We all learned the hard
way what Acererak could do to you simply by rising up and looking at you
(I won't go further, since I would never spoil the surprise for those wishing
to attempt the Tomb and the destruction of Acererak! <big grin> )
Ok, this attack of Acererak:
if it is a spell, what level would it be? If it's over 9th level - and
I'm guessing it is well over 9th level - then does Acererak have access
to 10th, 11th, and higher level spells from the Arcane Age that existed
in the days of the power of the Suloise Imperium?
If the attack is an innate
spell-like power, the same question applies: what level is it equivalent
to, and if higher than 9th does it come from the Suloise Arcane Age?
Yours Sincerely
Edena_of_Neith
Indeed!
The demi-lich is a terror. Roblilar assessed that at a glance (a few words of my description), scooped up the treasure, and ran away.
I envisaged the the terrible power Acererak possesses as coming from the nether planes deity he served, not from any human source. It is cleaner assuming such, for then there is no lost lore of super magic to be discovered.
that said, I do believe that 10th level spells, even 11th and 12th, are appropriate in high-level campaigns. such should be available only to mages of 19 or greater Intelligence at 20th, 22nd, and 24th level perhsps.
Cheers,
Gary
<maybe edit this one>
Quote:
Originally Posted by Edena_of_Neith
(loved those Capital One
commercials ...)
Gary, since you gave the answer you did above, I wish to ask three questions I would not have otherwise asked.
We know of the Prismatic
Spells: Prismatic Spray (7th), Prismatic Wall (8th), and Prismatic Sphere
(9th.)
In Dragon Magazine, they
introduced Jaran's Prismatic Sword. It was 9th level. I disagreed with
that assessment, thinking it should have been higher. What would it have
been in your game?
And (rather obviously) Prismatic
Plate Armor (or, just plain Prismatic Armor) comes to mind.
What level would it be?
If there is Prismatic Sword, perhaps there is Prismatic Bow (and Arrows) or Prismatic Bolts (1 bolt per level!) What level would this spell be?
Incidentally, in 2nd Edition
they created spells of 10th, 11th, and 12th level. But the increase in
spell power was not linear. It was exponential.
In the case of the above
questions, I am assuming (hopefully correctly) you go by a linear approach,
so no analogy to the 2nd edition spells is drawn here.
Those are tough questions
for which I have no ready answer.
I don't recall the Prismatic Sword and its powers, so I can say only that and non-mage-use item involving the prosmatic magical effects would be quite extraordinary and difficult to forge, as the basis is Illusion coupled with the Plane of Radiance and Light.
While I do go with a linear progression, I don't think that would apply to prismatically charged items. If they could be made at all, I believe that those of considerabole power would be akin to artifacts in reagrds their level.
Of course I am not actually setting about the description of any such items, just offering suggestions off the cuff
Cheers,
Gary
Quote:
Originally Posted by Anson
Caralya
Gary, is this just pure
theoretical musing, or have you thought through spells over 9th level at
some point? What might they be like? Given that one well-known character
of yours is a mage of greater than 20th level (although I never saw him
statted-out with an Int >18)... I had always accepted 9th level as the
far end of the OAD&D spell power continuum given the absolutes of the
all-powerful wish, the no-save temporal stasis, and the godly-morphic shape
change.
And is a 20th level m-u now an archarchmage?
In all the intriduction
of higher level m-u spells requires the same for all other spell-casters,
and commensurate magic items and monsters of considerably greater power
as well.
As the system isn't mine to alter, I have no plans to undertake the task, or to comment on how I would manage it.
I can say that a wish spell is hardly "all-powerful." Rather it is a likely disaster when employed by an over-weening PC. When I DMed I loved to have a wish used by the PCs,, and any error in its phrasing, including trying two wishes in one, made its intent go awry. All able DMs saw to that. Mordenkainen used wishes only in extremis to bring back associates that had met their end.
Cheers,
Gary
Quote:
Originally Posted by Nathan
P. Mahney
Hey Gary,
I was wondering about the
various named spells (Mordenkainen's Faithful Hound, the Bigby's Hand spells,
etc.).
Were these spells that were
actually researched by the respective characters during the course of play,
or did you just assign them to the characters on a whim?
Heh...
Rather a moot question.
As the author of the AD&D
game, the arbiter of the Greyhawk campaign
from which much in the underlying game sprang, and the player whose PCs
they were, or for whom some of the name spells PCs I was DM of, you are
essentially asking what hat I was wearing.
All of that came from one
source
Indeed, Mordenkainen has a few magic items that are non-suches, as do some of the old Greyhawk PCs of other persons.
Cheers,
Gary