MAGIC-USER


Cantrips
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
PH

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
SPELL TABLES, MAGIC-USERS, Spells

Number 1st Level Number
1 Affect Normal Fires 1
2 Alarm 2
3 Armor 3
Bigby's Bookworm Bane 4
Bigby's Feeling Fingers 5
4 Burning Hands 6
- Catapult 7
5 Charm Person 8
6 Comprehend Languages 9
7 Dancing Lights 10
8 Detect Magic 11
- Detho's Delirium 12
Drawmij's Beast of Burden 13
Drawmij's Light Step 14
9 Enlarge 15
10 _____ 16
11 Feather Fall 17
12 Find Familiar 18
13 Firewater 19
14 Friends 20
15 Grease 21
16 Hold Portal 22
17 Identify 23
18 Jump 24
19 Light 25
20 Magic Missile 26
21 Melt 27
22 Mending 28
23 Message 29
Mordenkainen's Protection from Avians 30
24 Mount 31
Nystul's Dancing Werelight 32
Nystul's Flash 33
25 Nystul's Magic Aura 34
Otiluke's Bubbling Buoyancy 35
Otiluke's Smoky Sphere 36
Otto's Chime of Release 37
26 Precipitation 38
27 Protection From Evil 39
28 Push 40
Rary's Empathic Perception 41
29 Read Magic 42
30 Run 43
31 Shield +3+ 44
32 Shocking Grasp 45
33 Sleep 46
34 Spider Climb 47
- Spidereyes 48
35 Taunt 49
Tenser's Eye of the Tiger 50
36 Tenser's Floating Disc 51
Tenser's Steady Aim 52
37 Unseen Servant 53
38 Ventriloquism 54
39 Wizard Mark 55
40 Write 56

Number 2nd Level Number
- Agannazar's Scorcher 1
1 Audible Glamer 2
Bigby's Dextrous Digits 3
Bigby's Silencing Hand 4
2 Bind 5
- Blacklight 6
- Bladethirst 7
- Circle Dance 8
3 Continual Light 9
4 Darkness 15' Radius 10
- Decastave 11
5 Deeppockets 12
6 Detect Evil 13
7 Detect Invisibility 14
- Dire Charm 15
- Dispel Silence 16
Drawmij's Adventurer's Luck 17
Drawmij's Breath of Life 18
Drawmij's Scent Mask 19
Drawmij's Swift Mount 20
8 ESP +4+ 21
9 Flaming Sphere 22
- Flying Fist 23
10 Fools Gold 24
11 Forget +4+ 25
12 Invisibility 26
13 Irritation 27
14 Knock 28
15 Know Alignment 29
16 Leomund's Trap 30
17 Levitate 31
18 Locate Object 32
19 Magic Mouth 33
20 Melf's Acid Arrow 34
21 Mirror Image 35
Mordenkainen's Encompassing Vision 36
Nystul's Blackmote 37
Nystul's Blazing Beam 38
Nystul's Crystal Dagger 39
Otiluke's Boiling Oil Bath 40
Otto's Soothing Vibrations 41
Otto's Tones of Forgetfulness 42
- Plague 43
22 Preserve 44
23 Protection From Cantrips 45
24 Pyrotechnics 46
- Quimby's Enchanting Gourmet 47
Rary's Aptitude Appropriator 48
25 Ray of Enfeeblement 49
- Ray of Ondovir 50
26 Rope Trick 51
27 Scare 52
28 Shatter 53
- Skyhook 54
29 Stinking Cloud 55
30 Strength 56
31 Tasha's Uncontrollable Hideous Laughter 57
Tenser's Brawl 58
Tenser's Hunting Hawk 59
32 Vocalize 60
- Waves of Weariness 61
33 Web 62
34 Whip 63
35 Wizard Lock 64
36 Zephyr 65

Number 3rd Level Number
Bigby's Pugnacious Pugilist 1
1 Blink 2
2 Clairaudience 3
3 Clairvoyance 4
4 Cloudburst 5
5 Detect Illusion 6
6 Dispel Magic 7
Drawmij's Marvelous Shield 8
Drawmij's Iron Sack 9
7 Explosive Runes 10
8 Feign Death 11
9 Fireball 12
10 Flame Arrow 13
11 Fly 14
- Ghost Pipes 15
12 Gust of Wind 16
13 Haste 17
14 Hold Person 18
- Hover 19
- Icelance 20
15 Infravision 21
16 Invisibility 10' Radius 22
17 Item 23
- Laeral's Dancing Dweomer 24
18 Leomund's Tiny Hut 25
19 Lightning Bolt 26
- Mailed Might 27
- Missile Mastery 28
20 Material 29
21 Melf's Minute Meteors 30
22 Monster Summoning I 31
Mordenkainen's Defense Against Lycanthropes 32
Mordenkainen's Defense Against Nonmagical Reptiles and Amphibians 33
Mordenkainen's Protection From Insects and Arachnids 34
- Night Scar 35
Nystul's Crystal Dirk 36
Nystul's Expeditious Fire Extinguisher 37
Nystul's Golden Revelation 38
Nystul's Radiant Baton 39
Otiluke's Acid Cloud 40
Otiluke's Force Umbrella 41
Otto's Crystal Rhythms 42
Otto's Sure-Footed Shuffle 43
23 Phantasmal Force 44
24 Protection From Evil 10' Radius 45
25 Protection From Normal Missiles 46
26 Secret Page 47
27 Sepia Snake Sigil 48
28 Slow 49
29 Suggestion 50
- Tasirin's Haunted Sleep 51
Tenser's Deadly Strike 52
Tenser's Eye of the Eagle 53
30 Tongues 54
31 Water Breathing 55
32 Wind Wall 56

Number 4th Level Number
- Archveult's Skybolt 1
- Backlash 2
- Beltyn's Burning Blood 3
Bigby's Battering Gauntlet 4
Bigby's Construction Crew 5
Bigby's Force Sculpture 6
- Bowgentle's Fleeting Journey 7
- Caligarde's Claw 8
1 Charm Monster 9
2 Confusion 10
3 Dig 11
4 Dimension Door 12
5 Dispel Illusion 13
Drawmij's Handy Timepiece 14
Drawmij's Instant Exit 15
Drawmij's Protection from Non-magical Gas 16
Drawmij's Tool Box 17
6 Enchanted Weapon 18
- Encrypt 19
7 Evard's Black Tentacles 20
8 Extension I 21
9 Fear 22
- Firebrand 23
10 Fire Charm 24
11 Fire Shield 25
12 Fire Trap 26
13 Fumble 27
- Hailcone 28
14 Hallucinatory Terrain 29
15 Ice Storm 30
- Ilyykur's Mantle 31
16 Leomund's Secure Shelter 32
17 Magic Mirror 33
18 Massmorph 34
- Merald's Murderous Mist 35
19 Minor Globe of Invulnerability 36
Mordenkainen's Electric Arc 37
Mordenkainen's Faithful Phantom Shield-Maidens 38
Mordenkainen's Protection From Slime 39
- Nchaser's Glowing Globe 40
Nystul's Blacklight Burst 41
Nystul's Grue Conjuration 42
Nystul's Lightburst 43
Otiluke's Steaming Sphere 44
Otto's Drums of Despair 45
Otto's Silver Tongue 46
Otto's Tin Soldiers 47
Otto's Tonal Attack 48
Otto's Warding Tones 49
- Phase Trap 50
20 Plant Growth 51
21 Polymorph Other 52
22 Polymorph Self 53
- Presper's Moonbow 54
Rary's Memory Alteration 55
Rary's Mind Scan 56
23 Rary's Mnemonic Enhancer 57
Rary's Spell Enhancer 58
24 Remove Curse 59
- Secure 60
25 SHOUT 61
- Spendelard's Chaser 62
26 Stoneskin 63
Tenser's Flaming Blade 64
Tenser's Giant Strength 65
Tenser's Master of Arms 66
Tenser's Running Warrior 67
Tenser's Staff of Smiting 68
- Thunderlance 69
- Tulrun's Tracer 70
27 Ultravision 71
28 Wall of Fire 72
29 Wall of Ice 73
- Wall of Sand 74
30 Wizard Eye 75
31 76
<check 31, check UA errata to see if there is a missing spell>

Number 5th Level Number
1 Airy Water 1
2 Animal Growth 2
3 Animate Dead 3
4 Avoidance 4
Bigby's Fantastic Fencers 5
5 Bigby's Interposing Hand 6
Bigby's Strangling Grip 7
Bigby's Superior Force Sculpture 8
- Caddelyn's Catastrophe 9
6 Cloudkill 10
7 Conjure Elemental 11
8 Cone of Cold 12
9 Contact Other Plane 13
10 Dismissal 14
11 Distance Distortion 15
12 Dolor 16
Drawmij's Flying Feat 17
13 Extension II 18
14 Fabricate 19
15 Feeblemind 20
- Flame Shroud 21
- Grimwald's Greymantle 22
16 Hold Monster 23
- Hold Vapor 24
- Ironguard 25
17 Leomund's Lamentable Belabourment 26
18 Leomund's Secret Chest 27
19 Magic Jar 28
20 Monster Summoning II 29
- Nulathoe's Ninemen 30
21 Otiliuke's Resilient Sphere 27
22 Mordenkainen's Faithful Hound 28
Mordenkainen's Faithful Phantom Defenders 29
Mordenkainen's Private Sanctum 30
Nystul's Enveloping Darkness 31
Nystul's Radiant Arch 32
Otiluke's Dispelling Screen 33
Otiluke's Electrical Screen 34
Otiluke's Polar Screen 35
Otiluke's Radiant Screen 36
23 Passwall 37
Rary's Mind Shield 38
Rary's Replay of the Past 39
Rary's Superior Spell Enhancer 40
Rary's Telepathic Bond 41
24 Sending 42
- Shandaril's Tracer 43
25 Stone Shape 44
26 Telekinesis 45
27 Teleport 46
Tenser's Primal Fury 47
Timeheal 48
28 Transmute Rock to Mud 49
29 Wall of Force 50
30 Wall of Iron 51
31 Wall of Stone 52
- Watchware 53
- Xult's Magical Doom 54
<check 31, check UA errata to see if there is a missing spell on the table>
 

Number 6th Level Number
1 Anti-Magic Shell 1
Bigby's Besieging Bolt 2
2 Bigby's Forceful Hand 3
3 Chain Lighting 4
4 Contingency 5
5 Control Weather 6
6 Death Spell 7
7 Disintegrate 8
Drawmij's Beneficient Polymorph 9
Drawmij's Mercyful Metamorphosis 10
8 Enchant An Item 11
9 Ensnarement 12
10 Extension III 13
11 Eyebite 14
12 Geas 15
13 Glassee 16
14 Globe of Invulnerability 17
15 Guards and Wards 18
16 Invisible Stalker 19
17 Legend Lore 20
18 Lower Water 21
19 Monster Summoning IV 22
Mordenkainen's Faithful Phantom Guardian 23
20 Mordenkainen's Lucubration 24
21 Move Earth 25
Otiluke's Diamond Screen 26
Otiluke's Excruciating Screen 27
22 Otiluke's Freezing Sphere 28
Otiluke's Sphere of Containment 29
23 Part Water 30
- Power word: Silence 31
24 Project Image 32
Rary's Protection from Scrying 33
Rary's Urgent Utterance 34
- Reconstruction 35
25 Reincarnation 36
26 Repulsion 37
- Shaeroon's Scimitar 38
27 Spiritwrack 39
28 Stone To Flesh 40
Tenser's Fortunes of War 41
29 Tenser's Transformation 42
30 Transmute Water To Dust 43
- Turnshadow 44
- - -
0
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