Get the Most From Your Magic
Spell-casting advice for magic-users of all levels
John N. Kean


 
Checks and balances - - - -
1st Edition AD&D - - - Dragon magazine
<-- Dragon #129 Dragon #130 Dragon #131 -->

Magic-users are limited in the number of
spells they can memorize and therefore
use during an adventure. Individual and
group survival depends upon having the
right resources to survive the various
challenges encountered; the more spells
available, the greater the chance of survival.
This article discusses a way to increase
the number of spells that a
magic-user can make use of during an
adventure.

Long Duration Magic-User Spells Table
Level Spell Duration Sleep time (hours) Study time (hours) Usable duration
Cantrips Color 30 days 1* 1/16* 30 days
- Flavor Permanent * - Permanent
- Hairy Permanent * - Permanent
- Wrap Special * - Special
1st level Armor Special 4 1/4 Special
- Charm person Special * - Special
- Grease Permanent * - Permanent
- Nystul's magic aura 1 day/level * - (1 day/level) - 4 1/4 hours
- Wizard mark Permanent * - Permanent
2nd level Continual light Permanent 4 1/2 Permanent
- Forget Permanent * - Permanent
- In visibility Special * - Special
- Leomund's trap Permanent * - Permanent
- Magic mouth Special * - Special
- Preserve Permanent * - Permanent
- Protection from can trips 1 day/level * - (1 day/level) - 4 1/2 hours
- Wizard lock Permanent * - Permanent
3rd level Explosive runes Special 6 3/4 Special
- Invisibility 10' radius Special * - Special
- Item 1 or 4  hours/level * - (1 or 4 hours/level) - 6¾ hours
- Material Permanent * - Permanent
- Secret page Special * - Special
- Sepia snake sigil Special * - Special
4th level Charm monster (1+ weeks) 6 1 Special
- Dig Permanent * - Permanent
- Fire trap Special * - Special
- Hallucinatory terrain Special * - Special
- Massmorph Special * - Special
- Plant growth Permanent * - Permanent
- Polymorph other Permanent * - Permanent
- Rary's mnemonic enhancer 1 day * - 17 hours
- Stoneskin Special * - Special
5th level Animate dead Permanent 8 Permanent
- Avoidance/attraction Permanent * - Permanent
- Beckon Special - - Special
- Fabricate Permanent - - Permanent
- Leomund's secret chest 60 days 8 60 days - 9¼ hours
- Magic jar Special * - Special
- Stone shape Permanent * - Permanent
- Wall of iron/stone Permanent * - Permanent
6th level Contingency Special 8 Special
- Ensnarement Special * - Special
- Geas Special * - Special
- Invisible Stalker Special * - Special
- Move earth Permanent * - Permanent
- Reincarnate Permanent * - Permanent
- Spiritwrack Special * - Special
- Transmute water to dust Permanent * - Permanent
7th level Cacodemon Special 10 Special
- Charm Plants Permanent * - Permanent
- Drawmij's instant summons Special * - Special
- Limited wish Special * - Special
- Mass invisibility Special * - Special
- Phase door 1 use/2 levels 8 - Special
- Sequester 1 week + 1 day/level * - (1 week + 1 day/level) - 11¾ hours
- Simulacrum Permanent * - Permanent
8th level Antipathy/sympathy 2 hours/level 10 2 (2 hours/level) - 12 hours
- Clone Permanent * - Permanent
- Glassteel Permanent * - Permanent
- Mass charm Special * - Special
- Mind blank 1 day * - 12 hours
- Permanency Permanent * - Permanent
- Polymorph any object Permanent * - Special
- Sink Special * - Special
- Symbol Special * - Special
- Trap the Soul Special * - Special
9th level Astral spell Special * - Special
- Crystalbrittle Permanent * - Permanent
- Energy drain Permanent * - Permanent
- Imprisonment Permanent * - Permanent
- Succor Special * - Special
- Wish Special * - Special

Some spells are permanent, such as
continual light; others last until triggered,
like magic mouth, or last for many hours
or days, like charm person. These spells
can be cast on one day, and they will still
be in effect the next day or possibly
longer. Rest and study allow the magicuser
to regain his or her full complement
of spells. The magic-user can then start
the adventure with a greater number of
active and potential spells available.

For example, a conjurer (3rd-level magicuser)
can memorize one second- and two
first-level spells at one time, or four cantrips
instead of one first-level spell. She
knows she will be traveling to a distant
town in three days. During the three days
before she leaves, she casts three secondlevel
spells (one each day) ? continual
light (permanent duration) on a wand to
serve as a torch, invisibility (special duration)
on a halfling thief companion, and
protection from cantrips (three days duration)
on herself. Note that she casts the
spells with the longest duration first.

She casts four first-level spells as well:
armor (special duration) on herself and
her horse; charm person (special duration)
on a mercenary fighter companion to
insure his loyalty; and, wizard mark (permanent
duration) on her forehead to
simulate a birthmark.

She also casts eight cantrips. She uses a
hairy cantrip (permanent duration) to
change the length of her hair, and color
cantrips (30-day duration) to change the
color of her hair, eyes, skin, and robe (one
cantrip each). The birthmark and other
changed features provides a very effective
disguise. She also uses three wrap cantrips
(special duration) to prepare packets of
spell ingredients for the spells she anticipates
needing. The packets can be quickly
retrieved with a present cantrip to expedite
spell casting during emergencies.

The day she leaves town, she memorizes
the two first-level spells and the one
second-level spell allowable by her level.
The following spells are still in effect for at
least two more days:

Cantrips: color, hairy, wrap.

1st level: armor, charm person, wizard mark. 

2nd level: invisibility, continual light, protection from cantrips. 

Having these spells in effect increases
her chances of surviving encounters.

It is important to remember that although
a magic-user can only have a certain
number of spells memorized at one
time, rest and study allow spells to be
reacquired. A 3rd-level magic-user can
memorize only one second-level spell. It
requires four hours of rest and a half-hour
of study to memorize another second-level
spell (Dungeon Masters Guide, page 40).
Theoretically, the 3rd-level magic-user can
cast a second-level spell approximately
every 4½ hours. This works out to five in
a 24-hour period! Circumstances usually
allow only one rest and memorization
period each day, but it is possible to have
more if the magic-user is clever and careful.
Assuming only one appropriate spell
of a certain level can be memorized and
cast per rest period, then five first-, five
second-, three third-, three fourth-, two
fifth-, two sixth-, two seventh-, or two
eighth-level spells can be cast in a 24-hour
period, under ideal circumstances.

The table in this article presents spells
that would be useful on adventures. Each
has a duration of one day or longer, or a
special duration such that the spell is
triggered by a specific set of circumstances.
Other spells not listed may also
qualify; check your spell books closely.
Only imagination limits the possibilities.

There is no mention in the AD&D® game
literature of the time required to rest for
and memorize cantrips. I have assumed
that the time required is one-quarter of
that required for first-level spells, because
four cantrips can be substituted for one
first-level spell.

"Usable duration" is the spell?s duration
minus the time required to rest, then
memorize a spell of the same level. In
other words, usable duration is the length
of time that a particular spell will be in
effect after a spell of the same level is
replaced in the caster's memory.

Particular notes on magic-user spells
mentioned in the table follow, arranged by
the level of the spells concerned.

Cantrips
Color: This can change the color of skin,
hair, eyes, clothes, or other items for a
quick disguise.

Flavor: This cantrip is useful to mask the
flavor of poisons or other additions to food
or drink.

Hairy: This can be used to change the
length of hair or beards for a quick disguise.

Wrap: This can be used to wrap spell
components for quick retrieval for spellcasting.

First level
Armor: One of the best spells, this one
improves the armor class of unarmored
characters (to AC 8) or creatures such as
mounts or familiars (by one step).

Charm person: This spell improves the
loyalty of companions, but it works best
on NPCs (PCs might be angered). See the
forget spell that follows.

Grease: This is primarily a defensive
spell used to increase the difficulty for
thieves or others trying to enter an area
by climbing or other means. It is good to
use on a magic-user?s home before the
magic-user leaves on a trip.

Nystul’s magic aura: This can be used to
give nonmagical items a magical aura, to
mislead unwary thieves or others. This is a
good spell to use on worthless items for
use in trade later on; any number of magi-
cal items can be faked, from weapons to
miscellaneous devices. "Traps" on one?s
home may also be devised before leaving
on a long trip, deterring all but the most
determined thieves ? and those thieves
may find only fake items.

Wizard mark: Though useful to create
or remove birthmarks or tattoos, this can
also be used to mark items to prove ownership,
identify which items are trapped,
indicate direction, etc.
 

2nd level
Continual light: This spell is often used
to create a permanent, portable light
source. If it is cast on the bottom of a long,
narrow tube (possibly with a glass lens
and cap), a flashlight is created. This spell
can a!so be used as a warning device. If
the magic-user covers the light source
with a lightproof material and sets it up by
a door, chest, or other item, then when
the item is manipulated, the cover is removed
and the light shines forth, alerting
those nearby. This is particularly effective
against thieves who employ silence 15’
radius spells to cover the noise of their
activities. If used in conjunction with
warning devices that make a noise when
disturbed, then only thieves with silence
15’ radius and continual darkness spells
can enter undetected. If thieves catch on
to this, then two or more continual light
spells can be used. One continual light will
be cancelled by one continual darkness,
but the second continual light will still
shine forth.

Forget: This is useful for causing others
to forget things that are better left unknown
? such as who cast the charm
person on the recipient.

Invisibility: This is most useful in rendering
companions, mounts, familiars, valuable
possessions, and so forth invisible
before embarking on a trip or adventure.

Leomund’s trap: This makes things difficult
for thieves, and may slow them down
enough to prevent the loss of valued goods
at home or on the road.

Magic mouth: One of the best spells, this
one won?t activate until a general or specific
set of circumstances occurs (Players
Handbook, page 71). The spell can be set
on a money pouch, activating when
touched by any creature except the
owner. The spell can be placed on a portable
item which can be taken along on a
journey and placed in a room or campsite,
activating when a stranger enters or approaches.
The spell can be used for a
distraction, shouting ?Fire!? or a similar
message when activated (especially from a
distance) by the caster, perhaps using a
combination of gestures. The spell can
even be used to identify certain creatures
(shouting ?Demon!? when a demon approaches,
for example).Lead sheeting blocks certain magical 
energies, as per the PLAYERS HANDBOOK 
(detect magic, ESP, clairvoyance) and the DUNGEON 
MASTERS GUIDE
(medallion of ESP).  If magical energies 
are blocked, then it is reasonable to 
rule that lead sheeting blocks the "signals" 
that activate the magic mouth spell.  Thus, 
leads wrapping of magic mouthed items 
should prevent them from being activated, 
allowing them to be brought on adventures 
for later use.  They can then be unwrapped 
when needed.  Lead wrapping 
can also be used to protect other cast 
spells such as continual light or sepia 
snake sigil, and potions as well, from dispel magic.

Preserve: This preserves perishable
foods, spell ingredients, or "monster parts"
while traveling.

Protection from cantrips: This protects
recipients from annoying or troublesome
cantrips such as present, change, mute,
distract, or spider

Wizard lock: Use of this spell secures
spell books, scroll tubes, manacles, etc.
 

3rd level
Explosive runes: This protects items
from unauthorized reading, but can be
used offensively when a means of getting
opponents to read the runes is devised.

Invisibility 10’ radius: See invisibility,

Item: A very useful spell, this permits
the transport of large or bulky items. No
mention is made about weight reduction
of the itemed object, but it would not be
unreasonable to rule that weight is also
reduced. Also, items that are normally
difficult or impossible to carry, such as a
pool of burning oil, can now be carried
safely.

Material: Common materials can be
created for later use with this spell, when
such items may be hard to locate or obtain.
If used in conjunction with other
spells, remarkable effects may be ob-,
tained; for example, stone may be produced,
made into a statue with stone
shape, given a magic mouth to call out and
attract an enemy's attention, then given a
sepia snake sigil to catch the enemy.

Secret page: This spell prevents the
unauthorized reading of maps, instructions,
introductions, or other writings.

Sepia snake sigil: Another of the best of
spells, this spells second application (Unearthed
Arcana, page 56 ? a glyph
marked on some surface that is touched or
gazed upon) is very useful. If the glyph is
cast on a coin, gem, or similar item that is
likely to be touched or gazed upon, it can
be packed away until needed. Thus, the
spell can be used offensively, or to delay
pursuit or defend against thieves (with the
sigil-marked item in a money pouch or
pocket). The third application (a small
character written into some magic work to
protect it) will protect scrolls and spell
books, and can also be used as explosive
runes.

4th level
Charm monster: Cast on a mount or
monster companion, this spell becomes
especially useful when communication
with the recipient is possible.

Dig: This can?t be ?taken along? on an
adventure, but the spell can be cast upon a
campsite or similar area to aid in its defense.
In combination with other spells
mentioned herein, a remarkable defensive
setting can be created in only one evening.

Fire trap: This is used to defend closable
items. It can be used offensively when a
way to get an opponent to open the item is
devised.

Hallucinatory terrain: This spell persists
until dispelled or contacted by an intelligent
creature. Proper preparation pays
off. See dig.

Massmorph: This is only cast upon willing
creatures. It lasts until dispelled or the
caster commands it to cease; it is best used
in advance to set up ambushes. See dig.

Plant growth: See dig.

Polymorph other: A great spell! Almost
any creature can be ?created? with this, if
enough is known about the creature.
When combined with charm monster and
other spells, one can create useful creatures
such as pegasi for traveling, a giant
scorpion for guarding a passage, or a
hellhound for attacking. Dangerous creatures
can be polymorphed into harmless
creatures that can be safely handled, then
changed back with dispel magic when
needed. Even a tyrannosaur can be
quickly disposed of if changed into a small
creature and drowned.

Rary’s mnemonic enhancer: After this
spell is replaced, the caster receives three
additional spell levels for the next 17
hours! Don?t miss this one on trips.

Stoneskin: This is another good spell that
protects the recipient from one physical
attack or attack sequence, such as the
claw/claw/bite of a dragon, a giant-thrown
rock, or even falling damage (so the recipient
can jump to avoid a bad situation). Soft
weapons, such as fists, won?t dispel the
dweomer. The whole party, including

5th level
Animate dead: Turn those vanquished
humanoids and high-level monster foes
into your own ever-vigilant and loyal undead
legions (if you aren?t good-aligned, of
course). The skeletons and zombies are
immune to sleep, charm, hold, cold-based
attacks, and morale checks. This is great
for defending an area, or for producing
cannon-fodder when attacking.

Avoidance: When cast on your valuables,
such as money pouches and magic rings,
this protects them from thievery. If attraction,
the reversed version, is cast upon
cursed or trapped items (like those with
sepia snake sigil, explosive runes, fire
trap, etc.), they make great gifts for enemies.

Beckon (reverse of dismissal): A conjured,
other-planar creature can be used
to investigate an area or soften up the
opposition before the party commits itself.
This is very dangerous, however.

Fabricate: See material.

Leomund's secret chest: This keeps
valuables secure at home and on trips.

Magic jar: This spell can be useful, but
only in limited situations. It is worth considering
if circumstances permit and if the
risk seems reasonable.

Stone shape: See material.

Wall of iron/stone: See dig.

6th level
Contingency: This causes a companion
spell to come into effect upon the occurrence
of a specific circumstance. Don't be
without this, See the spell's description.

Ensnarement: See beckon.

Geas: This is similar to charm person/
monster See beckon.

Invisible stalker: See beckon.

Move earth: See dig.

Reincarnate: This is of limited usefulness,
unless a companion dies.

Spiritwrack: See beckon.

Transmute water to dust: This spell is of
limited usefulness, unless a large supply of
water or dust is needed, or must be removed.
See dig.

7th level
Cacodemon: See beckon.

Charm plants: See charm person/monster
and dig. This allows communication with
the subjects, as does speak with plants, so
information can be acquired.

Drawmij’s instant summons: This keeps
valuables secure, yet quickly available.

Limited wish: Almost unlimited uses
exist with this spell for preparatory or onthe-
spot uses.

Mass invisibility: See invisibility

Phase door: This provides a secure, longlasting
escape route. See dig.

Sequester: This spell keeps valuables
secure or opponents "on ice."

Simulacrum: This spell is of limited
usefulness. Unless a specific creature and
its knowledge and personality are required,
polymorph other is more useful.
Nontheless, it could prove valuable in
defensive situations in the magic-user?s
home or lair.

8th level
Antipathy/sympathy: This is similar to
avoidance/attraction in its uses.

Clone: See simulacrum.

Glassteel: Though of limited usefulness,
this spell creates almost unbreakable
potion containers, scroll tubes, etc.
Cheaply made ?gems? may also be created
for trading purposes.

Mass charm: See charm person/monster.

Mind blank: This gives l2-hour protection
against devices or spells that detect,
influence, or read emotions or thoughts,
making it very nice to use before a
commando-style raid.

Permanency: Of course, this makes
certain spell effects permanent. It can be
extremely useful on the spell-caster?s own
person, as the Players Handbook (page 91)
indicates.

Polymorph any object: See polymorph
other, material, and simulacrum.

Sink: see sequester.

Symbol: See explosive runes and sepia
snake sigil.

Trap the soul: This is usually used to
confine a foe. Other-planar creatures can
be required to perform a service immediately
upon being freed, but the magic-user
should back off afterward.

9th level
Astral spell: See the Manual of the
Planes for details on the use of this spell
and what it may entail, as well as spell recovery
times.

Crystalbrittle: This spell is of limited
usefulness, unless used to weaken a foe or
obstruction for a future encounter.

Energy drain: See crystalbrittle.

Imprisonment: See sequester.

Succor: This spell teleports another
individual without error to the caster?s
sanctuary, or the caster is brought to the
presence of the individual. Succor lasts
until used.

Wish: See limited wish.

Checks and balances
Using this spell-casting strategy requires
keeping track of what spells and how
many of each have been memorized and
cast "between" adventures. Some risk is
inherent because the ?normal? complement
of spells is not available if a surprise
encounter occurs. If caution is taken, this
risk can be much less than the benefit
obtained from having these long-duration
spells in effect.

Magic-users will almost inevitably try to
abuse this strategy, but it isn?t necessary to
forbid this strategy out of hand. It can be
handled by adding encounters between
adventures, when the magic-users don?t
have their usual spells memorized. This
will also use up spells that have been cast,
such as invisibility or stoneskin. Throwing
a few dispel magic spells at the party will
also work, although the PCs can use lead
sheeting to protect some items. NPCs can
also use this strategy against the PCs. By
allowing the players to use this strategy, a
DM will have to increase the level of complexity
and thought put into his play. DMs
who use this strategy with NPCs will likewise
force their players to increase the
level of their play in the same way. In the
end, all will benefit.

This strategy exemplifies the beauty and
lure of the AD&D game, and for running
magic-users in particular. No limits exist to
the layers upon layers of detail and complexity
that can be incorporated. The only
limits are those of imagination and the
amount of time gamers are willing to
invest.