Control (26) | Summoning (35) | Mental (27) | Time/Space (27) | Attack (20) |
Senses (27) | Animate (25) | Illusion (18) | Knowledge (23) | Transmutation (18) |
Defence (18) | - | Nature (31) | - | Holy (19) |
Initial Spells | Miscast Spells | Fatigue Factor | Recovery | Advancement |
New Fields of Magic | - | - | - | Playing Aid |
Dungeons & Dragons | - | Dragon magazine | - | The Dragon #19 |
Wizards such as Gandalf and Merlin can not be assigned to specific
levels of magic because they were complex individuals. Not only did
they
have physical strengths and weaknesses but magical powers
and limitations.
Like anyone else, magicians have preferences or specialties which
they perform better than others. For example: Radagast the Brown had
a strong preference for spells that dealt with nature, while Saruman
preferred spells of control and therefore studied and searched for
the ‘One
Ring of Power’. The system of magic that is currently in use does not
reflect the wide varieties of magical fields which should logically
exist. It
is possible to study any particular field of magic, such as they did,
because
spells of different, unrelated characteristics are lumped together
into the
same group.
It is easy to understand why the system of magic
follows this illogical
pattern if we remember the manner in which it was developed. Originally
all spells were divided into two groups: Holy and Non-Holy spells.
Any
spell that was not a Holy spell, obviously belonging to the Clerics,
was
considered a Magician’s spell. Because there was no reason to divide
these spells into groups according to the properties of the spells
themselves. Instead these spells were separated into different levels
based
only upon the power of the spell. Later supplements added whole new
classes of characters, capable of using magic, along with entire collections
of spells for their use. As the system grew inconsistencies developed
and
as the word implies, the supplements merely expanded the existing
system, rather than revamping it or correcting the illogical division
of
spells which had occurred.
The simplest solution to these discrepancies would be a redivision of
the magic spells according to the characteristics of the spells themselves.
This new system would not only provide a real sense of progression
but
would also allow a certain degree of specialization. All of the magic
spells
now in use fall into one or more of the following catagories: Control,
Summoning, Mental, Time/Space, Attack, Senses, Animation, Illusion,
Knowledge, Transmutation, Defence, Nature and Holy.
Let’s examine the first and second level spells now available to a
magician and determine the types of spells they are according to these
new groupings:
1st LEVEL SPELLS | TYPE |
Hold Portal | Control |
Charm Person | Control |
Sleep | Control |
Read Magic | Knowledge |
Read Languages | Knowledge |
Protection from Evil | Defence, Holy |
Shield | Defence |
Ventriloquism | Senses |
Detect Magic | Senses, Knowledge |
Light | Senses, Summoning |
Magic Missile | Attack |
2nd LEVEL SPELLS | TYPE |
Wizard Lock | Control |
Knock | Control |
Locate Object | Knowledge |
Invisibility | Senses |
E.S.P. | Senses |
Detect Invisible | Senses |
Detect Evil | Senses, Knowledge |
Continual Light | Senses, Summoning |
Darkness, 5' | Senses, Summoning |
Pyrotechnices | Summoning, Nature |
Web | Attack |
Phantasmal Forces | Illusion |
Mirror Image | Illusion |
Levitate | Nature, Time/Space |
Strength | Transmutation |
Magic Mouth | Transmutation, Animation |
According to the original rules, a first level magician receives one
initial 1st level spell, such as the Light spell (senses, summoning).
His
advancement to the second level is based upon experience points which
are awarded for finding gold pieces and killing monsters. When he
reaches the second level, regardless of his success with his initial
spell, he
receives another first level spell such as a Sleep spell (control).
The two
spells are usually from unrelated fields of magic and do not therefore
provide any sense of progression from one spell to the next. It is
difficult
to explain how a magic user, who has these two dissimilar spells, can
be
accumulating enough gold pieces, suddenly develop the power of another
unrelated spell such as Levitation (nature, time/space). It would be
far
more logical for a magic user to master the Rope Trick (time/space,
animation), then Levitation (time/space, nature) and finally develop
the
ability to Fly (time/space). Also notice that the last five spells
of the
second level belong to the fields of magic that are not available on
the first
level. Therefore the old system of magic can not base the acquisition
of
these spells upon the prior use of related spells. The two Defense
spells on
the first level have no counterpart on the second level.
Here are the magic spells of the Clerics, Druids, Illusionists, and
Magic Users divided into the new fields of magic and rated by level.
Some
spells belong to more than one group, such as Reverse Gravity (nature
time/space) and are cross-referenced.
CONTROL (26)
PRIME REQUISITE: CHARISMA
1 | Charm Person | - |
1 | Hold Portal | - |
1 | Hypnosis | mental |
1 | Sleep | - |
2 | Charm Snake | - |
2 | Hypnotic Pattern | mental, illusion |
2 | Knock | - |
2 | Wizard Lock | - |
3 | Hold Animal | - |
3 | Hold Person | - |
3 | Paralyzation | - |
3 | Suggestion | - |
4 | Charm Person | - |
4 | Domination | - |
4 | Empathy | - |
4 | Mind Bar | - |
5 | Hold Monster | - |
5 | Hold Plant | - |
5 | Mind Blank | - |
5 | Quest | holy |
6 | Control Weather | - |
6 | Geas | holy |
6 | Power Word: Stun | attack |
6 | Repulsion | mental |
7 | Charm Mass | - |
7 | Charm Plants | - |
SUMMONING (35)
PRIME REQUISITE: CHARISMA
1 | Darkness | senses |
1 | Faerie Fire | - |
1 | Light | senses |
2 | Create Water | - |
2 | Darkness 5' | senses |
2 | Obscurement | - |
2 | Produce Flame | - |
3 | Call Lightning | nature |
3 | Continual Darkness | senses |
3 | Continual Light | senses |
3 | Monster Summoning I | - |
3 | Pyrotechnics | - |
4 | Animal Summoning I | - |
4 | Insect Plague | holy/attack |
4 | Monster Summoning II | - |
4 | Produce Fire | - |
5 | Animal Summoning II | - |
5 | Conjure Air Elemental | - |
5 | Monster Summoning III | - |
5 | Weather Summoning | - |
6 | Animal Summoning III | - |
6 | Conjure Animals | - |
6 | Conjure Fire Elemental | - |
6 | Conjure Water Elemental | - |
6 | Monster Summoning IV | - |
6 | Move Earth | - |
6 | Summon Invisible Stalker | - |
7 | Aerial Servant | - |
7 | Creeping Doom | attack |
7 | Earthquake | - |
7 | Fire Storm | attack |
7 | Monster Summoning V | attack |
8 | Conjure Earth Elemental | - |
8 | Monster Summoning VI | - |
9 | Monster Summoning VII | - |
MENTAL (27)
PRIME REQUISITE: WISDOM
1 | Aura Alteration | - |
1 | Body Control | - |
1 | Hypnosis | control |
2 | Energy Control | - |
2 | Hypnotic Pattern | control, illusion |
2 | Telepathic Projection | - |
3 | Clairaudience | senses |
3 | Clairvoyance | senses |
3 | Fear | - |
4 | Body Equilibrium | - |
4 | Confusion | - |
4 | Emotions | - |
4 | Empathy | knowledge |
4 | Mind Bar | - |
4 | Molecular Agitation | - |
5 | Body Weaponry | - |
5 | Chaos | - |
5 | Molecular Manipulation | - |
5 | Suspended Animation | animation |
5 | Telekinesis | - |
6 | Astral Projection | - |
6 | Feeblemind | senses |
6 | Mind Over Body | - |
6 | Molecular Rearrange | - |
6 | Repulsion | control |
7 | Astral Spell | - |
7 | Mind Blank | - |
TIME/SPACE (27)
PRIME REQUISITE: WISDOM
1 | Reduction | - |
1 | Rope Trick | animate |
2 | Expansion | - |
2 | Levitation | nature |
3 | Fly | - |
3 | Haste | animate |
3 | Slowness | animate |
4 | Dimension Door | - |
4 | Extension I | - |
4 | Plant Door | nature |
5 | Contact Higher Plane | holy/knowledge |
5 | Extension II | - |
5 | Magic Jar | - |
5 | Pass Plant | - |
5 | Pass Wall | - |
5 | Teleport | - |
6 | Extension III | - |
6 | Teleport via Plants | nature |
6 | Word of Recall | - |
7 | Gate | - |
7 | Limited Wish | - |
7 | Phase Door | - |
7 | Reverse Gravity | nature |
8 | Permanent Spells | - |
8 | Time Stop | - |
9 | Maze | - |
9 | Wish | - |
ATTACK (20)
PRIME REQUISITE: STRENGTH
1 | Heat Metal | animate |
2 | Warp Wood | animate, nat. |
2 | Magic Missile | - |
2 | Web | - |
3 | Fireball | - |
3 | Lightning Bolt | - |
4 | Ice Storm | nature |
4 | Insect Plague | holy, summoning |
5 | Cloud Kill | - |
5 | Finger of Death | - |
5 | Turn Wood | nature |
6 | Death Spell | - |
6 | Disintegrate | - |
6 | Fireball, Delayed Blast | - |
7 | Creeping Doom | summoning |
7 | Firestorm | summoning |
7 | Power Word: Stun | - |
8 | Meteor Swarm | - |
8 | Power Word: Blind | - |
9 | Power Word: Kill | - |
SENSES (27)
PRIME REQUISITE: STRENGTH
1 | Darkness | summoning |
1 | Detect Evil | knowledge |
1 | Detect Invisible | knowledge |
1 | Detect Magic | knowledge |
1 | Detect Pits/Snares | knowledge |
1 | Gaze Reflection | - |
1 | Light | summoning |
1 | Ventriloquism | - |
2 | Blindness | - |
2 | Continual Light | summoning |
2 | Darkness 5' | summoning |
2 | Deafness | - |
2 | Detect Invisible | - |
2 | E.S.P. | - |
2 | Invisibility | - |
2 | Misdetection | knowledge |
2 | Silence 15' | - |
3 | Clairaudience | mental |
3 | Clairvoyance | mental |
3 | Continual Darkness | summoning |
3 | Infravision | - |
3 | Invisibility, 10' r | - |
3 | Non-Detection | knowledge |
4 | Improved Invisibility, 10' r | - |
4 | Wizard's Eye | - |
5 | Feeblemind | mental |
5 | Mass Invisibility | - |
ANIMATE (25)
PRIME REQUISITE: DEXTERITY
1 | Heat Metal | attack |
1 | Rope Trick | - |
1 | Warp Wood | - |
2 | Cure Light Wounds | - |
2 | Magic Mouth | transmutation |
3 | Cure Disease | holy |
3 | Explosive Runes | transmutation |
3 | Haste | time/space |
3 | Slowness | - |
3 | Speak with Dead | knowledge |
4 | Animate Dead | - |
4 | Cure Serious Wounds | - |
5 | Raise Dead | - |
5 | Suspended Animation | mental |
6 | Animate Objects | - |
6 | Move Earth | nature |
6 | Part Water | holy, nature |
6 | Reincarnation | - |
6 | Sticks to Snakes | transmutation |
7 | Animate Rock | - |
7 | Raise Dead Fully | - |
7 | Restoration | - |
7 | Simulacrum | - |
7 | Symbol | - |
8 | Clone | - |
ILLUSION (18)
PRIME REQUISITE: DEXTERITY
1 | Change Self | transmutation |
1 | Phantasmal Forces | - |
2 | Hypnotic Pattern | control, mental |
2 | Mirror Image | - |
2 | Phantasmal Forces, Improved | - |
3 | Hallucinatory Forest | - |
3 | Hallucinatory Terrain | - |
3 | Spectral Forces | - |
4 | Massmorph | transmutation |
4 | Minor Creation | - |
4 | Shadow Magic | - |
4 | Shadow Monsters | - |
5 | Create Spectres | - |
5 | Demi-Shadow Magic | - |
5 | Demi-Shadow Monsters | - |
6 | Major Creation | - |
6 | Projected Image | - |
6 | Summon Shadow | - |
KNOWLEDGE (23)
PRIME REQUISITE: INTELLIGENCE
1 | Detect Evil | senses |
1 | Detect Invisible | senses |
1 | Detect Magic | senses |
1 | Detect Pits/Snares | senses |
1 | Locate Animals | - |
1 | Locate Object | - |
1 | Read Languages | - |
1 | Read Magic | - |
2 | Find Traps | - |
2 | Locate Plants | nature |
2 | Misdetection | senses |
2 | Speak with Animals | - |
3 | Non-Detection | senses |
3 | Speak with Dead | animate |
3 | Speak with Plants | nature |
4 | Empathy | mental |
4 | Precognition | - |
5 | Commune | - |
5 | Commune with Nature | nature |
5 | Contact Higher Plane | holy, time/space |
6 | Find the Path | - |
6 | Legend Lore | - |
6 | Speak with Monsters | - |
TRANSMUTATION (18)
PRIME REQUISITE: INTELLIGENCE
1 | Change Self | illusion |
1 | Purify Food/Water | holy |
2 | Masgic Mouth | animate |
2 | Strength | - |
3 | Explosive Rune | animate |
3 | Water Breathing | - |
4 | Neutralize Poison | holy |
4 | Plant Growth | nature |
4 | Polymorph Others | - |
4 | Polymorph Self | - |
5 | Animal Growth | nature |
5 | Create Food | - |
5 | Rock to Mud | - |
6 | Sticks to Snakes | animate |
6 | Stone to Flesh | - |
7 | Metal to Wood | - |
8 | Polymorph any Object | - |
9 | Shape Change | - |
DEFENCE (18)
PRIME REQUISITE: CONSTITUTION
1 | Protection from Evil | holy |
1 | Shield | - |
1 | Wall of Fog | - |
2 | Fog | nature |
2 | Protection from Fire | - |
3 | Dispell Magic | - |
3 | Protection from Normal Missiles | - |
4 | Protection from Evil 10' | holy |
4 | Protection from Lightning | - |
4 | Wall of Fire | - |
4 | Wall of Ice | - |
5 | Anti-Plant Shell | - |
5 | Wall of Iron | - |
5 | Wall of Stone | - |
6 | Anti-Animal Shell | - |
6 | Anti-Magic Shell | - |
6 | Blade Barrier | - |
7 | Prismatic Wall | - |
NATURE (31)
PRIME REQUISITE: CONSTITUTION
1 | Predict Weather | - |
1 | Warp Wood | attack, animate |
2 | Fog | defence |
2 | Levitate | time/space |
2 | Locate Plant | knowledge |
2 | Obscurement | senses |
2 | Produce Flame | summoning |
3 | Call Lightning | summoning |
3 | Fly | time/space |
3 | Plant Growth | transmutation |
3 | Speak with Plants | knowledge |
4 | Control Temperature, 10 r. | - |
4 | Ice Storm | attack |
4 | Plant Door | time/space |
4 | Produce Fire | - |
5 | Animal Growth | transmutation |
5 | Commune with Nature | knowledge |
5 | Control Winds | - |
5 | Pass Plant | time/space |
5 | Turn Wood | attack |
6 | Control Weather | control |
6 | Lower Water | - |
6 | Move Earth | animate |
6 | Part Water | holy, animate |
6 | Teleport via Plants | time/space |
6 | Weather Summoning | - |
6 | Word of Recall | time/space |
7 | Earthquake | - |
7 | Fire Storm | - |
7 | Reverse Gravity | time/space |
7 | Wind Walk | - |
HOLY (19)
PRIME REQUISITE: LAWFUL ALIGNMENT
1 | Protection from Evil | defence |
1 | Purify Food & Water | - |
2 | Bless | - |
2 | Prayer | - |
3 | Cure Disease | animate |
3 | Protection from Evil 10' | defence |
3 | Remove Curse | - |
4 | Insect Plague | attack, summoning |
4 | Neutralize Poison | transmutation |
5 | Commune | - |
5 | Contact Higher Plane | knowledge, time/space |
5 | Dispell Evil | - |
5 | Quest | control |
6 | Geas | control |
6 | Lower Water | - |
6 | Part Water | nature, animals |
6 | Sticks to Snakes | transmutation |
7 | Astral Projection | - |
7 | Holy Word | - |
The rules necessary for employing this new system of magic have
been kept as short and simple as possible but can be expanded to suit
your
own particular concepts of magic.
INITIAL SPELLS
A. Lawful characters begin with two 1st level Holy spells.
B. Neutral characters have their choice of one 1st level spell from
each
field of magic determined by their highest prime requisite score.
C. Neutral characters with two or more prime requisite scores that tie
for the highest score, have the choice of which prime requisite score
they will use to determine their fields of magic.
D. A character may never possess more than two new spells at any one
time.
MISCAST SPELLS
A. The percentage of miscasting a spell is determined by comparing
the
level of the spell to the appropriate prime requisite score of the
caster. For example: A 3rd level spell, such as Dispell Magic, cast
by
a character with a dexterity score of 15 would have a 3/15 (one in
five) or a 20% chance of miscasting the spell.
B. The exact side effects of a miscast spell are determined by the
Dungeon Master.
FATIGUE FACTOR
A. The attempt to cast a spell, regardless of it’s success or effect,
costs
the caster one point of the effected prime requisite score for each
level of the spell. The six prime requisite scores will therefore
fluctuate to represent the current levels of strength.
B. It is important to remember that the prime requisite scores will
now
be used to determine two factors:
1. The ability to cast spells successfully.
2. The character’s actual physical strength (ability to force open
doors), charisma (number of followers), etc.
C. When a character uses part of a prime requisite score, such as
constitution, to cast a spell, it will also effect the character’s
physical
constitution. Until they are recovered, the missing points have the
same effect as points lost due to melee or a magic spell/item used
against the character.
RECOVERY
A. For every turn not spent in melee, one point is recovered and can
be
added to any one prime requisite score that is below it’s starting
level.
B. If all prime requisite scores are at their starting levels, recovery
points are lost because they can not be accumulated for future use.
ADVANCEMENT
A. Advancement in one field of magic is completely independent of the
other fields.
B. A new spell must be successfully cast once for each level of the
spell
before the character has the choice of another spell, on the same
level.
C. All the spells on a level must be mastered before the next level
is
opened for use, at which time a character has the choice of any one
spell on the next level.
D. To be considered a ‘successful’ spell, as far as advancement is
concerned, the Dungeon Master should ensure that a spell was cast
for a valid reason and not just to fulfill the advancement
requirements.
NEW FIELDS OF MAGIC
A. Only two fields of magic can be studied at one time. However the
ability to advance in one field of magic can be exchanged for the
ability to study/advance in another field, when either of the two
following conditions have been met:
1. Possession of a magic item from a new field of
magic, that has
been successfully used once
for each level of the spell.
2. Successfully casting a spell that also belongs
to a new field of
magic, at least once for
each level of the spell.
B. When a character begins, for the first time, in a new field of magic
he
has his choice of any one 1st level spell from the new field.
C. Once three or more fields of magic have been opened for study/
advancement, a character may freely change from one field to
another, at any time.
PLAYING AID
Because the prime requisite scores will fluctuate according to the
use
of spells and the replacement of the points used, it would be easier
to keep
track of their levels by using a graph similar to the one below. Covering
this chart with plastic and using a marker to circle the current level
of
power for each category will give a quick reading of a character’s
abilities
and limitations.
STRENGTH | INTELLIGENCE | WISDOM | DEXTERITY | CONSTITUTION | CHARISMA |
20 | 20 | 20 | 20 | 20 | 20 |
19 | 19 | 19 | 19 | 19 | 19 |
- | - | - | - | - | - |
18 | 18 | 18 | 18 | 18 | 18 |
17 | 17 | 17 | 17 | 17 | 17 |
16 | 16 | 16 | 16 | 16 | 16 |
15 | 15 | 15 | 15 | 15 | 15 |
14 | 14 | 14 | 14 | 14 | 14 |
13 | 13 | 13 | 13 | 13 | 13 |
12 | 12 | 12 | 12 | 12 | 12 |
11 | 11 | 11 | 11 | 11 | 11 |
10 | 10 | 10 | 10 | 10 | 10 |
9 | 9 | 9 | 9 | 9 | 9 |
8 | 8 | 8 | 8 | 8 | 8 |
7 | 7 | 7 | 7 | 7 | 7 |
6 | 6 | 6 | 6 | 6 | 6 |
5 | 5 | 5 | 5 | 5 | 5 |
4 | 4 | 4 | 4 | 4 | 4 |
3 | 3 | 3 | 3 | 3 | 3 |
- | - | - | - | - | - |
2 | 2 | 2 | 2 | 2 | 2 |
1 | 1 | 1 | 1 | 1 | 1 |
0 | 0 | 0 | 0 | 0 | 0 |