The faces of magic
Magical disguises for wary wizards
by John N. Kean
 
Altering appearance Mimicking classes Mimicking spells - -
1e AD&D - The Dragon #130 - Dragon magazine

The dining room of the inn was in utter
chaos. Patrons scrambled for cover under
tables and in corners. Chairs flew, drinks
spilled, and tables toppled with resounding
crashes. The few who were lucky enough
to have magical protections invoked them.

The tumult centered around a middleaged
man in a leaf-green robe, now
slumped over a table. A dark crimson stain
spread around the rune-inscribed hilt of
the dagger protruding from the man’s
back. His staring eyes held no sign of life.
His assailants – two small, wiry women –
lay on the floor in pools of blood, only a
few feet away. A burly companion of the
wizard stood over them with sword in
hand, panting and eyeing the crowd for
other foes. A female companion of the
wizard uttered words of power while
holding a silver cross over her fallen liege;
the words’ uselessness, however, was plain
on her face.

In a dark corner, huddled under a table,
sat a young woman and a middle-aged
man, both clad in brown peasants’ rags
and dusty from the road they had only
recently left. “Farfell, shouldn’t we help
somehow?” whispered the woman
nervously.

“Not much we can do,” muttered the
man. He brushed his short black beard
with a thoughtful hand. “The Green Wizard
is beyond our assistance. His companions
seem to have things under control –
as much as can be. Just sit still; your life
depends on it.”

6

The woman bit her lower lip and was
silent. The noise of the crowd died down
as the patrons who hadn’t fled realized
that the excitement was over The inn’s
bouncers were quickly regaining order.

The man sighed after a few moments
and closed his eyes to concentrate. “Time
to depart, my apprentice, for a safer part
of the land,” he said. “Take my arm, and
we’ll be off.”

The young woman caught his arm
tightly in hers. “I get dizzy when you do
this,” she whispered – and they were
gone.

A short time later, fully recovered from
the dimension door?s effects, the two sat
down to a cold meal by a milestone outside
of town. The young woman picked at
her dried food while the older man
watched.

‘Never saw anyone killed before,” she
said. A minute later, she set her food aside.
“Who were those women, Farfell?”

The man swallowed his food and picked
at his teeth. “Assassins, Lo-Ree. Daughters
of Hel, the Mistress of Death. It was wise
we left; they always operate in threes, and
I only saw the two. The Green Wizard
dearly liked to be the center of attention. 
He has certainly gotten his hearts desire.

Lo-Ree looked awav angrily. “That’s very

callous.”

Farfell grunted. “It is very true. You have
often questioned why I am so careful to
maintain our anonymity why I keep such
a low profile. You chide me for being
PARANOID.  Today you saw why.  This is a 
good time for a lesson about modesty and 
anonymity. 

The Green Wizard was quite competent, 
but very flashy.  He liked to show off 
and draw a crowd.  He succumbed to the 
intoxication of power.  In our world, few 
actions go unanswered.  Remember: circle 
within circles.  One of the persons or creatures 
that the Green Wizard angered must 
have hired the Daughters of Hel to destroy 
him, for that dagger was one of their 
weapons.  It destroys both life and soul, 
forever and ever.  A horrid fate.  Possibly 
the thieves guild of Theylena has finally 
gained revenge after the Wizard's widely 
proclaimed theft 2 years past of the 
magickal treasures from the guilds formerly 
most-secret headquarters."  The man 
brushed back his long, dark hair. “The

taller you stand, the better target you
make. Had he been less the publicityseeker
he was, the Green Wizard might
still be whole. It’s hard for a foe to exact
revenge when he doesn’t know whom he
should strike down.

“So we who work magic and shape the
world must maintain our anonymity. We
must avoid grandiose actions and bragging,
but that is but a small part of it. Big
talk is for the stand-tall folk like cavaliers
and other sword-swingers, and those
whose egos are out of control. Wizards
must use more quiet and subtle tactics.
Disguise – that’s the key. Obscure your
identity and you protect yourself from all
enemies. Shadow is a friend to the brightest
light.

“Magical disguises have advantages over
physical disguises. They cannot be physically
detected. They don’t rub away or fall
off However, they do stick out under
magical detection spells – but all good
things have their prices.”

Farfell settled himself against a rock,
assuming a comfortable position. Lo-Ree
did the same, head now turned toward
her teacher “Let us have a lesson on magical
disguise,” said Farfell. “First, I will
discuss the spells that enable us to pose as
other professions – not merely as the
peasants we now appear to be. Then we
shall talk of personal magics to render us
alien to our closest friends and kin – and
even to ourselves. . . .”

In the AD&D® game, THE WIZARD is
afforded a unique ability for disguise.
There are numerous spells that allow this
? spells that change a PC?s appearance or
apparent class, or that allow the PC to
mimic spells of other spell-casting classes.
In any tight situation, the magic-user has
this ability for disguise at his command.
For example, in a region where magicusers
are deemed evil and thus are subsequently
hunted down and executed, a
foreign magic-user may still move freely
from city to city disguised as a roving
cleric or low-level thief. For the Dungeon
Master, numerous story lines and challenging
situations are opened up by this ability.
For the player, many intriguing opportunities
are presented. In all, magical disguises,
and the situations in which they may be
employed, provide a rewarding experience
in role-playing to player and DM alike.

Altering appearance 
THE WIZARD has at his command 
several spells which allow him to alter his 
outward appearance.  Thes spells include 
a number of enchantments which alter 
vestments, possessions, select physical 
features (hair color, eye color, height, 
weight, etc.), and even a character's race, 
physiology, and personality.  These disguises 
are achieved through both illusion 
THE WIZARD to either appear to be or to 
actually be something he normally is not.  
A really effective disguise is achieved by 
assuming the appearance of another race 
or species by use of polymorph self, 
tongues, comprehend languages, infravision,
and ultravision spells. Strength,
enlarge/reduce, shape change, and magic
jar are also useful. Spells which effect
these various disguises are in Table 1.

Table 1
Wizard Spells That Alter Appearance
Spell Level Application
CHANGE Cantrip Possessions
Color Cantrip CHANGES color of eyes, hair, beard, mustache, skin, clothes, etc. (1 spell per application)
Dirty/clean Cantrip Clothes and person
Hairy Cantrip Add or remove hair from head, beard, mustache, 
eyebrows, chest, arms, eyebrows, etc.  (1 spell per application) 
Hide Cantrips Possessions
Mute Cantrips Possessions
Ravel/stitch Cantrip Clothes
Tangle/untie Cantrip Hair and beard
Comprehend languages 1st Allows comprehension of unknown spoken or written languages native to assumed identity
Enlarge/reduce 1st Personal
Strength <2nd> Personal
Wizard mark 1st Creates or covers birthmarks and tattoos
Infravision 3rd For use when assuming the identity of creatures with infravision
Phantasmal force 3rd Many imaginative uses
Tongues 3rd Allows speaking and comprehension of assumed racial or alignment languages
Polymorph "self"  4th Allows changes in size, weight, sex, race, and species
Ultra vision 4th See infravision
Magic jar 5th Used to take over the body of another (a great disguise!) 
Reincarnate 6th Allows assumption of another bodily form (but the M-U must die first, so this shouldn't be used lightly). 
Shape change 9th The ultimate disguise, giving for and full abilities of just about any creature or thing short of unique divine creatures

Mimicking classes
Undoubtedly, there will occur in each
magic-user?s career a point at which he
would rather not have his magical ability
known to the general public. In these
instances, sudden and complete transformations
of visage and race may be inappropriate
? being a blonde-haired,
blue-eyed human one minute and a grisly
haired, red-eyed half-orc the next might
attract a bit of suspicion. As a result, a
more subtle disguise might be more advantageous.
By mimicking abilities open only
to other PC classes, the magic-user may
disguise his true nature by putting forth
the appearance of a fighter or thief,
thereby exhibiting the abilities of those
classes without arousing any suspicion.

A fighter-class appearance can be assumed
with the help of armor, enlarge,
shield, strength, protection from normal
missiles, stoneskin, Tensor’s transformation,
and shape change spells, for example.
A thief-class appearance can also be assumed,
as most thief-class functions can be
accomplished with or mimicked by the use
of spells. The necessity of casting spells to
impersonate thief functions can be tricky
if there?s an audience who shouldn?t know
of the impersonation. The vocalize spell
will be of some assistance. Spells which
allow the magic-user to mimic thieving
abilities are listed in Table 2.

Mimicking spells
Spell-casting professions other than that
of the magic-user can also be assumed.
Many magic-user spells are the same as or
similar to spells of other professions. Also,
it isn?t necessary to actually cast magicuser
spells that are the same as or similar
to the spells of the new identity assumed.
It is possible to pretend to cast spells of
the assumed appearance that have saving
throws, such as command (first-level clerical)
or hold animal (third-level druidic),
and when nothing happens, just say that
the target must have avoided the spell (i.e.,
saved). The spell-caster can also pretend to
cast spells that have no observable effect,
such as bless (first-level clerical) or augury
(second-level clerical); others won?t know
these spells are ineffective. The use of
faked spells can make the assumed appearance
more believable, though the
assistance of the DM is required if other
gamers are to be fooled. It is even possible
to cast regular magic-user spells that
aren?t similar to spells of assumed professions,
with the explanation that they are
newly created or discovered spells of the
assumed profession.
Tables 3-5 list the other spell-casting
professions and their spells that are the
same as or similar to magic-user spells.
The similar magic-user spells are listed in
parentheses. Spells that can be faked are
also included. Other spells, not listed,
might also be faked. Table 6 lists allpurpose
spells that can be used to imitate
most other spells. Only spells from the
updated list in Unearthed Arcana are
considered. Spells found in Oriental Adventures
or DRAGON® Magazine aren't
included, though many are appropriate.

Material, verbal, and somatic components
often differ between magic-user
spells and equivalent spells of other professions
? especially holy symbols for
clerical spells and mistletoe for druidic
spells. Range, casting time, area of effect,
duration, and so forth may also differ.
Magic-users won?t automatically know the
correct components and characteristics of
spells of other spell-casting classes without
research. This could be difficult, especially
for high-level spells.

If they are nearby and paying attention,
however, spell-casters from other classes
may recognize the deception when spells
of their profession are cast by magicusers.
If the magic-user hasn?t studied the
other spell-casting class?s spell, this recognition
will be automatic. If the magic-user
has researched the other class's spell, a 
save on 1d20 vs. wisdom for clerics and 
druids, or on intelligence for illusionists, is 
suggested.  However, it is unlikely tht a 
low-level spell-user will recognize the
deception for spells not yet encuntered, 
or encountered spells not learned due to, 
intelligence (Players Handbook, page 10).  
Besides, magic-users can always claim that 
the spell is a new spell, or a previously 
unknown version of an old spell.  

“So you see, Lo-Ree, we can assume
many identities. You should cultivate several
believable ones – different ones for
the different places you go, or for the
different people with whom you deal.
Most identities can be used for the rest of
your life. Others should only be used once
for dangerous adventures, then discarded.

“That is why I am Will, cleric of Wee Jas,
when I’m in Nimro Dell; the halfling rogue
Angus MacFergus of Kilchurn Castle on
Flodden Field when I’m in Nutty Woods;
Lucky, the animal procurer, in the capitol;
and the half-orc rogue Grizzle Greasyguts
when I deal with the miners of Gemstone
Rift. And that’s why we pretended to be
two thieves who pretended to be rich
ivory merchants when we recovered that
spell book from the Red Hand in Stone
Cirkel, after it had been stolen from our
client – and why we will never use those
identities again!

“These are some of the tricks we have
for survival. It’s nice to gratify one’s ego by
seeking fame for one’s exploits and
powers, but I prefer the security that
anonymity provides. Light attracts vermin;
darkness is the cloak that protects all.”


Table 2
Spells for Mimicking Thieving Abilities
Thief-class function Magic-user spell (level)
Pick pockets Present (cantrip).  Object must be known or visible; ESP may 
allow location and identification of unseen objects. 
Open locks Best to use: unlock (cantrip); mute (cantrip), used to alter hinges,
lock mechanism, deadbolt, etc.; or, knock (2 MU). Note that
dimension door (4 MU), passwall (5 MU), teleport (5 MU), or
polymorph self (4 MU) (as an ooze or similar creature) can be
used to bypass locked doors, but must be used out of eyesight.
Also, present (cantrip) can be used to retrieve known objects
from locked containers.
Find/remove traps Locate object (2 MU) is useful for locating trap components such as trip wires. 
Move silently Levitate (2 MU) and fly (3 MU) allow movement without touching
the ground; good if used with climbing motions.
Hide in shadows Invisibility (2 MU)
Hear noises ESP (2 MU) can be used to search for creatures with average
and above intelligence, allowing eavesdropping.
Climb walls Levitate (2 MU), fly (3 MU), dimension door (4 MU), and teleport
(5 MU) can be used to reach places without climbing. Feather
fall (1 MU) can be used to descend or eliminate falling damage.
Read languages Comprehend languages (1 MU) and read magic (1 MU) are
useful.

Table 3
Clerical Spells Which Can Be Mimicked
1st level 2nd level 3rd level 4th level 5th level  6th level 7th level
Bless/curse* Augury* Animate dead (5 MU) Abjure (dismiss, 5 MU) Animate dead monsters (animate 5 MU) Aerial servant (invisible stalker 6) Astral spell (9 MU) 
Ceremony Chant* Cause blindness* Detect lie Commune (contact other plane, 5)  Forbiddance (antipathy, 8 MU)  Control weather (6 MU) 
Darkness (2 MU) Detect charm* Cloudburst (3 MU) Divination* Dispel evil (banish, 7 HD) Part water (6 MU) Gate (9 MU, or ensnarement, 6 MU)
Detect evil (2 MU) Hold person (MU) Continual light (2 MU) Lower water (6 MU) Quest (geas MU) Speak with monsters* Succor (9 MU)
Detect magic (1 MU) Holy Symbol* Dispel magic (3 MU) Protection from evil 10' radius (3 MU) - Word of recall (teleport, 5 MU) Symbol (8 MU)
Invisibility to undead* Messenger* Feign death (3 MU) Speak with plants (charm plants, 7 MU)  - - -
Light (1 MU) Speak with animals* Glyph of warding (symbol, 8 MU) Tongues - - -
Magic stone (cast magic mouth (2 MU) on it so it becomes "magickal") Withdraw* Locate object (2 MU) - - - -
Penetrate disguise* Know alignment (2 MU) Prayer* - - - -
Portent* - Remove/bestow curse (4 MU) - - - -
Precipitation (1 MU) - - - - - -
Protection from evil (1 MU) - - - - - -
Sanctuary* - - - - - -

-

Table 4
Druidical Spells Which Can Be Mimicked
1st level 2nd level 3rd level 4th level 5th level 6th level 7th level
Animal friendship* Charm person or mammal (charm person, 1 MU; or charm monster 4 MU) Cause disease* Animal summoning I (mount, 1 MU) Animal growth (5 MU) Animal summoning III (mount 1 MU) Confusion (4 MU)
Ceremony* Feign death (3 MU) Cloudburst (3 MU) Call woodland beings* Animal summoning II (mount, 1 MU) Conjure fire elemental (conjure elemental, 5 MU) Conjure earth elemental (conjure elemental, 5 MU)
Detect Balance* Fire trap (4 MU) Hold animal (hold monster, 5 MU) Dispel magick (3 MU) Pass plants (dimension door, 4 MU; or teleport, 5 MU) Feeblemind (5 MU) Control weather (6 MU)
Detect magick (1 MU) Locate plant (locate object related to plants, such as garden markers, 2 MU)  Know Aliignment (2 MU) Hallucinatory forest (hallucinatory terrain 4 MU) Sticks to snakes (polymorph any object, 8 MU) Transmute water to dust (6 MU) Finger of death (death spell, 6 MU; or power word, kill, 9 MU)
Locate animal (locate object related to animals, such as a stable, 2 MU) - Plant growth (4 HD) Speak with plants (charm plants, 7 MU) Transmute rock to mud (5 MU) Transport via plants (dimension door 4 MU; or teleport, 5 MU) Fire storm (wall of fire, 4 MU)
Precipitation (1 MU) - Pyrotechnics (2 MU) - Wall of fire (4 HD) Water<?> summoning (control weather 6 MU) Reincarnate (6 MU)
Speak with Animals* - Stone shape (5 MU) - - - Transmute metal to wood (polymorph any object, 8 MU)
- - Water breathing (3 MU) - - - -
* Denotes spells that can be easily faked by merely imitating the spell-casting.
The level of the magic-user spell which duplicates a given druidic spell is given in parentheses.

-

Table 5
Illusionist Spells Which Can Be Mimicked
Cantrps  1st level 2nd level 3rd level 4th level 5th level 6th level 7th level
All magic-user cantrips can be used by illusionists. Audible glamer (2 MU) Alter self (polymorph self, 4  MU) Continual light Confusion (4 MU) Chaos (confusion, 4 MU) Death fog (cloudkill, 5 MU) Four 1st--level MU spells can be selected in place of one 7th-level MU spell)
- Change self (polymorph self, 4 MU) Blindness (power word, blind, 8 MU) Dispel illusion (4 MU) Dispel magick (3 MU) Demi-shadow monster (monster summoning, 3-9 MU) Demi-human magic (magic missile; 1 MU; fireball, 3 MU; lightning bolt, 3 MU; 
cone of cold, 5 MU; or cloudkill, 5 HD)
-
- Dancing lights (1 MU) Deafness* Fear (4 MU) Emotion* Magic mirror (4  MU) Shades (monster summoning, 3-9 HD) -
- Darkness/light (2 MU, 1 MU) Detect magic (1 MU) Hallucinatory terrain (4 MU) Massmorph (4 MU) Major creation (material, 3 MU; or fabricate, 5 MU) Alter reality (limited wish, 7 MU; or wish, 9 MU) -
- Detect illusion (3 MU) Fascinate (charm person, 1 MU; or charm monster 4 MU) Invisibility 10' radius (3 MU) Minor creation (material, 3 MU; or fabricate, 5 MU) Maze (7 MU) Astral spell (9 mu0 -
- Detect invisibility (2 MU) Invisibility (2 MU) Paralyzation* Shadow monster (monster summoning 3-9 HD) Project image (6 MU) Vision (contact other plane, 5 MU) -
- Light (1 MU) Magic mouth (2 MU) Rope trick (2 MU) - Shadow door (phase door 7 MU) - -
- Phantasmal force (3 MU) Mirror image (2 MU) Suggestion (3 MU) - Shadow magic (magic missile, 1 MU; fireball, 3MU; lightning bolt, 3 MU; or cone of cold, 5 MU) - -
- Spook* Misdirection* - - Summon shadow (monster summoning IV 6 HD) - -
- - Ultravision (4 MU) - - - - -
- - Ventriloquism (1 MU) - - - - -
- - Whispering wind (message, 1 MU; sending, 5 MU; or, demand, 8 MU) - - - - -
* Denotes spells that can be easily faked by merely imitating the spell-casting.
The level of the magic-user spell which duplicates a given illusionist spell is given in
parentheses.

Table VI
Magic-User Spells for General Spell Mimickry
Phantasmal force (3 MU)
Limited wish (7 MU)
Wish (9 MU)
Each of these spells has many applications.