Leomund's Tiny Hut
Smoothing Out Some Snags In the AD&D Spell Structure
By Lenard Lakofka
 
Spells - Dragon #33 - Dragon
Enlarge/Shrink Identify Light Magic Missile Protection From Evil
Write Continual Light Invisibility Stinking Cloud Web
Fire Ball/Lightning Bolt/Cone of Cold, etc. Haste/Slow Ice Storm Polymorph Other Polymorph Self
Cloudkill Magic Jar Teleport Bless/Chant/Prayer Cures
Sticks to Snakes Entangle

I sent a series of questions on AD&D to prospective Dungeon
Masters prior to GenCon XII. I did this not to find any “correct”
answers to the questions, but to see how much thought the individuals
had given to the game. I felt that some spells leave a great deal unsaid
(or they say too much), and thus individual rulings are often necessary
to prevent abuses and to make the game fair and equitable for players
and “monsters” alike. In this article I would like to touch upon various
spells and their problems. Some of these I discussed with Gary Gygax
as I helped edit the Dungeon Masters Guide (along with a score of
others) and some are rulings that arose as my campaign progressed.
Gary did not agree with me on all of the following, and thus my rulings
are not to be considered “official” AD&D. Yet I feel strongly enough
about them to offer them for your consideration.

Enlarge/Shrink
I have found that making the Magic-User select whether he or she
will enlarge/shrink a living being or his or her equipment saves a lot of
time and trouble. Remember that equipment obtains a saving throw on
a piece-by-piece basis. Since this saving throw is not defined in the
saving throw matrix and since the raw material of the item(s) is not
germane, I suggest a s.t. of 11 on an item-by-item basis. Magic items
gain a s.t. of no more than 9 while taking into account additional pluses
to hit/damage/defend or a very powerful magic nature. Thus a Sword
+2 would gain a s.t. of 7 instead of 9, a Staff of Power might be given a
s.t. of 5. Remember that items that shrink must fall off instead of harm,
thus a shrunken ring would not cut a figure’s finger off. But remember
also that a cursed item, like a Ring of Contraryness, would NOT fall off
since Enlarge/Shrink is no substitute for a Remove Curse! Thus the
players cannot be allowed to “get around” the rules by using a firstlevel spell to replace a higher-level spell. In such a situation the DM
rules that the Ring of Contraryness is immune to the Enlarge/Shrink
magic.

Identify
Once an item is identified it will NOT give any other impressions if a
subsequent Identification is attempted by the same or another MagicUser. The item would have to be left alone and apart from others for a
period of at least a year before the effect of the Identifying would be
eliminated. Failure to observe this rule will mean that an item is exposed to multiple Identifications. Also, “impressions” about an item
should be vague and cloaked in visual imagery.

Light
The DM guide says a figure will be at -4 on “to hit,” saving throws
and even armor class. I find that to be too drastic of a penalty; I’d
suggest -2. Also, I think the effect wears off since the figure can move
away; it is like a flash bulb going off in your face. The effect wears off in
1-4 rounds without resorting to magic. The eyes are not damaged in
any way!

Magic Missile
Gary Gygax and I have gone around in a circle on this spell for
some period of time. The controversy, in my opinion, lies around the
fact that there is NO SAVING THROW and that the missile goes
“unerringly” to its target. Why is this so annoying to me? It is unfair
because it allows players to foil most opposing spells by putting a Magic
Missile into the opposing spell caster, it allows Magic Missiles into melee
regardless of the size difference and quantity of ‘friends’ in the melee,
and it allows for shots that would amaze Robin Hood with their
accuracy!

Gary says that a Magic-User can counter with a simple spell like
Shield to prevent this damage. What he overlooks is that the opponent
must take a round to cast the Shield and in that time the spell caster is
beset by fighters, et al. I find it too unfair to “monsters” that a single
FIRST-level spell can be this powerful. Therefore, I have modified the
spell in the following ways:

1. There is still no saving throw if the target is surprised, immobile,
walking or prone and is at least the size of a Kobold.

2. Figures in melee, figures running (except those running right at
the spell caster), figures evading, behind (or moving behind) significant
cover, or casting a spell obtain some type of saving throw. This saving
throw is their normal one with modification as follows:

A figure casting a spell obtains a s.t., but at -4.

A figure in melee obtains a normal s.t. but adds +1 for every
opponent above the first one he/she/it is fighting (unless the size
differential is so significant that the opponents do not get in the way—i.e.,
6 dwarves against a hill giant would allow the giant a normal s.t. Missiles
that MISS their target might hit others in the melee! Select a figure and
then give him/her/it a normal s.t. to see if the stray missile hits or misses.
In the above example, the dwarves would not be hit. 

All saving throws are on a missile-by-missile basis.

Missiles fire at a rate of 1 every 3 seconds. Thus, a figure moving
behind a wall might not be hit by every missile in a barrage of Magic
missiles.

A figure with over 50% cover (who then presents a target size of ½ a
kobold) always obtains a s.t. of from 16 to 20 depending upon cover
and his/her/its actions. This prevents firing through an arrow slit some
hundred feet away to hit some poor guard.

I have found it necessary to rule in this way to stop Magic-Users
from Magic Missiling everything that walks because of the broad
language of the spell text. Magic Missile, as written, is too powerful and
must be toned down.

Protection From Evil
If a figure so protected goes up to an opponent which is not allowed
a physical touch because of the spell, and starts to beat on him/her/it,
that opponent is NOT prevented from returning the blows! But as soon
as the figure ceases and backs off, assuming the spell is still in effect, the
Protection again applies. This ruling was agreed to by Gary Gygax
when we discussed Will-o-the-Wisps and Protection from Evil. Naturally, a protected figure could discharge missiles or spells and still be
protected from physical touch.

Write
Obviously, a figure will want to use this spell to pen in known spells,
since it will save him/her a terrific amount of time! Unfortunately, this is
in the scope of the spell, though not stated, but it is very unfair to all
other spell-casting classes, which cannot obtain this “shorthand”
method of authoring spell in their books. It should be noted that a
Magic-User cannot author an Illusionist spell, nor may a Scroll be
authored by the use of Write in ANY circumstance.

Continual Light
This spell damages the eyes of someone/something at which it is 
thrown. This “damage,” however, should be considered semipermanent. It will make the figure -4 “to hit,” -4 on saving throws
that can be affected by sight (a figure saving versus polymorph or stone
can be blind or not blind—the s.t. would not change, but saving versus
a fire ball or lightning bolt would be more difficult if the figure could not
see it coming as well as he/she/it normally could), and -4 on armor
class in melee situations, since defense is more difficult.

This “damage” to the eyes does wear off, and a figure should
obtain a s.t. daily to throw off the effects. Of course, Cure Blindness or
even Cure Serious Wounds (or any better cure, not Cure Light
Wounds, however) will remove the effects at once. If Continual Light
actually caused full blindness it would be a fantastically powerful spell,
since it has a range component. What cleric would ever choose to cast
Cause Blindness by touch when he/she could do it at a 120-foot range?

Remember that if the target makes its saving throw, the circle of light
still goes off behind him/her/it. Aiming at a figure’s eyes implies the
ability to make a smaller, more concentrated sphere of light for this one
circumstance, but if the s.t fails the small sphere expands to full size. If
this were not true, people would be partially blinded every time they
entered a circle of continual light. Continual Light from a lantern can
blind as in a Light spell (see previous ruling on Light) only if the lantern
is opened right in the face of an opponent (10-foot range or so).

Invisibility
While violence causes the instant negation of Invisibility, I think that
other magics do so also. I rule that if a Magic-user is invisible he/she will
become visible in the segment during which he/she discharges a magic
item or begins to cast any spell. Also, an invisible figure can not receive
another spell without negating the invisibility. Thus a figure can be
enlarged, strengthened, hasted and then made invisible, but Invisibility
MUST be the last spell throw or it is negated at once! Note that a figure’s
“gear” is not equivalent to another figure. “Gear” above and beyond
normal encumbrance will not become invisible and will spoil the effect
of the entire spell. Lastly, “gear” can not be passed around to others
and remain invisible. The trick of giving all weapons to the Magic-user
to hold while Invisibility is cast and then passing the invisible weapons
back to the other players is unfair. Invisibility can be used to make an
individual weapon, its scabbard (holder) and belt invisible, of course.
Drawing the weapon will negate the invisibility.

Stinking Cloud
A person is not absolutely “helpless,” either in the cloud or if
he/she/it fails a normal saving throw. The figure cannot cast spells, but
can defend his or her person with a weapon at -2 to hit and -3 from
effective armor class (all dexterity bonuses are lost in addition). A figure
emerging from such a cloud is more easiy surprised. The duration of
2-5 turns is far too long, in my opinion. I use 2-7 rounds, though figures
(monsters) with 2 or fewer levels (hit dice) are RELATIVELY helpless
for 3-12 rounds. Thus, a figure in the cloud or one who fails the saving
throw cannot attack while suffering from the cloud’s effects.

Web
A non-corporeal figure can not be webbed. A figure with access to
another plane can easiy exit the web. A figure with multi-plane simultaneous access can also get out of the web as if the web were half
strength. I do not allow for the possibility of suffocation in a web—if this
is allowed, Web and Stinking Cloud as a combination are absolutely
lethal! Burning Hands, Produce Flame, a Flaming Sword, etc. are
superior defenses versus this spell. If they are used as the web is forming
there is no effect and no burn damage. A Web can be thrown at a flying
figure to tangle its wings, but if a saving throw is made the web
completely misses. Large beasts will not be affected by Web even if
they are flying.

A figure in a Web cannot just be slain. First of all, weapons used to
slay figures must make a s.t. or be caught in the material themselves!
Second, a figure has both a small amount of mobility in a web and a
chance to draw a weapon. Thus a webbed figure has a 50% chance to
cast a low-level spell that has no material component, but only a 25%
chance if a material component is involved (unless it is in hand when
the figure is webbed). A webbed figure can defend at -6 effective 
armor class and is -5 to hit (50% of the time he or she will have a
weapon free; the other 50% no attack is allowed), always striking last!
Thus, webbed figures can not be killed like Sleeping or unconscious
figures can!

Fire Ball/Lightning Bolt/Cone of Cold, etc.
If the figure makes his/her/its saving throw then carried items, if you
choose to expose them to the spell, should gain a saving throw bonus of
at least +4.

Haste/Slow
I have always been opposed to a spell with no saving throw—
especially Slow, which can be so devastating to a figure. I prefer to
allow a saving throw versus these spells but to increase the area to 6”x6”
to make up for this bonus.

Ice Storm
Note that items which must make a saving throw must have been
exposed to the spell. An item(s) in a back pack, e.g., need not make a
s.t.

Polymorph Other
I made some clearer rules for this spell since it is so often abused.
First of all, there should be some level/hit die parity between the target
and the resultant monster when the result has more hit dice than the
target. Thus, an orc polymorphed into a red dragon will yield only a
baby, or perhaps a red egg!

When extradimensional or undead creatures are polymorphed,
they keep their essential nature. Thus, a Wight into an elf will produce a
large man and will summon the god to seek revenge for using his name
in vain, regardless of alignment similiarity. A figure can not gain psionics
by being polymorphed, nor can extra abilities be gained of a magical
nature. Thus, a Troll into a Demon Type I will produce the form but not
the demon’s magical abilities or the magic resistance. However, a
Demon Type I into a cow would still have a magic resistance of 50%!

Shapechangers can “flip back” into another form after one round,
so a vampire, succubus, ogre mage, etc., which was changed into a
beetle could change back on the next round.

Polymorph Self
Again, it is impossible to change into Amos the Druid by means of
this spell. An exact end result is not insured by use of this spell.

Cloudkill
The Magic-User can move behind the cloud at his/her NORMAL
movement rate. If he/she runs (or is hasted), the cloud might inadvertently be overtaken and the Magic-User might stumble into his own
death trap! I set this chance at 4% per inch of movement using a base
rate of 12”/turn. A flying figure has double this chance, compared to a
base rate of 9”/turn. A figure who wants to cause the cloud to turn must
take active control of it and can perform no other action in that round.
Once the Magic-User stops moving, the cloud immediately slows to a
rate of 1”/round.

A flying figure who tries to control a Cloudkill is 40% likely to lose
control per round. An invisible figure (even if using a Ring of Invisibility)
cannot control a Cloudkill’s movement. Once control is lost, it can only
be reestablished once. Once a figure allows a cloudkill to slow to
1”/round, it can only be accelerated once! Attempting to control or
move the cloud twice will not work; instead, the Magic-User will walk
right into it!

Magic Jar
The range allows for no intervening stone or metal but allows for up
to 1” (real dimensions) of wood, cloth or leather within 5’ of the jar.

Teleport
Viewing through a Crystal Ball counts as “Viewed Once” for the
purpose of high/low calculations.

Enchant an Item
I plan to do an entire article on magic item manufacture soon. Since 
much of this spell is my invention, I feel I can speak on it accurately. The
DM must remember that Enchant an Item will never be found on a
scroll and will never be sold/traded between Magic-Users. While many
items are clear-cut in their necessary enchantments, some are more
complex. This will be discussed in detail at a later time. 

Bless/Chant/Prayer
I rule that these spells are NOT additive.

Cures
Only one cure can be effective per round; thus, multiply enchantments cannot all work at the same time. A figure cannot be cured of
blindness or a disease and also gain back hit points all at once.

Fear Touch
There is a saving throw allowed the target creature.

Glyph of Warding
Electrical shock is cast by a 5th or higher level Cleric.
Explosive is cast by a 7th or higher, paralyzation by a 9th or higher,
blindness by an 11th or higher and energy drain by a 16th or higher
level Cleric.

Sticks to Snakes
Snakes have 2 hit points/level, and every 8 h.p. = 1 H.D. for the
purpose of attack. Movement is 6”/round, Armor Class is 6. 1 H.D. or
less can do 1-4 points of damage, 1 + 1 H.D. to 4 H.D. 1-6 points of
damage, and 5 H.D. + can do 1-8 points of damage. Saving throws
versus poison snakes are at +2, +1 and 0, respectively for the three
classes of snakes.

Entangle
Grasses allow for some movement of a held creature if it is above
ogre size (weight about 600 pounds). Those of 21+ strength or over 1
ton in weight are not held by grasses at all.

* * * 

I am sure that most Dungeon Masters have found one or more
spells that are abused by players in some way. It must be understood
that the general intent of the spell and its level are what must be
maintained by the DM. This does not mean that creativity should be
stifled, but enterprising players can turn the intent of a spell around and
make it lethal! You might be surprised what some people have tried to
do with Create Water, for example! As long as the DM rules on what a
player tries to do with a spell based upon the intent in the game and not
the letter of the law, he or she will not get into too much trouble.

The object of the game is to be fair to players and “monsters” alike.
Give both an even break in all cases. As the Players Handbook says,
the DM has the last word and may interpret a spell as he/she sees fit.
However, a DM should inform a player of his/her ruling when the spell
is being learned/selected.

I have always played that Clerics (Druids) learn their prayers just as
Magic-Users learn their spells. Wisdom is not used like Intelligence,
however. Just because a figure knows that the spell Spiritual Hammer
exists does not mean he/she can cast it! He or she must be taught the
precise prayer. I believe all Clerics begin with the spell Cure Light
Wounds and all Druids with Predict Weather, just as all Magic-Users
have Read Magic.