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Showing posts with label RSA. Show all posts
Showing posts with label RSA. Show all posts

Sunday, February 12, 2023

RSA: Protections from Evil

Neither of these are hardly an uncommon spell, but they do seem to generate a fair bit of confusion from time to time. I don’t pretend to be the final word on interpreting B/X D&D, but it is a game I spend a fair bit of time pondering.


Depending on how you count things, there are two to four spells in this category: 

The “personal” vs the 10’ radius and the Clerical vs MU/Elf versions. For the purposes of this Random 

Spell(s) Assessment, we’ll just be (mostly*) looking at the former.

Starting off with the first one of these spells that players are likely to get their hands on, there is the 

classic: Protection from Evil.


(from Moldvay)

Cleric 1/MU 1

Protection from Evil Range: 0 (caster only)

Duration: 12 turns


This spell circles the cleric with a magic barrier. This barrier will

move with the caster. The spell serves as some protection from

"evil" attacks (attacks by monsters of some alignment other than

the cleric's alignment) by adding 1 to the clerics' saving throws, and

subtracting 1 from the "to hit" die roll of these opponents. The

spell will also keep out hand-to-hand attacks from enchanted

(summoned or created) monsters (such as living statues), but not

missile fire attacks from these creatures (see COMBAT). The cleric

may break this protection by attacking the monster in hand-to-hand

combat, but still gains the bonus "to hit" and saves.


*Both MU versions are nearly identical to the clerical versions, so there’s no need to list both descriptions here. The one big change is that the duration for the MU 1st level spell is half that of the clerical: Six turns instead of twelve. I guess those arcane types aren’t getting a divine assist. Everything else is the same.

There is a fair bit to unpack in this description, so let’s dig in, shall we?

In essence, the spell creates a sort of force field around the cast that blocks or limits attacks by “evil” creatures. Since this is BX, there is no “Evil” alignment, just Law, Chaos, and Neutrality. As in the “Detect Evil” spell, evil is defined as a differing alignment having an “evil” intent (malice, etc.). So a Neutral Elf would be protected from lawful or chaotic beings wishing him harm, etc. 


The first effects listed are pretty straightforward. The caster gets a buff to saves and the baddies get a penalty to attacks (+1/-1). The next part is interesting, though. 


“The spell will also keep out hand-to-hand attacks from enchanted (summoned or created) monsters (such as living statues), but not missile fire attacks from these creatures (see COMBAT).”


This point is probably where I see the most confusion from people: Notice that the stuff about differing alignment is no longer in play here? That chaotic chieftain is getting a -1 to hit you, but he can absolutely try to smash you in the face with his battleaxe. That Bone Golem? Not so much. This is an important distinction. I’ve seen games where this wasn’t clear to the group and a lot of confusion arose about how exactly the baddies could do anything to the caster after this measly 1st level spell was in effect. 

The next thing to remember is that the caster cannot engage in melee combat with the warded monster without breaking the effect. It doesn’t say anything about missile fire, though. Also, the +1/-1 is still going even if the force field is gone. 

The area of effect version is pretty much the same, except it can protect more than one person at a time. It’s also the only way to put the effect on anyone else (both spells are centered on the caster, no other target is valid as written). 


(from Cook)

Cleric 4/MU 3

Protection from Evil 10' Radius Range: 0'

Duration: 12 turns

This spell circles the caster with a magical barrier that will protect

all friendly creatures within 10' of the cleric. This barrier will move

with the cleric. The spell serves as some protection from "evil"

attacks (attacks by monsters of an alignment other than the

caster's) by adding 1 to the caster's saving throw and subtracting 1

from evil opponents' "to hit" roll. This spell will also keep out

melee attacks from enchanted monsters (such as elementals) but

not missile or magical attacks from these creatures. Enchanted

monsters can melee if any of the protected creatures attempt to

attack them with hand-to-hand combat.




(Once again, the MU version is weaker in that it’s a higher level spell than for clerics. Otherwise, no differences.) The new takeaways from here are that multiple people are protected, but only if they stay close to the cleric, and that if anyone even tried melee with the warded monster(s), they can ignore the force field effect in general (“...if ANY of the protected creatures ATTEMPT to attack them with hand-to-hand combat). This means not only that INT 6 fighter could negate that protection with a swing and a miss, he dispels the field for *everyone*. Again though, missile fire is fine for some reason. I guess it’s a look don’t touch kind of thing?

Now, there is some ambiguity regarding the nature of the 10’ radius field. Part of the text seems to indicate that it simply creates a protective field for all the people in the radius, other parts make it sound like it could be used to block a corridor or similar. Personally I’m inclined to the latter, as a 3rd-4th level spell should have a little oomph, IMO. Also the idea that one person attempting melee dispels the effect for all makes it sound like one big field, not multiple personal ones. Fun tidbit: Remember that the alignments you are protected from are determined by the caster’s alignment, not each individual friendly getting the effects. So if a lawful cleric casts it on the party, it won’t grant penalties or bonuses vs. lawful for that neutral thief.

The duration for both of these spells are obviously applicable over more than a single combat. However, given how easily the “force field” can be dispelled, it seems that the +1/-1 is the more durable benefit. Smart timing could grant those receiving the spell’s benefits with a nice little modifier as they move into an area where they expect to be butting heads with folks of other alignments. Entering Area K in the Caves of Chaos would be a great example of when to use it!

Saturday, August 1, 2020

RSA: Locate Object



Locate Object is one of those utility spells that -at first glance- sounds really handy, but seems fairly limited. Some creative spellcasting can make a big difference, though.

It's important to note that the magic-user/elf version of this spell is slightly different than the clerical one. It's a third level cleric spell and 2nd level for MU/Elves. Clerics have a fixed range (120'), which is better than the arcane types' at first, but their version gets boosted by caster level, eventually outpacing the cleric at 7th. The cleric gets a much longer duration, though. The general effects of the spell is identical for both. Most of the time I've seen the spell it's been clerical. After all, the cleric can just pray for the spell for the day rather than permanently tying up a slot in their spellbook with it. So when used, it's often the 120'/6 turns version.

There's nothing in the BX description about being blocked by materials like lead, as some versions of the game have used. So dungeon walls, etc. aren't going to impede it. The spell will tell only direction, not distance, and only if the object is in range. Outdoors, even converted to yards, that's not terribly far unless you already know you're close.

To locate something specific, you need to know exactly what it looks like. You can't just say "The Crown of Oogabooga!" unless you've seen it or at least a good likeness/detailed description. Common, nonspecific objects (the text uses "stairs" as an example) are searchable based on what the closest example is (again, if in range at all).

I think the "common item" facet is where the spell is most likely to be useful. Once a party has been through a stretch of dungeon and mapped it out, movement back through the area can be made faster than "exploration" speed. If, for example, a cleric casts the spell and moves steadily through the cleared area sweeping for "secret doors," he stands a good chance of finding any the party might have missed. If he "pings" one farther away in the dungeon, they know that there may areas they haven't seen yet.

The spell can't locate creatures, but -as the illustration above shows- it can get a fix on loot. "Gold." or "Coins" or "Gems" could save valuable searching time.

One caveat: The spell only locates one thing (or type) per casting. Meaning you can't start the spell with the crown example, then switch to secret doors, and then to gold coins. The duration's function is not to take inventory of the dungeon. It's to triangulate!

Let's say the caster was looking for secret doors. If they are right in front of one, small movements to either side will cause drastic swings in the "angle" of the ping. If the nearest secret door is nearer to maximum range, the shift in angle is subtler. While I wouldn't allow precision to seconds of arc, I wouldn't punish clever spell use coupled with careful map-making to help the party find something. If multiple castings were used over time, it might be possible to find hidden treasure vaults or the like.

As far as specific objects are concerned, I can imagine scenarios where the spell could be useful, but unless the DM deliberately sets things up for it (e.g. a portrait with a detailed image of the item) or the players plan well ahead on this tactic, I see that use being somewhat uncommon. Still, it could be fun if it happened!

Saturday, May 23, 2020

RSA: Create Water and Create Food


As far as utility spells go, it's hard to get more utilitarian than create water or create food. There are obvious reasons for not seeing either in play more are: Taking up 4th and 5th level spell slots, not to mention how often resources like rations are simply not tracked in a game, especially once the PCs are higher in level and can afford all the beef jerky they want. Nevertheless, these are some powerful spells and, under the right circumstances, could provide a lot of fun for a campaign. But first, let's look at the spell descriptions. Both are from the Cook Expert rules.

Create Water (Cleric 4th)
Range: 0'
Duration: Permanent

With this spell, the cleric summons forth an enchanted spring from the ground or a wall that will give enough water for 12 men and their mounts for one day (about 50 gallons). For every level the cleric is above 8th, twelve additional men and mounts can be supplied.

Create Food (Cleric 5th)
Range: 0'
Duration: Permanent

With this spell, the cleric may create enough food to feed 12 men and their mounts for one day. For every level the cleric is above 8th, he or she is able to create food for 12 more men and their mounts. Thus a 10th level cleric could create enough food to sustain 36 men and their mounts for one day.

First a note or two about both spells in general. I find it interesting that they both make specific mention of the characters' mounts. Since these are obviously spells geared toward wilderness/overland travel, it's logical that things like horses or camels would be addressed. Also, the fact that the amounts scale up so quickly. This would seem to move from dealing with a groups like a party and some hirelings to whole military units.

A couple of things about create water: One, note that even though the duration is permanent, the amount of water is finite. In other words, the spring stops springing after about a barrel of water has flowed. Two, there is no mention of retaining the water. By the book, the characters need to be ready with wineskins, bowls, what have you. Nice DMs, may cut some slack here, but if the party is in the middle of a desert, it's reasonable to expect the water to run off or soak into the sand.

Create food is very similar mechanically, but doesn't specify how the food appears or what form it takes. I would assume the food for the mounts is appropriate to the type of animal (grains, etc.). Other editions of D&D describe it as "nourishing." DMs are free to describe it how they will, but I've always imagined it as a sort of gruel or dense loaf. In other words, it will keep you fed, but that's it. Clerics aren't opening restaurants selling the stuff as "cuisine."

Now that we've covered the basics, how might one use this in their games? Well, let's say the party is planning a long trek across a desert to fight a blue dragon. Even if you don't normally track rations or water, you can give the players a gentle heads up by saying something like "The journey may take many days, and there aren't towns along the way. Make sure you have what you need to survive on your own." I'm not saying deliberately screw the PCs over, but if things like running out of food, getting lost, etc. is possible, then forewarned is forearmed.

Now, if there is a cleric in the party, he might prep these spells just in case but doesn't use them. Let's say they get to the beast's lair, kill it, and want to load up the hoard. Gold is heavy. So is water. What can they do? Why, drop the water of course and create it as needed along the way! Or perhaps the dragon (or a random encounter) killed some pack animals and the group has less carrying capacity.


Imagine the PCs are stuck in a siege situation. Create food or water might allow those stuck in the castle to stretch the rations by days or weeks. In a less benign situation, what if there were people in a place with no water. A not-nice cleric might charge for him to cast the spell each day. Heck, 50 gallons+ of water might even help put out a fire!

Despite not having the usual kinds of effects for "adventuring spells," when you're dealing with the possibility of starving or dying from dehydration, spells like these start looking a whole lot less useless.

Tuesday, November 5, 2019

RSA: Speak with Plants


This one appears in nearly every version of D&D that I can think of, yet I have rarely seen it used. Maybe after druids became more of a thing, but as a clerical spell? And a relatively high level one at that (4th)? Not so much. It's not that SwP doesn't have its uses, but it takes up a slot that could be used by things like Neutralize Poison or Cure Serious Wounds. The good news for the spell is that since it's clerical, the caster can trade out for a day if need be without it taking up a fixed spot in a spell book. 

So what exactly does the spell do (or not do)? It has a range of 30' (yards in wilderness) and a duration of 3 turns. It "gives the cleric the power to talk to plants and request simple favors of them." One example the description lists is undergrowth bending out the way to allow a clearer path through. It also allows communication with plantlike creatures (eg Treants).

An interesting caveat is that while a request is automatically received favorably by the plants, they must be able to perform and understand what the cleric is asking. Since the spell's operative verb is "speak" it's fairly obvious that covers the comprehension part of things. I imagine "understand" in this context has more to do with the complexity of the request. 

Beyond the undergrowth example, or translating Treant-ish, I could see this spell being handy for things like quieting threats from shriekers or yellow mold. I know I've already written about fungi vs. plants on this blog, but for simplicity in gameplay let's just consider them equivalent. (If there were a "Speak with Mushroom" spell I might have a different opinion.) One could also use it to more effectively camouflage a party to hide from pursuit or to stage an ambush. It could also be used to wipe out a trail to prevent being tracked. 

I have to say the spell contains a lot of potential for creative uses. I just wish it was lower level to make it less unlikely to see play. The Ring of Plant Control offers similar options to the PCs, but is much more powerful in many ways. Maybe a scroll or potion to introduce the spell into a campaign instead?

Monday, March 18, 2019

Moldvay Musings XV: I Do Declare!



In an earlier post, I touched on situations that require "pre-declaring" actions in BX. That is to say, before initiative is rolled. This is an interesting artifact of older D&D, as I do not think it is used much in "modern" RPGs. Honestly, we've hardly used it ourselves in my group and I don't even recall using it back in the day. Maybe as my beard grays my gray matter is getting a bit tired.

There are a couple of reasons I think this idea has fallen out of favor. For one, it feels a bit more like a legacy mechanic from D&D's wargame roots than something that was consciously added to the early game; kind of like the whole idea of phases to one's actions (Melee, Ranged, etc.). Newer editions by contrast simply tell the player how much of which kinds of actions they can complete on their turn.

The second reason is that pre-declaring can feel like it is making it harder for players to react tactically in an encounter. If I already declared I was casting Bless, then does that mean I can't switch to Cure Light Wounds when I see our fighter get wounded?

These are valid concerns and they do affect the nature of game play, but before dismissing them out of hand, let's look at some of the benefits of this rule.

  1. What's good for the goose. Enemy/NPC/Monster spell casters should need to declare as well. Perhaps as a DM you don't want to tell the party exactly which spell is being flung at them, but the PCs should at least be able to see that the pesky goblin shaman is starting to chant and wave his arms around. This lets the characters A) know who the enemy spell casters are, and B) plan accordingly.
  2. Spell interruption as a tactic. It's true that would royally suck as a low level magic user if your only spell of the day got fizzled because some kobold scored one lousy point of damage from a sling stone. Of course, as mentioned in the first point, that means the PCs can do the same thing to the bad guys (assuming the initiative die is behaving). This can give weaker PCs the opportunity to have a greater effect on the combat, especially if they have a good DEX or other initiative bonuses (like halflings). Also, it gives the aforementioned MU that's tapped out on spells something to do: Just chuck a dagger at any enemy casters and Presto! Old School Counterspell! This also gives players a chance to do something about that incoming Fireball before they're stuck saving for half damage. 
  3. Making magic more than artillery. If your spell casters are vulnerable in this way, it makes the successful use of any spell more useful. When you look at the spell lists in BX, not that many spells are really designed for use in the middle of the fight. Even with a very generous interpretation of what constitutes a "combat" spell (eg healing magic, protection spells, etc.), it only works out to approximately 50%. If a magic-user or cleric's spells aren't as "useful" in a fight, then it gives the players (and the DM) the opportunity to explore some of the other cool magical stuff these characters can do. (For ideas, might I recommend perusing the series of Random Spell Assessments on this very blog!). This also plays into what I've described as a more BX feel to magic, with a more distinctive "flavor" to magic and spell casting.
Personally, I could see going either way with this rule (ignoring or implementing). On the one hand, I know that players generally are loathe to be limited by arbitrary mechanics, but on the other, I do think that this could bring an interesting wrinkle to the game. Some house rules I might consider if I were to try it could include things like: 
  • An ability check (WIS for clerics, INT for MU/Elves) to retain the failed spell. ie it fails, but you don't forget the spell for the day.
  • Letting PCs or monsters shield their side's spell caster to grant them an AC/cover bonus until the spell goes off.

Friday, November 9, 2018

RSA: Silence 15' Radius

Would you believe a FIVE foot radius?

One of the big benefits of clerical magic is the ability to change out spells each day. This gives the cleric some nice flexibility in their magic as well as allowing the player to try out different spells more easily than with an elf or magic-user character. As a result, I think I would have seen even less of this spell in use if it had been an "arcane" offering instead of divine; even though it is only 2nd level. If I had to guess, Bless and Hold Person are probably most people's go-to 2nd level clerical spells. While I have seen Silence used, it's not really that common.

Silence, 15' Radius (Cleric 2)
Range: 180'
Duration: 12 Turns

I always used to think of this spell as something the caster would use on themselves or their own party to aid in stealth as opposed to offensively against someone. While both applications are valid, the description focuses more on the latter.

Briefly put, the spell renders anyone or anything inside the area of effect silent. Spells can't be cast, giving verbal orders or conversing normally is impossible and so forth. The effect is normally stationary as well, though it can be cast on an individual so it will move with them. This can be resisted with a saving throw, but even if the target succeeds, the spell will still take effect in stationary form.

For a second level spell, the thing has pretty decent range and duration. Enough so that I could see it being used tactically in a battlefield situation. Not just to mute enemy mages, but to silence a commander trying to order his troops' movements.

Using it to make your party sneakier has the advantage that those inside the effect can still hear what's going on outside the spell's area. DMs would be wise to limit table chatter or players' ability to act upon others' suggestions while the spell is running. If you use command words for certain magical items, it can further limit their options.

Another use for the spell could be for traps or ambushes. Dropping the spell ahead of time in a likely spot, or targeting the PC mage, or a permanent spell effect along a stretch of corridor  could make the party very vulnerable in certain situations.


Monday, July 16, 2018

RSA: Floating Disc


This is a curious one. Anyone who has played old-school D&D has at least heard of this spell. In my experience, it doesn't get used much unless magic-using characters roll their starting spell randomly. When your entire magical arsenal for the day consists of one or two first level spells, a luggage cart just isn't likely to be your first choice.

Floating Disc (from Moldvay)

Range: 6'
Duration: 6 turns

Without quoting the whole spell description, the disc of magical force appears at the caster's waist height and stays no more than 6' away from him or her as they move about. It can carry 5000 coins in weight (500 lb.) and moves at the caster's movement rate.

Because it's a utility spell with next to no combat application (not to discourage player creativity), it has a decent duration. It's not all day, but an hour from a first level spell isn't bad. Since it basically dumps what it's carrying on the ground when the spell ends, you probably aren't going to use it as a caddie.

Here's where the spell gets interesting.

Five thousand coins carrying capacity. That's more than a mule can carry! The disc floats along behind the caster at the same movement speed. That means your unarmored, unencumbered, 120' per turn magic-user can carry more than a pack animal out of the dungeon faster than the big, brawny fighter. So one tactic for recovering as much loot as possible might be to load up the wizard's disc and have him sprint for the surface, towing the treasure. He can also carry out a wounded/fallen comrade. 

Nothing in the spell indicates the caster needs to maintain the spell, so he's free to cast others if he has them, fight, talk, map, etc.  It's described as the size and shape of a small round shield, which I interpret as about 2-3' in diameter. I find that an odd size for carrying that much weight. 

I'm not saying I would want to play a 1st level MU going into the Caves of Chaos with FD as my only spell, but I wouldn't say no to a scroll for the spell. 

Wednesday, May 16, 2018

RSA: Snake Charm

While a fairly low-level spell, I don't see this one getting a lot of table time. Largely, I think, because it has a pretty narrow focus and the cleric would probably want to know in advance that it would be useful before preparing it.

Snake Charm (2nd level Clerical Spell, from Cook)

Range: 60'
Duration: Special

The cleric can charm 1HD worth of snakes per level. Given that the biggest "normal" snake in the books has 5HD (Rock Python), and the cleric needs to be at least 3rd to cast the spell, chances are he can deal with at least one reptile. The description doesn't specify whether the snakes get a saving throw vs the spell, but my assumption is that they would.

What's interesting is the nature of the "charm." The snakes won't do the cleric's bidding, they just rise up and sway, like in the movies.




Hostile (attacking) snakes will only sway for 1d4+1 rounds. Neutral ones will be "charmed" for up to 5 turns. Plenty of time to get past a nasty save or die situation.

Monday, March 19, 2018

RSA/RMA: Invisible Stalker



It's a spell! No, it's a monster! No, it's a spell and a monster! It's the Invisible Stalker! It's a Random Spell + Monster Assessment!

This one has been around for nearly every edition of D&D that I know of, yet it seldom comes up in play. The BX version of the creature only appears if summoned via the 6th level MU spell of the same name, which may be unique for a creature listed in the monsters section; unless you include elementals, which can be summoned in three different ways (staff, device, or spell).

Invisible Stalker (from Cook)

AC: 3
HD: 8*
Move: 120' (40')
Att: 1
Dmg: 4d4
No. App: 1
Save: F8
Morale: 12
Treasure: Nil
AL: N

Since it's summoned via a 6th level spell, it makes sense that this is a fairly tough creature: good AC, high HD, respectable damage, and infallible morale score are enough to make a bad time for anyone the stalker is sent after or who gets in its way.

The stalker is summoned via spell to perform some task for the magic-user. It could be to kill someone, but it might be an entirely different objective. Unlike automatons like zombies or golems, the stalker is 'very intelligent.' So much so that it may try to subvert the spirit of the command while obeying the letter of it because it resents being summoned (much like an Efreet).

Other factors that make the stalker so dangerous is its innate invisibility. While BX does not go into detail, other editions describe the ability as persisting even if the creature attacks and not being affected by dispel magic. Further, it surprises on a 1-5 (thanks to the invisibility) and is described as a "faultless tracker" (similar to an Amber Golem).

There is no duration to the spell. The Invisible Stalker remains until its task is complete, it's slain, or the 5th level clerical spell dispel evil banishes it. A scenario that requires the presence of fairly powerful characters: a 7th level cleric for banishing and/or an 11th level MU for summoning. This implies that the creature really shouldn't be too common before PCs have a few levels under their belts. ISs do not appear randomly; in the wilderness or in dungeons. They should be placed deliberately if they show up at all (unless summoned by a PC).

As a DM, I can imagine scenarios where an NPC wizard summons an IS and sends it on a mission that conflicts in some way with the PCs' goals. It isn't sent specifically to kill the party, but it will eliminate obstacles as necessary. Remember that stalkers are intelligent, they will solve problems creatively.

Likewise, I expect a scroll or other non-permanent item that allows summoning an Invisible Stalker falling into the party's hands could cause a good deal of plot-fodder. If they aren't careful, they may find that they don't quite get the results they hoped for.


Friday, November 17, 2017

RSA: Projected Image


There are a couple of reasons that I'm not surprised I haven't seen this spell used in a BX game. For one thing, there simply aren't a lot of illusion spells in the game. For another, as a sixth level spell, it's competing with some heavy hitters. Lastly, I simply haven't player or ran many classic games where the PCs have gotten high enough level to cast 5th or 6th level spells. That said, this one bugs me. The description is short enough that I'll just post the full listing here:

Projected Image  MU: 6th
Range: 240'
Duration: 6 turns

This spell creates an image of the magic-user that cannot be distinguished from the original except by touch. All spells cast by the magic-user will seem to come from the image. However, the caster must still be able to see the target. If touched or struck by a melee weapon, the image will disappear. Spells and missile attacks will seem to have no effect on the image. The magic-user who casts the spell can make the image appear up to 240' away.

Right off the bat. SIXTH level for this spell?! Really? I mean, it's got a good range and duration, but c'mon! I can think of several instances where such a spell would be handy, but as a 3rd or 4th level maybe, not 6th.

There are also some interesting limitations that are implied by the brief description. Even though the spells can "appear" as if coming from the image, the caster himself must have line of sight on it. This seems to be saying that the image doesn't relay any information back to the caster. Also, despite the fact that while a melee attack dispels it but a missile weapon does not (huh?), having the illusion unaffected by ranged/magical attacks can be a drawback, since the image endures even after it looks like the wizard should have at least been hurt.

So why would anyone choose or cast this spell? Well, I think it's main strength lies in two (admittedly specific) areas.

  1. This spell creates an image of the magic-user that cannot be distinguished from the original except by touch.
  2.  All spells cast by the magic-user will seem to come from the image.
So the illusion looks, sounds, and smells like the caster. If it is standing in the room with you, you can't tell it isn't him unless you make physical contact. That's kind of handy. Likewise, if that Fireball looks like it's flying of the illusion's fingertips, that can confuse enemies and make them pick the wrong target.


One of the other things to keep in mind is that, as a sixth level spell, that means the magic-user is at least 11th level (barring the use of something like a scroll). That means he could potentially have fifteen more spells in his repertoire for the day. Not only does that allow for him to mislead foes a lot with where the spells are coming from, but a prepared mage could cast other spells to boost the illusion. Turn yourself invisible and have your illusion draw the fire. Use Wizard Eye, Clairvoyanceand/or Ventriloquism to let you see and hear without actually being in the room.

Such tricks could lead to some fun encounters, combat or otherwise, but would require the wizards to really plan ahead. As a result, I don't know that I would keep Projected Image memorized by default, but I could see using it as part of a more involved, pre-planned scheme.

Tuesday, November 14, 2017

RSA: Confusion


I won't say I've never seen or used confusion effects in my games, 'cuz I have! But it usually hasn't been the result of a spell casting. Typically it's been the "spell-like" effect of a monster or item. Looking at the BX spell descriptions, I can see why it's not a commonly chosen spell.

Foe one thing, it's 4th level MU, so it's competing for a slot against Wall of Fire, Wall of Ice, and Charm Monster (among others). Also, despite the fact it lasts for twelve rounds and 2HD or less targets get no save, it's a fiddly spell to run.


  • First, the number of targets is random (3d6), so you're uncertain of the result right out of the gate. 
  • Secondly, 2+1 HD and up targets have to roll their save each round. 
  • Thirdly, the confusion effect is re-rolled for each target each round with a failed save. That's a lot of rolling!
  • Finally, there is a better than 1:3 chance that the target(s) attack you anyway, and that's after they fail their save vs. spell!
Confusion is a fun effect, but it's understandable why PC/NPC wizards aren't desperate to memorize it for the day.

Wednesday, September 20, 2017

RSA: Animate Dead


Animate Dead is not a particularly uncommon idea in D&D. Evil necromancers and liches summoning armies of the undead is a pretty standard trope in fantasy fiction and games. However, the spell's use by player characters is a bit more out of the ordinary. Often, it's considered an evil (or chaotic) act, or at least morally dubious.

In BX, Animate Dead is a 5th level MU/Elf spell, which means a 9th level PC caster level minimum. It also means having it in your spellbook, not something you trade out during morning prayers like a cleric. There are other spells the Wizard or Wizard/Lord might typically choose before this one (assuming your players choose their spells as opposed to randomly learning): i.e. Conjure Elemental, Telekenesis, or Teleport come to mind.

So let's take a look under the hood, shall we?

Animate Dead (from Cook)

Range: 60'
Duration: Indefinite


OK, right off the duration jumps out at you. These rotting minions don't fall apart after an hour or so. You've got to kill them, turn them, or use Dispel Magic on them. They obey the caster (natch) so that's where you get skeletons guarding some tomb for centuries and the like.

Next off, the caster created 1HD of skeletons or zombies per caster level. So your 9th level wizard can animate 9 skeletons or 4 zombies + 1 skeleton, etc. That's fairly straightforward.

Wisely, the spell description states that character levels don't apply to determining the undead's hit dice, otherwise you could have things like 14HD skeletons walking around.

Here's what gets me. This isn't some elaborate ritual like Spiritwrack where you need a lot of prep for it. You can keep casting it every round if you've got the spell slots and there are enough cadavers about. A high level mage in the middle of a battlefield could recycle a lot of troops that way. It's even handy in the crawl, where a nasty fight with a lot of orcs can be balanced by getting some of their hacked comrades back on their rotting feet. Heck, I could imagine a fun "spell duel" where two casters in a cemetery are burning through scrolls and spell slots trying to get as many "residents" on their team as quickly as possible. While it's not a standard item, imagine a staff or wand or intelligent sword (!) with this spell's ability!


Friday, September 15, 2017

Curious Objects: Light Sword

No, not this:


I'm talking about that (potentially) massively powerful weapon found in Moldvay's treasure charts; the +1 sword, casts light on command (30' radius).

Bear with me a moment.

If you refer back to my RSA on the Light spell, you can see that the item effect is basically the same. Though it does list the effect as a 30' radius, not diameter like the spell. I'm not sure of that's a typo or deliberate change. Either way it's a fair interpretation that the sword is simply granting this spell-like ability to its wielder. So three things immediately come to mind here:

  1. The ability is on command, which means no limit per day.*
  2. Light can blind an opponent if cast on their eyes.
  3. It's still a magic sword that lets you hit things like wights and lycanthropes.
Following this model gives the user a huge leg up in a fight. Now, you could make the DM ruling that the light can only be centered on the blade as opposed to "targetable," and that would be fair enough, I suppose. Unfortunately there isn't a more detailed write-up of the weapon provided in the book. However, in Cook, there are a couple other weapons with spell like effects which do have some accompanying text. In those cases (charm person and locate objects), the powers are described as per the relevant spells. So that's a point for the original premise.

It's worth noting that even without the blinding ability, a light spell ability that doesn't take up a spell slot is a great resource for a low (Basic) level party.

* The Cook Expert items do include a frequency cap on invoking the powers, but they aren't uniform.

Wednesday, August 30, 2017

RSA: Growth of Animals




Since BX doesn't have druids, this one is under clerical spells. I wonder if elves had a separate list whether the designers would have placed it there? At third level, it competes for attention with some pretty heavy hitters in the cleric's go-to repertoire. Spells like Cure Disease, Remove Curse, or even Continual Light. So in the vein of other RSAs, let's take a look at this sucker and see what's what.

Growth of Animal (from Cook):

Cleric: 3rd
Range: 120'
Duration: 12 turns

So basically it doubles the size, strength, carrying capacity, and damage of a non-intelligent and/or "mundane" creature. It can however, double the size  of a normal creature's giant version: . e.g. Giant Hawks, Weasels, Spiders, etc.

The obvious use of such a spell is to get more out of an allied creature. Your mount, your hound, etc. Changing a dog or tamed wolf into a Game of Thrones-style direwolf would give you an edge in a fight, to be sure. 

But that's low-hanging fruit. Let's look a little deeper, shall we?

First of all, the spell has a decent range. This means you don't have to be right next to the creature. Secondly, nothing says the animal has to belong to you. Imagine suddenly doubling the size of a foe's mount. Sure he's got a great big horse now, but he's too high up to hit you. Now imagine combining that same casting with a followup Cause Fear. You could also cause a helluva distraction in the enemy camp by suddenly having some bird or beast swell up in their midst. Maybe that rickety bridge they are galloping across won't take another half ton of horseflesh?

Next, keep in mind that sometimes bigger isn't better. That giant spider chasing you Shelob-style through the tunnels? Zap! Too big to fit now. Sure it's temporary, but two hours is a nice head start. Granted, a fifth level cleric probably isn't running from Crab Spiders too much, but you get idea. 

I know it's not a spider, but hedgehogs are just so CUTE!


Sunday, May 7, 2017

RSA: Geas

As I mentioned in the Random Spell Assessment for the cleric spell quest, I felt that -while they share similar purposes- geas is different enough to warrant its own discussion.

It's an italian basketball team's logo, but there aren't a lot of gaming images for the spell!


First of all, consider its peers. Sixth level MU spells include such things (among others) as death, disintegrate, control weather, flesh to stone (and its reverse), and reincarnation. These are some pretty powerful spells in the BX universe. Magic-users don't see them until 11th level and they aren't even available to elves. So why is geas among them?

Well, first of all, in BX it has no set duration (unlike later, wimpier editions). A geas can theoretically last forever. Secondly, the geas "forces the victim to perform a given action or to avoid performing a given action." So the caster can not only make a target go do something (even serve him for life!), he can also require him to refrain from things like reporting crucial intelligence to his king, ever leaving his tower, etc. Remember, it is a single task or action. The wizard can't lay down too many conditions and side notes. GM discretion is warranted here. Of course, there is nothing preventing multiple geases.

Another fun twist is that if the geas is deemed impossible or "directly fatal" then it rebounds on the caster. So it's fine to tell the victim to go and bring you the head of the vampire lord, but you can't have them jump off a cliff.

It's worth noting that -like quest- only the reverse of the spell can remove the geas. Dispel magic or remove curse won't cut it.

It's interesting that the exact nature of the penalties inflicted upon a disobedient victim is up to the GM, not the caster. Personally, I would enjoy input from the player for ideas, but might modify it if I thought it was necessary.

The assumption in the spell description seems to lean more toward the geas being a task to be done, but that's not always the case. One of the examples in the spell's description is "to never reveal certain information." Say a character is geased (is that a verb?) to never reveal the location of the wizard's lair. A secret once told is lost. So either the penalty needs to prevent blurting it out or punish breaking of the geas harshly afterwards.

To continue the secret-keeping example, I would say an attempt to reveal the information might cause wracking pains that prevent communication and reduces the character's CON score by half. Further attempts to say or write or otherwise reveal the information would reduce their CON to zero and kill them. The target has already lost his saving throw, so the penalties are automatic (6th level, remember?). Even an ESP spell used against him would be punishable, IMO.

In the case of a task to be done, the penalties might follow the more gradual route. Of course, the other possibility would be to assign a deadline or some such. "Kill the dragon before the next full moon or ____!" is simple enough. You have X days or the geas' penalties kick in. Maybe you die, maybe you become a slave, or a pig, or whatever.

Finding a scroll or spell book with a copy of this would be quite the prize. Frankly, if I ran a game where the PC MUs had to find their spells, I would make this one a -heheh- quest of its own.

Tuesday, May 2, 2017

RSA: Questioning the Questing


While I have seen NPCs use Quests on characters as a plot hook (or just to mess with them), I don't know that I have ever seen it used by a player character.

I was going to combine this Random Spell Assessment with the 6th level MU spell, Geas. But that one is sufficiently different in the details that I felt I should save it for its own entry later.

Because it's a high level spell (5th), it will be a little while before a cleric character uses this one. It's also not one that the character is likely to pray for by default. Dispel Evil and Raise Dead tend to be the go-to 5th level spells. I imaging Quest is one you use as part of a plan.

The spell has a range of thirty feet, which seemed odd until I thought about it. It makes sense you would be close enough to speak to the subject of the spell.

In a nutshell, Quest forces the subject to perform a task (or quest). It can't be out and out suicidal, and it's ONE task (singular).

The consequences of refusal is a curse. the exact nature is decided by the DM (not the caster). The wording here is a little vague. Is a refusal to out and out say "No!" or does procrastinating and ignoring the quest count too? I would tend to rule toward the latter.

Looking at the reverse of Remove Curse gives a DM some fun ideas for curses.

One interesting tidbit is that Remove Curse won't get rid of the quest-related curse. Only the reverse Remove Quest can; and that isn't a sure thing if the one who imposed the quest is higher level than the remover (-5% per level lower).

I think that if I were running a mid to high level cleric, this would be a very handy spell for getting annoying NPCs to be useful, even if it's just making them go on a pilgrimage to some far off holy site. You could gather information (lying is refusing the terms of such a quest), enlist aid in some task, or even target someone else for assassination (not very nice, but possible!).

Thursday, April 27, 2017

A funny little thought

I was perusing some old blog posts and stumbled across this old RSA about the Read Languages spell. It got me thinking about the "Common Tongue" conceit in D&D. Other games have their versions as well; Runequest's "Tradetalk" springs to mind. In the post I mention that the spell doesn't seem to see a lot of use in-game and being a stickler GM about languages can be potentially annoying/un-fun for the players.

So here's an idea: the Common Tongue is just that; a tongue. i.e. a spoken language. That means there IS no written form. It's a pidgin of various words and grammars into an almost slang. Sure you can chat up the shopkeeper in Common, but odds are the sign on his door is in his native language.



This can open up more reasons that learning a language can matter as well as knowing the Read Languages spell. It's not TOO punitive, because it doesn't preclude all communication. It just makes knowledge a tad more useful. Which can be really handy in old-school games where that 16 INT magic-user knows five languages, but is tapped out on spells for the day.

Thursday, December 3, 2015

RSA: Spiritwrack (-wrath)


Now, this spell is technically a 1st edition creation, but I decided to do a write-up for it because:

  • A version of it is in Labyrinth Lord's Advanced Edition Companion ("Spiritwrath")
  • It fits the obscurity test I generally apply to these kinds of posts (I've never seen it used or mentioned in play)
  • It is so darned cool!
The nature of the spell can be briefly summarized thusly:

The MU can create a scroll which, when read in the presence of a specific infernal/nether creature (e.g. a demon or similar), will A) root it to the spot, B) torture it for a for a bit, then C) banish to imprisonment on its home plane.

Nasty, huh?

Here are the basics (from AEC)

Spiritwrath
(MU) Level: 6
Duration: Special
Range: 10' +1/level

For starters, this isn't a spell that you'll memorize "just in case." You need blood from the type of creature you're preparing the scroll against. the individual creature's true name, and 100's of GPs worth of gems ground into the blood ink.

Spiritwrath can be used against demons, devils, powerful vampires, or liches. The description mentions that the spell is "often used to extort something from its victim, and may be stopped at any time short of imprisonment." This bespeaks a level of premeditated nastiness not typically seen in dungeon crawls.

The scroll is recited for several rounds, basically in effect until the mage stops reading it. It is interesting to note that the intervals listed are in turns (10 minutes). So this is an extended process, not fire & forget.

Another fun tidbit is while the entity gets a saving throw, even if it does resist, it can't directly attack the caster. The scroll acting much like a scroll of warding. It is most likely the creature will flee.

If the spell works and is read through to completion, the demon (or whatever) is banished to its home plane (undead are sent to the plane of negative energy) and imprisoned there for one year per caster level! Since this is a 6th level spell, under normal circumstances the caster is at least 11th level. So the nasty is gone for a decade or more. in practical terms, this means most campaigns will not see the banishee again. Of course, that demon the PC MU's mentor banished a decade ago might show up any time!

The description makes a point of explaining that the banished entity will likely harbor ill will against the caster. Also, if the spell is used to broker a deal, the caster better be pretty darn careful about the letter of the agreement, because you know the baddie will be looking for a loophole to screw him over with.

This spell is one of those very evocative and fun uses of magic that so rarely gets any table time that it's a shame. While I can totally understand PCs not prioritizing this one, I would love to drop a book or scroll into a game describing the ritual so that MU gets to add this to his grimoire. Once a PC has the spell available, who knows when they might decide to give it a whirl?

Monday, May 6, 2013

RSA: Part Water

Let's just get the Heston screen cap out of the way, OK?


An amusing and powerful spell. And, like most RSAs, one I've rarely seen a PC use. It's odd that this is a MU/Elf spell in BX rather than a clerical spell given –like some other spells– its obvious mythological origins, but who am I to blow against the wind?

Its pretty high level (6th), so it's understandable why you don't see it cast all the time. Also, it's really only useful when dealing with a large body of water, which isn't too terribly frequent in most campaigns. 

Part Water (from Cook)
Level: 6 (MU)
Range: 120'
Duration: 6 turns

This spell creates a path through a body of water, enabling creatures to walk on the bottom. The path will be up to 120' long and 10' wide. The spell may be ended at any time by the caster before the duration is over.


The first thing I notice about the spell description is the dimensions/AoE. Why? No depth! It doesn't care whether you are making a path through a fish pond or an ocean, it goes ALL THE WAY DOWN! Obviously it's hard to do the Red Sea Stroll without it reaching the bed, but still!

The second thing about the dimensions is, well, the other dimensions. Only 120' x 10'? That's not getting you very far. One hour duration is nice if it's only for one combat, but you aren't getting a lot of overland travel done in that time. It would be handy for some river crossings and the like, though.

Now, one fun use of this spell that comes to mind is when it comes to a naval battle: Opening a gap in the water right in front of an enemy vessel? Good times! Of course, you'd want to angle it just right to maximize the effect, but I would say even a big ship would stand a real risk of capsizing or dipping its prow low enough to be swamped.

Like many of these higher level, unusual spells, I would be tempted to place a scroll in a campaign just to see what fun the PCs might come up with.


Tuesday, October 23, 2012

RSA: Insect Plague



Maybe it's the fact that it's a higher level spell, but I don't think I've seen this one used too often. 5th level clerical spells include such standbys as Raise Dead and Dispel Evil, so – unsurprisingly– I.P. often gets left on the back burner.

That said, since clerics can pray for whatever spells they want from their list, I can think of cases where it could come in darned handy.

Insect Plague (from Cook)

Cleric: 5th Level
Range: 480'
Duration: 1 day

HOW long??! It can last the WHOLE FREAKING DAY! Of course, the cleric has to concentrate on it. The range is pretty impressive too. Don't forget that changes to 480 yards when you're outside.

Now let's look at what the spell actually does once it's cast. It creates a "vast swarm" of bugs (60' diameter) they "obscure vision" - meaning you can't see to target the cleric bringing the bug cloud down on you. It also "drives off" creatures of < 3HD. No limit on number, no save, just area of effect. So that horde of 1HD mooks you brought to mess with Father Locust? Off they run.

I mentioned the spell requires concentration, but the caster can also move the cloud around. I can imagine priests casting this and really messing with enemy troops on the battlefield.