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Friday, March 13, 2020

2020 - The Year of Blackmoor - 50th Anniversary - Day Seventy-Three

Celebrating 2020 - The Year of Blackmoor - 50th Anniversary of Blackmoor and of Role-Playing!

Today is Part 18 of my series of looks at OD&D starting with Men & Magic - Volume 1.

Today we will look at the 5th Level Magic-User Spells:


Teleport: Instantaneous transportation from place to place, regardless of the distance involved, provided the user knows where he is going (the topography of the arrival area). Without certain knowledge of the destination teleportation is 75% uncertain, so a score of less than 75% of the percentile dice results in death. If the user is aware of the general topography of his destination, but has not carefully studied it, there is an uncertainty factor of 10% low and 10% high. A low score (1–10%) means death if solid material is contacted. A high score (91–100%) indicates a fall of from 10 to 100 feet, also possibly resulting in death. If a careful study of the destination has been previously made, then the Magic-User has only a 1% chance of teleporting low and a 4% chance of coming in high (10–40 feet).
The change I made to this spell was on the last option where a careful study had been made, I changed it to 2% chance of coming in low and 2% chance of coming in high. If you are low you are dead if you contact solid material and if high a fall of 10-20 feet.
Hold Monster: Same as Hold Person but applicable to Monsters.
Enough said! 😉
Conjure Elemental: A spell to conjure an Air, Water, Fire or Earth Elemental. Only one of each type can be conjured by a Magic-User during any one day. The Elemental will remain until dispelled, but the Magic-User must concentrate on control or the elemental will turn upon its conjurer and attack him (see CHAINMAIL). Conjured elementals are the strongest, with 16 hit dice as is explained in Book II, MONSTERS & TREASURE. Range: 24”.
This can be a lot of fun for the referee, if the player running the Magic-User forgets and tries to tell anyone else anything while he is controlling an Elemental. Or if the Magic-User is trying to move, then a 40% chance of tripping which will break concentration.
Telekinesis: By means of this spell, objects may be moved by mental force. Weight limits are calculated by multiplying the level of the Magic-User by 200 Gold Pieces weight. Thus, a “Necromancer” is able to move a weight equal to 2,000 Gold Pieces. Duration: 6 turns. Range 12”.
I changed the weights to pounds, and increased it by 50% if Strength & Intelligence were both between 13-18  and reduced it by 50% if Strength and Intelligence were both between 3-8. 
Transmute Rock to Mud: The spell takes effect in one turn, turning earth, sand, and, of course, rock to mud. The area affected is up to 30 square inches. Creatures moving into the mud will become mired, possibly sinking if heavy enough or losing 90% of movement otherwise, unless able to fly or levitate. The spell can only be countered by reversing the incantation (requiring a Transmute Rock to Mud spell) or by normal process of evaporation (3–18 days as determined by rolling three six-sided dice). Range: 12”.
Note that for this spell and the following two spells the Area is in the same scale as the Range. Very useful spell especially because of the range.
Wall of Stone: The creation of a stone wall two feet thick with a maximum length and height equaling 10 square inches. The wall will last until dispelled, broken down or battered through as a usual stone wall. Range: 6”.
This multiple instances of these spells can be cast and combined by multiple Magic-Users working together.
Wall of Iron: Like a Wall of Stone, but the thickness of the wall is three inches and its maximum area 5 square inches. Duration: 12 turns. Range: 6”.
As an example, either of these Walls can be created and combined with natural or constructed features to create a place to make a stand and many other more creative uses. No you cannot create it in the air and drop it on someone or something. You are creating Walls not free-standing Ceilings.
Animate Dead: The creation of animated skeletons or zombies. It in no way brings a creature back to life. For the number of dead animated simply roll one die for every level above the 8th the Magic-User is, thus a “Sorcerer” gets one die or from 1–6 animated dead. Note that the skeletons or dead bodies must be available in order to animate them. The spell lasts until dispelled or the animated dead are done away with.
I have seen players use this to animate fallen party members so they could fight on. Lawful Clerics are not happy about the use of this spell since it is a Chaotic act to use it and have been known to Turn these undead, which can create other problems, such as making it impossible to then cast Raise Dead.
Magic Jar: By means of this device the Magic-User houses his life force in some inanimate object (even a rock) and attempts to possess the body of any other creature within 12” of his Magic Jar. The container for his life force must be within 3” of his body at the time the spell is pronounced. Possession of another body takes place when the creature in question fails to make its saving throw against magic. If the possessed body is destroyed, the spirit of the Magic-User returns to the Magic Jar, and from thence it may attempt another possession or return to the Magic-User’s body. The spirit of the Magic-User can return to the Magic Jar at any time he so desires. Note that if the body of the Magic-User is destroyed the life force must remain in a possessed body or the Magic Jar. If the Magic Jar is destroyed, the Magic-User is totally annihilated.
Use of this spell is Chaotic and Lawful Clerics are not happy about it and may seek to destroy the Magic Jar.
Contact Higher Plane: This spell allows the magical-type to seek advice and gain knowledge from creatures inhabiting higher planes of existence (the referee). Of course, the higher the plane contacted, the greater the number of questions that can be asked, the greater the chance that the information will be known, and the higher the probability that the question will be answered truthfully. Use the table below to determine these factors, as well as the probability of the Magic-User going insane. Only questions which can be answered “yes” or “no” are permitted.


If a Magic-User goes insane, he will remain so for a number of weeks equal to the number of the plane he was attempting to contact, the strain making him totally incapacitated until the time has elapsed. For each level above the 11th, Magic Users should have a 5% better chance of retaining their sanity. The spell is usable only once every game week (referee’s option).
I have seen many over confident Magic-Users spend week waiting for sanity to return. Also IMC if you become insane you permanently lose a point of Intelligence each time it happens.
Passwall: A spell which opens a hole in a solid rock wall, man-sized and up to 10’ in length. Duration: 3 turns. Range: 3”.
Great spell for escaping many a trap and when you are cornered in a dead end. Or if you are chasing something but you cannot figure out how to open the secret door that it went through.
Cloudkill: This spell creates a moving, poisonous cloud of vapor which is deadly to all creatures with less than five hit dice. Movement: 6”/turn according to wind direction, or directly away from the spell caster if there is no wind. Dimensions: 3” diameter. Duration: 6 turns, but the cloud is dispelled by unusually strong winds or trees. Note that the cloud is heavier than air, so it will sink to the lowest possible level. What do you do?" "I cast Cloudkill at them."
Note: 40% chance per turn that the wind direction will change. Many forget about the heavier than air properties even when that is part of the relevant information given. 
Feeblemind: A spell usable only against Magic-Users, it causes the recipient to become feeble-minded until the spell is countered with a Dispel Magic. Because of its specialized nature the Feeblemind spell has a 20% better chance of success, i.e. lowers the Magic-User’s saving throw against magic by 4, so that if normally a 12 or better were required to save against magic, a 16 would be required against a Feeblemind. Range: 24”.
If you remove all evidence that the victim is a Magic-User it is 90% likely that no one will ever think to attempt a Dispell Magic.
Growth of Animals: A spell which will cause from 1–6 normal-sized animals (not merely mammals) to grow to giant-size with proportionate attack capabilities. Duration: 12 turns. Range 12”.
Note: If the animal(s) are not tamed and/or trained, then it is highly suggested that they be charmed first, otherwise they will not be under the Magic-Users control. On the other hand if the animal(s) are already attacking the enemy this will be a lesser consideration.

 Tomorrow we are on to the 6th level spells.

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