Saturday, January 13, 2018

AD&D Players Handbook part 44: 7th-Level Magic-User Spells

There are sixteen magic-user spells of 7th level in AD&D, up from the nine that were in OD&D.  The OD&D list has made the transition unchanged, and the remainder of the spells are all new.

Bigby's Grasping Hand: This is a more powerful version of Bigby's forceful hand, but rather than pushing targets away it grasps and holds them motionless.  It can hold a creature of up to 1,000 pounds weight, and it can move creatures of up to 500 pounds away from the caster.  The material component is a leather glove.  I'm a little underwhelmed by the weight limit for such a high-level spell, but on the other hand it offers no saving throw, and it ignores the target's level and Hit Dice, so I guess it's a good way of taking out a high-level NPC.

Cacodemon: This spell is used to summon a specific, named Demon of Type IV, V or VI, which can then be bargained with to perform some sort of service.  I'd be shocked if this spell wasn't one of the more oft-quoted passages during the 80s "devil's game" witch-hunts, as it has all sorts of language about making pacts with demons and blood sacrifices and whatnot, with little more than lip service given to the idea that this is something that would probably be restricted to evil characters.
  There are three methods given for bargaining with a summoned demon.  The first involves invoking the threat of the spiritwrack spell, which has a pretty good chance of turning said demon into your enemy.  The second method involves the offering of human sacrifices, which is a little safer, but can still go wrong if the demon decides that the tribute is insufficient.  The third involves using a trap the soul spell to imprison the demon within an inanimate object, which can be broken later on to release the demon to do the bidding of whoever just did the breaking.  All throughout these descriptions it's reiterated that dealing with demons is dangerous, that they will turn a bargain against the caster at any opportunity, and that the proper protection is required to deal with them safely (protection circles, thaumaturgic triangles, and the like, which aren't really described in the Player's Handbook but are further developed in the Dungeon Masters Guide.)
  As I mentioned above, the true name of the demon to be summoned is required for the spell.  It's specifically stated that there are no demons weaker than Type IV whose names are known, and the spell is not strong enough to summon anything stronger than Type VI (like Orcus or Demogorgon).  There's a chance with each casting that the demon named has already been imprisoned or destroyed in the past, or simply that the name has been pronounced incorrectly.  In all of those cases, a new name will be required to attempt the spell again.
  Material components are five black candles, a brazier of hot coals, sulphur, bat hair, lard, soot, mercuric-nitric acid crystals, mandrake root, alcohol, and a piece of parchment with the demon's name on it.  It also requires a dish of blood from some mammal, preferably human, so there's blood sacrifice going on with this spell regardless of how the caster wants to use it.

Charm Plants: Plants in a 3"x1" area come under the control of the caster, and will obey his commands to the best of their abilities (including any special abilities a plant might have).  Intelligent plants get a saving throw (with a -4 penalty).  The material  components are a pinch of humus, a drop of water and a twig or leaf.
  The OD&D version of the spell had more specific limits on the number of plants affected based on size, rather effecting everything in a blanket area.  It had a range of 12", which has been shortened to 3" in AD&D.

Delayed Blast Fireball: It's a fireball that deals 1d6+1 damage per caster level, that can also be delayed for 1 to 50 segments (a segment being 1/10th of a round).  I've never, ever seen the delay effect used, but the extra damage dealt has always been appreciated.

Drawmij's Instant Summons: A non-living object no larger than a sword and no heavier than a shield can be instantly summoned into the caster's hand from anywhere.  The item needs to be previously prepared, and a 5,000gp gem is also required for the preparation as well as the casting.  The object can be summoned from other planes of existence (being able to traverse more planes the higher-level the caster is), but it can't be summoned if it's in the possession of someone else (although the spell will reveal the identity of the possessor).  It's another spell that I'm not sure justifies its high level and exorbitant material requirements.
  This is the first in-game appearance of Drawmij, a character from the Greyhawk campaign played by (who else) Jim Ward.  Apparently the spell was created by Gary after a game where Ward's character had left a potentially life-saving magic item behind, and complained that wizards should have some means of summoning important objects to their hand.  It's not clear whether the name Drawmij was coined by Gary for the spell and later adopted by Jim Ward, or if it happened the other way around.

Duo-Dimension: The caster becomes two-dimensional (losing the dimension of depth).  Thus they can slip through cracks, and become invisible by turning sideways.  While so invisible they can only be detected by a true seeing spell, and they are immune to all forms of attack.  Otherwise, attacks on them deal triple the normal amount of damage.  Recipients of this spell are partially within the Astral Plane, and can be drawn fully into it if noticed and attacked by a hostile Astral creature.  The material components are a strip of parchment, and an ivory likeness of the caster worth 5,000-10,000 gp (which is consumed by the spell).  Again, it's a spell that costs a hell of a lot to use.

Limited Wish: A spell that can pretty much do anything the caster asks for, within ill-defined limits.  It can't create wealth or grant experience.  Some examples that the spell gives are as follows: it can partially or temporarily restore hit points, reduce damage and hit probabilities of enemies, increase a spell's duration, change the disposition of a monster, or give minor clues to treasure or magic items.  Greedy desires will often turn against the caster.
  The OD&D spell is much the same, but doesn't bother to give any examples of what the spell can accomplish.

Mass Invisibility: Works like invisibility, but it affects a 3" x 3" area.  Practically, this means that it can affect 300-400 man-sized creatures, 30-40 giants or 6-8 large dragons.
  The OD&D version of the spell could affect 100-300 man-sized creatures, or up to 6 dragons.  It had a range of 24", as opposed to 1"/level in AD&D.

Monster Summoning V: Summons 1 or 2 monsters of 5th level, that appear after 1-3 rounds.  Looking at the Supplement I: Greyhawk tables (the only ones available at time of publication) shows a very nice spread of powerful monsters: trolls, ogre magi, wyverns, umber hulks, and even lammasu.
  The OD&D version of the spell summoned but a single monster of 5th level.

Mordenkainen's Sword: Summons a "sword-like plane of force" that can be wielded mentally by the caster.  It attacks as a fighter half the level of the caster, and can hit any creature (even those that are astral, ethereal or struck only by magical weapons).  It deals 5-20 damage to a man-sized creature, 5-30 to anything larger, and will automatically hit on a 19 or 20 regardless of the target's AC.  The material component is a miniature platinum replica worth 500 gp.
  (I've already talked about Mordenkainen in an earlier post.)

Phase Door: The caster can pass through walls in a similar manner to the passwall spell, but a phase door is invisible to everyone else and can be used on multiple walls per casting.  It can be dispelled by dispel magic cast by a higher-level caster.  There's also an intriguing mention here of lower level casters being able to cast dispel magic in concert, and thus combine their levels for the purposes of the spell (though in this case they need to be double the level of the caster).  This isn't something mentioned in the dispel magic description, so I'm wondering if it's just useful in this specific instance, or more generally?  I rather like it.
  The OD&D spell is similar, but it can be used 7 times per casting rather than a number based on the caster's level.  The bit about casters combining their level for a dispel magic was also present in OD&D.

Power Word, Stun: Stuns any one creature for a number of rounds based on their hit points (4-16 rounds for creatures with 1-30 hp, 2-8 rounds for 31-60 hp, and 1-4 rounds for creatures with 61-90 hp).  Creatures with over 90 hp are not affected.  It should absolutely be noted that this spell offers no saving throw: it's an instant death sentence for any solitary creature that's under the hp limit (unless they happen to have magic resistance).  It's also interesting that the spell goes off the creature's current hit points rather than their total.  I tend to do the opposite in most cases.
  The OD&D spell was similarly tied to the target's hit points, but it had a maximum cap of 70hp.  This is understandable, as the hit points of monsters and PCs has increased on average since the spell was first created.  It had a range of 12", whereas AD&D has changed that to 1/2" per level, shortening the range for the vast majority of casters.

Reverse Gravity: Affects a 3" x 3" square area, causing everything within that area to fall upwards for a single second.  Apparently it can affect things even thousands of feet in the air, so it has no practical upper range.  The objects "fall" 16 feet during that time.
  The OD&D spell was the same, but it didn't have anything to say about the spell's vertical limit (or lack thereof). It had a range of 9", which has been changed to 1/2" per level for AD&D.

Simulacrum: A duplicate of the target is created from snow and ice.  It is physically indistinguishable from the target, but is significantly weaker in level and hit points, and doesn't have the target's full knowledge.  The simulacrum is mindless, and must be commanded by the caster.  It can be given "vital force" with a reincarnation spell, and a limited wish empowers it with a portion of the target's knowledge and personality.  The simulacrum can never gain levels.  The material component is a powdered ruby, as well as a piece of the target placed within the snow or ice.
  In OD&D, an ice storm spell was necessary if there was no snow present, and an animate spell was required as well (presumably this was changed to reincarnation).  It's noted that the real person will be easily identifiable the two are encountered together.  There's also a bit about the simulacrum gaining in strength if the original person is killed, which I like a lot.  (On the whole, I would say that the OD&D spell is better explained than its AD&D counterpart.)

Statue: The target of the spell is transformed into a statue, and can change back and forth for as long as the spell lasts.  The target retains all of its senses while a statue, and can be damaged, but is indistinguishable from a regular statue.  Somewhat alarmingly, the use of the spell requires a system shock roll to survive, albeit one that's easier to survive than usual.  The material component is lime, sand, and a drop of water stirred by an iron bar.

Vanish: The caster can cause an object to disappear, and reappear elsewhere at a location of their choosing.  It has a weight limit of 500 gp per caster level.  Heavier objects can be made to disappear, but when they "reappear" they are replaced by a like amount of stone.

Thursday, November 09, 2017

AD&D Players Handbook part 43: 6th-Level Magic-User Spells

There are twenty-four 6th-level magic-user spells in AD&D (argh), up from sixteen in OD&D.  All the OD&D spells have made the transition to AD&D at the same level, and there are eight spells that are brand new.

Anti-Magic Shell: The caster is surrounded by an invisible barrier that stops all spells, magical attacks such as breath weapons and gazes, and the functioning of magical items. It also blocks entrance by creatures that have been charmed, summoned or conjured.
  The OD&D spell only specified that it negated spells, not items and other magical attacks.  It was also very specific in pointing out that the caster couldn't send any spells out through the shell, which the AD&D spell doesn't mention.  The AD&D spell does say that it's impervious to all magic and magic spell effects, and probably does work like the OD&D spell, but I feel like this is the sort of thing that needs to be stated outright.  It had a duration of 12 turns (1 turn/level in AD&D) and no specified diameter (1 foot/level in AD&D).

Bigby's Forceful Hand: Much like Bigby's Interposing Hand, it creates a hand that blocks the target from reaching the caster.  The Forceful Hand exerts more pressure, though, and can push creatures weighing less than 500 pounds away.  Heavier creatures will have their movement rate slowed.  The hand has as many hit points as the caster. It's material component is a glove.
  Does anyone else feel like these Bigby's Hand spells are a little underpowered for their level?  I've been saying that for quite a few AD&D spells, but I don't have a lot of experience with high-level magic in this version of the game.  Is there something I'm missing?

Control Weather: Works much like the 7th-level cleric spell, in that it allows the caster to make a one-step alteration in up to three prevailing conditions (clouds/precipitation, temperature, and wind).  The only difference between the two versions is that the spell's duration for magic-users is half that for clerics.
  The OD&D version of the spell didn't take the prevailing conditions into account, and simply gave the following options that could be performed: rain, stop rain, cold wave, heat wave, tornado, stop tornado, deep clouds, clear sky.  Not as versatile, perhaps, but probably more immediately useful as part of a game.

Death Spell: Instantly kills a number of creatures within the area of effect, with no saving throw.  The number killed is based on Hit Dice, and ranges from a whopping 4-80 creatures of less than 2 Hit Dice, up to 1-4 creatures of 6+4 to 8+3 Hit Dice.  There's a system given for when the spell targets a group with a mixed range of Hit Dice.  Examples are given for the spell affecting the weakest creatures first, and also for it affecting the strongest creatures first, so I'm thinking that this is up to the caster.  Naturally the spell doesn't affect the undead, or creatures who aren't from the Prime Material Plane.  Lycanthropes are immune as well, which is a little surprising; I can't think of any other instances where they're immune to instant death effects.  The material component of this spell is a crushed black pearl worth 1,000gp.  So it's mega-powerful, but casting it is costly.
  (There's a bit in this spell description about the death being "irrevocable", which could be interpreted as not allowing raise dead.  Gary has clarified that this was meant to refer to the spell granting no saving throw.)
  The OD&D spell killed 2-16 creatures of less than 7 Hit Dice, with a fixed 6" x 6" area.  It's more effective against foes of 4 to 6 Hit Dice, but far less so against weaker enemies, and not being able to affect anything of 7+ HD is a big drawback.  I'm also pretty sure that, by the book, the OD&D death spell would allow a saving throw.

Disintegrate: Disintegrates one creature (including undead), or up to a 1" cube of nonliving matter.  Unlike the death spell, the target gets a save.  It has no effect on a globe of invulnerability or anti-magic shell.   The material components are a lodestone and a pinch of dust.
  The OD&D version of the spell works similarly, although it does mention that it can't affect magical matter, whereas the AD&D spell can do so.  The OD&D spell had a range of 6", whereas AD&D has a range of 0.5"/level.

Enchant an Item: This is the spell that is used to prepare an item for enchantment.  It takes 16 hours, plus an additional 8-64 hours to cast, but given that the caster can only work 8 hours per day this effectively comes to 2 days + 1-8 days.  This work basically consumes all of the caster's time during those days, and the object to be enchanted must remain close to him the whole time or the process is ruined.  At the end of the casting the item to be enchanted must make a saving throw vs. magic (using the caster's saves), and if it's successful it's ready to have further spells imbued into it (which must be done within 24 hours, or the enchant an item spell fades).  Each spell to be cast takes 4 hours, plus 4-8 additional hours per spell level, and each one requires a saving throw to take hold.  A permanency spell is then required to make the enchantment permanent, although this can't be done with any items that have charges, such as wands and staves.  Enchant an item can never be successfully cast from a scroll or a wand or the like.
  The material components for this spell are pretty much up to the DM.  The only actual requirement is that the item to be enchanted must be sound and undamaged, and of the finest possible quality.  The value of the item varies depending on what it is, but should never be less than 100gp.  As for the enchantments, some examples are given: a cloak of displacement needing the hide of a displacer beast; a dragon-slaying sword requiring the blood or body parts of a dragon; or a ring of shooting stars needing a piece of meteorite and the horn of a ki-rin.
  I fully expect that the Dungeon Master's Guide will expand on this spell significantly.  This spell wasn't in OD&D, but the times given here are actually quite modest compared to those in OD&D, where a simple scroll might take weeks to create, or a ring of x-ray vision a full year.

Extension III: Doubles the duration of 1st-3rd level spells, and increases those of 4th-5th level by 50%.
  The OD&D version of the spell also went up to 5th level, but doubled the duration of all spell levels.

Geas: Compels the target of the spell to perform a task as set by the caster, so long as that task isn't self-destructive.  Failure to follow these orders causes the target to get sick and die within 1 to 4 weeks, and attempts to deviate or twist the intentions of the orders result in a loss of Strength until the deviation ends.  Remove curse and dispel magic are not sufficient to remove this spell: only a wish will suffice.
  The OD&D spell gave no guidance for how long it takes a geas to kill someone who isn't following orders.  It had a range of 3" (it's a touch spell in AD&D).

Glassee: This spell makes an area of metal, stone or wood transparent (although it's not effective on lead, gold or platinum). The "window" is one-way, or it can simply be made to apply only to the caster himself.  In the latter option, it seems to me that the caster can make a different window every round until the spell expires, although it's not 100% clear. The material component is a piece of crystal or glass.

Globe of Invulnerability: This (surprisingly new) spell creates a globe that blocks all spells of 1st-4th level. The caster can still cast spells from inside it, though, which makes me think that this mustn't be the case for Anti-Magic Shell, otherwise there'd be no reason to take it at all.

Guards and Wards: This spell has the following effects within a radius of 1"/level from the caster: it fills all corridors with a mist that obscures visibility, it wizard locks every door, it covers a number of doors equal to the caster's level with an illusion that makes them look like a wall, it fills all stairways with webs, it gives every junction a minor confusion effects that makes those choosing a direction take the opposite passage half the time, and it makes the whole area radiate magic.  The caster can also choose from the following: dancing lights in up to four corridors; two magic mouths; two stinking clouds; a gust of wind; or a suggestion. These latter options (and the illusionary walls) can only be used if the area is super-familiar to the caster.  Remove curse is completely ineffective against this spell, and dispel magic can only remove one random effect per casting. The material components of this spell are burning incense, a small measure of oil and sulphur, a knotted string, some umber hulk blood, and a silver rod.
  I've never paid much attention to this spell, but navigating an area where it's been cast sounds like a nightmare.  I really want to give it to the next NPC magic-user that my players go up against.

Invisible Stalker: Summons an Invisible Stalker, specifically from the Elemental Plane of Air. The stalker will serve the caster until the task it is set is completed, but it will resent prolonged service, and will seek to pervert its orders. Material component for the spell is burning incense and a piece of horn shaped like a crescent.
  The OD&D spell is much the same, although it says that the stalker is "extra-dimensional" rather than being from the Plane of Air. (I prefer it the old way for the sake of mystery.) There's nothing said in the spell entry about the stalker's resentment of long service, but it's there in the monster entry. I won't go into the differences between Invisible Stalkers in the two editions, as I did that here.

Legend Lore: May reveal information about a person, place, or thing, provided that the subject of the spell is sufficiently legendary.  The casting time of the spell varies depending on how much the caster knows about the subject.  If the subject is present it only takes 1-4 turns, but if all the caster knows is rumours it can take from 2 to 12 weeks, during which time the caster can't do anything except cast the spell, eat, sleep and go to the toilet. Any information given by the spell will be in the form of a cryptic hint or rhyme. The material components are some incense and strips of ivory, but the spell also requires the sacrifice of a magic item or a creature. (Guess which the average player would choose...)
  The OD&D spell worked similarly, but the casting time of the spell was 1d100 days, rather than being based on the knowledge of the caster.

Lower Water: Functions like the 4th-level cleric spell, in that it causes water to be lowered by 5% per caster level. It has a range of 8" (12" for clerics), a duration of 5 rounds per level (1 turn per level for clerics), and an area of a 0.5" square per level (clerics affected a 1" square per level).  The material components are a vial of water and a vial of dust (clerics didn't need the water, but they did need a holy symbol).
  The OD&D spell was simpler in that it lowered water by 50% for ten turns, with a range of 24".

Monster Summoning IV: Summons 1 to 3 monsters of 4th level. As usual, with no Dungeon Master's Guide available at this point in history, I'll go to the tables in Supplement I: Greyhawk. It's an eclectic bunch of monsters, with the usual range of NPCs and some weirder selections: dopplegangers, wraiths, gargoyles, displacer beasts, phase spiders, and rust monsters. Nothing too overpowered, and perhaps a little underpowered given the level of caster that will be throwing this spell around.
  The OD&D spell only summoned a single monster of 4th level, so it was even more underpowered.

Move Earth: Allows the caster to manipulate dirt and earth, thereby collapsing embankments, moving hillocks, shifting dunes, and so on. It seems as though there's no limit to the area that the caster can affect: it has a casting time of 1 turn per 4" square affected, but there's no upper limit given to the area of effect, so time is really the only limiting factor here.  For moving terrain features, a summoned earth elemental is required in addition to this spell. The spell doesn't work on rock, only dirt (and sand, given the dune example above). The material components are a mixture of soils and an iron blade.
  The OD&D spell only works above-ground, and is used to "move prominences such as hills or ridges". It has no specified area of effect, and a flat casting time of 1 turn. The movement of said prominences is given as 6" per turn, something that AD&D doesn't bother with. No earth elemental was required for any of the spell's effects.

Otiluke's Freezing Sphere: This spell has three different applications:
  1. A globe of absolute zero temperature, which can freeze 100 square feet of water per caster level, to a depth of 6 inches. This ice lasts for 1 round per caster level.
  2. A thin ray of cold which deals 4 points of damage per caster level. A successful save from the target allows it to avoid the ray, but anything in the ray's path will still be struck.
  3. A globe that can be thrown or slung, that shatters on impact and deals 4-24 damage to all creatures in a 10' radius (with a save for half damage). The globe, if not thrown, automatically shatters after a number of rounds equal to the caster's level.
  The material component is a thin crystal sheet for the globe of absolute zero, a white sapphire worth at least 1,000gp for the ray, and a diamond worth at least 1,000gp for the shattering globe.  It's a good spell, but it's offensive capabilities really aren't enough to justify the material costs.  Fireball and lightning bolt are free, you guys.
  Otiluke is yet another prominent Greyhawk NPC, but I had some trouble tracking down his real-world origins. There was plenty about his in-world history, being a part of the Circle of Eight and eventually being murdered by Rary, but nothing on his history in Gary's campaign. That's because he wasn't an actual PC played in the original Greyhawk campaign - rather, it was a name that Gary came up with by combining the names of his son Luke, and Luke's first PC Otis. Otis was a ranger, so it looks as though Otiluke will be free of the need to reconcile gaming anecdotes with TSR canon.

Part Water: This spell is identical to the 6th-level cleric spell, in that the caster can create a tunnel through liquids that is 3' deep, 1' wide, and 2" long (with all dimensions multiplied by caster level). The range and duration of the spell are halved compared to the cleric version, and the material component is a pair of glass sheets rather than a holy symbol.
  The OD&D version created a tunnel with fixed dimensions of 10' deep and 120' long (no width specified), and a duration of 6 turns (it lasts 5 rounds/level in AD&D).

Project Image: This spell creates a duplicate of the caster, which performs any actions desired. Spells cast by the caster can originate from the duplicate.  The duplicate is immune to all damage, but it can be negated with dispel magic, and it will disappear if it is ever out of view of the caster. The material component is a small doll of the caster.
  The OD&D spell had the slightly altered name of projected image. It was otherwise the same, although there was nothing to say that it was immune to damage, or specifically vulnerable to dispel magic. It had a range of 24" (1"/level in AD&D), and a duration of 6 turns (1 round/level in AD&D).

Reincarnation: The bane of dead PCs everywhere: nobody wants this spell used to bring them back, except as an absolute last resort. Rather than restore a dead body to life, the caster touches the corpse, and a new incarnation of the deceased appears in 1-6 turns, in a new body. Mercifully, the magic-user version of the spell restricts the new body to humanoid forms, with the most outlandish being ogre magi and trolls. The major advantage of the spell is that it doesn't require a system shock roll. Note that creatures of a strong good or evil alignment won't be reincarnated in the body of a creature of the opposite general alignment. The material component is a small drum and a drop of blood.
  In OD&D, the form that a creature was reincarnated in was entirely dependent on alignment. Those reincarnated as humans had to determine their class and level randomly (demi-humans only had to determine level, as they had no class options at the time the original spell was written). There's nothing in the AD&D spell about changing class.

Repulsion: Repels all creatures in the area of effect (a 1" path with a range of 1"/level) away from the caster.  They will either move at 3" per round if the target is stationary, or the speed of the creature if it tries to move towards the caster.  The material components are a pair of magnetised iron bars attached to a dog statues, one ivory and one ebony.
  The OD&D spell causes the target to move "in a course opposite from their intended course towards the caster".  The major difference is that the spell had no effect on a stationary target.  It had a duration of 6 turns (1 round per 2 levels in AD&D) and a range of 12" (1"/level in AD&D).

Spiritwrack: Aside from having the raddest name, this spell is used to torture and banish a creature from the nether planes (generally demons and devils).  It only works if the caster knows the name of the target creature, and it also requires the preparation of a sheet of vellum bordered in gold leaf, and inscribed with ink made from powdered rubies and the blood of a demon of Type I, II or III.  This sheet requires 8-32 hours of preparation, 1,000gp for the vellum and other materials, and a further 5,000 gp for the powdered rubies.
  When the inscription is read in the presence of the target creature, it will be rooted to the spot.  A successful roll against its Magic Resistance will allow it to avoid this effect, but the target is then most likely to retreat to its home plane, as it can't attack the caster.  So the affected demon is paralysed for the first round, and for the second it is wracked with pain and loses 1 hp for each of its Hit Dice.  In the third round it will lose half of its remaining hp, and then be consigned to a prison in its home plane, where it will remain for a number of years equal to the level of the caster.
  The description ends with a note that any demon/devil so imprisoned will become an enemy of the caster, and so most casters won't finish the spell, instead using it as leverage to force the target into submission.

Stone to Flesh: Turns any stone into flesh, and restores any character who has been turned to stone back to life (assuming a successful system shock roll is made).  This works on walls and the like as well, affecting 9 cubic feet per level, if you feel like carving a particularly gory shortcut through the dungeon.  The spell can be reversed as flesh to stone, and is mostly used to turn enemies and their belongings into statues.  The material components are a pinch of earth and a drop of blood (lime, water and earth are used for flesh to stone).
  The OD&D spell is the same, although it doesn't mention anything about a target's possessions being turned to stone (or back to flesh).  It also doesn't give a volume for transforming regular stone.  It had a range of 12" (1"/level in AD&D).

Tenser's Transformation: This spell transforms the caster into a berserk fighter, granting them double hit points, a +4 AC bonus, +2 to damage, two attacks per round, and the use of the Fighter table when attacking.  The caster will keep attacking until all enemies are slain, or the spell is ended.  The material component is a potion of heroism, which would make the casting of this spell a pretty rare occurrence.  Does the spell stack with the effects of the potion?  In OD&D the potion of heroism was only usable by fighters, and the same holds true for the DMG, so it's something of a moot point.
  Tenser has appeared before as the originator of Tenser's Floating DiscTenser's Transformation was created by Gary as a tribute to Tenser's habit of charging into battle with no regard for his role as a magic-user.

Wednesday, October 04, 2017

AD&D Players Handbook part 42: 5th-Level Magic-User Spells

Alright folks, we're in the home stretch now!  (Okay, I know the illusionist list is still to come.  Don't discourage me.)

There are 24 magic-user spells of 5th level in AD&D.  In OD&D there were sixteen, all of which have made the transition at the same level.  Of the remaining eight spells, all of them are new except for stone shape, which is new for magic-users but has appeared in the PHB before as a druid spell.

Airy Water: Creates a sphere around the caster that turns water (and "water based infusions or solutions") into a less dense substance that is breathable.  It can also be formed as a hemisphere, in which case its diameter is doubled.  It also affects movement, allowing creatures within to move unhindered by water.  Water-breathers can't survive within the sphere, and those with no movement other than swimming can't move while inside it.  Note that the duration of the spell is 1 turn/level: it's good for short-term exploration, but not for long underwater expeditions. Its material component is a handful of alkaline or bromine salts.

Animal Growth: Formerly known as growth/animal, this spell works much like the 5th-level druid spell of the same name.  It affects up to 8 animals within the spell area, doubling their Hit Dice and damage.  It has a range of 6" (druids have 8"), a duration of 1 rounds/level (for druids it's 2 rounds/level), and a casting time of 5 segments (it takes druids 7 segments).  The material component is a pinch of powdered bone.
  The OD&D version of the spell affected 1-6 animals, with a "proportionate" raise in attack capabilities.  As is often the case with OD&D, the specifics were vague.  It had a duration of 12 turns and range of 12".

Animate Dead: Works much like the 3rd-level cleric spell, in that it creates a skeleton or a zombie from the corpse of a dead human.  The caster can create a number of undead whose Hit Dice is equal to their level.  The material component is a drop of blood, a piece of human flesh, and some bone (either powdered or a shard).  The cleric spell was viable for combat use, with a casting time of 1 round, but for magic-users it takes 5 rounds, which kind of limits it to non-combat situations.
   In OD&D, the caster could raise 1d6 undead for every caster level above 8th.

Bigby's Interposing Hand: Creates a disembodied hand that places itself between the caster and the target for the whole duration of the spell.  The size of the hand can range from that of a human to that of a titan.  The hand can be destroyed by normal means, and has as many hit points as the caster.  Creatures can try to push past it, and any that weigh less than 2,000 pounds will be slowed to half normal movement.  (I wonder what happens when they push the hand right back to the caster?  Can they then attack, or does it still block them?  Can they push it back past the caster?)  The material component is a glove.
  This is the introduction of Bigby, who started life as an NPC ran by Rob Kuntz.  He was placed under a charm spell by Gary Gygax's PC Mordenkainen, and eventually became loyal enough that Kuntz allowed Gygax to use Bigby as his own PC.  He goes on to become a powerful archmage in TSR's official Greyhawk material, but I'm not too familiar with that stuff.  As with most of these characters, I'll be trying my best to square the history as laid out by TSR with the anecdotes we have from Gygax and co.

Cloudkill: Creates a cloud of yellowish-green gas (about 4" wide and 2" deep) that moves away from the caster at a rate of 1" per round.  Any creature of less than 4+1 Hit Dice caught within the cloud will be instantly killed.  Those of 4+1 to 5+1 Hit Dice get a save vs. poison with a -4 penalty, those of up to 6 Hit Dice get a save at no penalty.  Presumably those of over 6 Hit Dice are unaffected.  Winds can alter the course of the cloud (though they can't push it back towards the caster) and a strong wind will break it up in 4 rounds.  Any wind stronger than that makes the spell unusable.  Passing through thick vegetation will break it up in 2 rounds.  The cloud sinks to the lowest level of the ground, so it can be used to flush out dens and sinkholes (with an ant nest being the given example).
  The OD&D spell was deadly to all creatures with less than 5 Hit Dice, and moved at a rate of 6" per turn.  (This could be faster or slower than in AD&D, depending on how you interpret the OD&D usage of turns.)  The cloud had a 3" diameter (circular, rather than AD&D's more rectangular shape) and lasted for 6 turns (as opposed to 1 round/level in AD&D).  It was dispelled by strong winds and trees, but with no time frame given.

Conjure Elemental: Allows the caster to summon an elemental.  The type of elemental must be decided when the spell is memorised: air, fire, earth or water.  A large fire is needed to summon a fire elemental, and a large body of water for a water elemental.  (Presumably the same applies for air and earth elementals, but those are common enough that it wasn't called out in the spell description.)  The elemental conjured has 16 Hit Dice, but will only do the caster's bidding so long as the caster fully concentrates on it.  As soon as that concentration drops (which can happen when the caster is grappled or wounded) the elemental will attack its summoner (though it will finish whatever combat it's involved in first).  Even if the caster maintains concentration, there's a 5% chance every round that the elemental will break free.  The caster can protect himself with a pentacle, pentagram, thaumaturgic triangle, magic circle, or a protection from evil spell, but the rules for those are in the DMG (except for the spell).  The material components are burning incense for an air elemental; soft clay for earth; sulphur and phosphorus for fire; and water and sand for a water elemental.
  The OD&D spell was much the same, but as usual it doesn't get as specific.  The main difference is that casters were restricted to one elemental of each type per day.  That restriction is hinted at in AD&D ("it is possible to conjure up successive elementals of different type if the spell caster has memorised two or more of these spells"), but it's never stated in concrete fashion.  The spell had a range of 24" (as opposed to 6" in AD&D).

Cone of Cold: Here we see yet another offensive staple of the magic-user list making its debut much later in the game's history than expected.  It creates a cone that originates from the caster, and extends 1/2" per level, dealing 1d4+1 damage per level.  It's interesting that it's not actually a cone of frost, or an icy blast or whatever; the spell is said to "drain heat", so there may be no visual element to it at all.  Its material component is a small cone of glass or crystal.

Contact Other Plane: The caster can send their mind to another plane, to contact whatever power lives there for information (one question per 2 caster levels).  The power contacted is at random, and will resent the intrusion and give short, probably one-word answers (kind of like me being cold-called by a telemarketer).  The caster chooses how far removed from the material plane he wants to go: the further you go, the better the chance that the being contacted will know the answer, but it comes with a higher chance of being lied to, and/or driven insane.  You can also contact an Elemental Plane, which has a high likelihood of knowledge and a relatively low chance of being driven insane, but it seems that it can only work for questions pertaining to that element.  Characters with a high Int have their chance of being driven insane reduced.  Insanity lasts for 1 week for each plane removed from the material (to a maximum of 10), and there's a 1% chance per plane removed that they'll die outright (although this can be stopped with a remove curse).
  It's not made clear how this all meshes with the AD&D "Great Wheel" cosmology, but it does make sense in a way.  Most of the Outer Planes have levels, but the deepest "good" plane has seven, whereas Hell has nine, and the Abyss has 666.  So the deeper you choose to delve, the more likely it is that the power contacted is going to be something really nasty, and more likely to lie or drive you mad.
  In OD&D the spell was called Contact Higher Plane, possibly because it was created before the make-up of the planes was properly hammered out.  It only permitted answers of "yes" or "no", whereas AD&D allows other one-word answers.  The number of questions alloweed was determined by the depth of the plane contacted rather then caster level.  In general, the likelihood of knowledge in OD&D was lower than that in AD&D, the chance of being lied to was higher, and the chance of being driven insane was also higher.  The chance of being driven insane was lessened by being high level, rather than having a high Intelligence.  The planes were numbered 3rd through 12th, and the Elemental Plane could not be contacted (in AD&D, the planes begin as "1 removed" and go to "9 or more removed").

Distance Distortion: Bear with me, because I'm not entirely sure what this spell does.  You need to cast it in conjunction with a summoned earth elemental, I get that.  The elemental doesn't react with hostility when the spell is cast, which gets around the need to concentrate (which would normally be broken by spell-casting).  The spell affects an area of 100" square per level, and any dimensions within that area can be effectively halved or doubled for the length of the spell.  The example given is a 100' long corridor being made to seem as if it's 50' long, or 200' long.  (It affects the width as well.)  What I don't get is whether it's an illusion or not.  Are the distances physically altered?  Or is it in the minds of those who pass through?  The spell's in the Alteration school, so it's probably the former.  Either way, it's odd for a spell to require an elemental to function; I can't think of any other spell in the PHB with such a specific dependency.  A true seeing spell will reveal the elemental.  The material component is a small lump of clay.

Extension II: Prolongs the duration of a spell of 1st-4th level by 50%.  I wonder if this really required another spell to accomplish, or if it would have been better served to allow extension I to scale upwards with caster level.  (I guess you could say the same thing about monster summoning as well.)

Feeblemind: Works like the 6th-level druid spell, in that it reduces a single spell-caster's intelligence to that of a "moronic child".  This can be restored with a heal, restoration or wish.  Clerics get a save bonus against the spell, while magic-users and illusionists get a penalty.  Non-human magic-users have a lesser penalty than humans.  The range for the magic-user spell is 1"/level (it's 16" for druids). and the casting time is 5 segments (druids take 8).  The material component is a handful of spheres made out of clay, crystal, glass or minerals.
  In OD&D, the spell only worked against magic-users, but it could be fixed with a dispel magic.  It had a range of 24".

Hold Monster: Immobilises 1-4 creatures, with the spell being more difficult to save against the less creatures targeted.  It's only advantage over hold person is that it can paralyse creatures of any type.  I'm not sure what this line means: "partially negated hold monster spell effects equal those of a slow spell".  Is there anything in the AD&D rules about saving throws and "partial negation"?  It's a mystery to me.  The material component is a hard metal rod for each target.
  The OD&D spell worked the same, but the save penalty for targeting one creature was -2 rather than -3 (and there was no penalty for targeting 2 or 3 creatures).  The duration was 6 turns + caster level (it's 1 round/level in AD&D), and the range was 12" (it's 0.5"/level in AD&D).

Leomund's Secret Chest: This spell requires an expensive chest (not less than 5,000 gp) with some pretty specific material requirements: a wooden chest must have platinum corner fittings, etc.; an ivory chest must have gold fittings; a chest made of bronze, copper or silver must have electrum or silver fittings.  A miniature replica of the chest is also needed, and no magic-user may have more than one of these chests (a restriction that can't even be broken with a wish).
  The chest can then be hidden in the Ethereal Plane, and is completely undetectable to creatures on the Prime Material Plane.  It works a bit like a bag of holding, in that it can hold one cubic foot of material per caster level.  Living creatures placed inside are 75% likely to make the spell fail, though, so it's a little harder to stuff an enemy in there and shunt him off to the Ethereal Plane.  The caster can summon the chest as long as he has the miniature replica, but if that's lost there's no way to get the chest back.
  For every week that the chest spends in the Ethereal Plane, there's a 1% cumulative chance that some extraplanar creature will find it.  The creature might ignore it, put something in there, exchange an item, steal an item, or just take the whole lot.  Not only that, but whenever the chest is summoned back to the material plane a window is left open for the next 5 hours, with a chance that some creature might be drawn through.  Also, if the chest is left in the Ethereal Plane past the spell's duration (60 days), there's a 5% cumulative chance per day that it will be lost forever.  Obviously, with the many drawbacks, this is a spell for short-term use only.  In the long term, you stuff will be safer somewhere on the Material Plane.  (I do wonder about said extraplanar creature's ability to open the chest, though.  Does it just automatically bypass locks and traps?)


Magic Jar: The caster transfers their life force to a receptacle of some sort (usually a gem or crystal).  From there, the spirit can possess any creature that comes within range.  While in the gem, it can sense nearby life forces, but won't know exactly what type of creature they are.  While in possession of a creature, the caster has access to the creature's "rudimentary knowledge", but not to specific things like languages and spells.  (What this rudimentary knowledge is, I have no idea.  Memories?  Anything that doesn't pertain to class abilities and the like?)  If it's a humanoid form, the caster is able to use their own spell-casting abilities.  Possession attempts take 1 round, and the target gets a saving throw (which is modified up or down by comparing the combined Intelligence and Wisdom of the caster and the target).  This also determines how often the target gets a saving throw to cast the spirit out: once per round for targets far more mentally powerful than the caster, all the way to once per week for those much mentally weaker.  Once the creature regains control, the caster is trapped within it until it can either escape back to the jar or reassert control.  Destruction of the caster's original body does no harm to the spirit in the magic jar, but destruction of the jar destroys the spirit utterly.
  In OD&D, the magic jar could be any inanimate object, even a simple rock.  Otherwise it's much the same, but with nothing said about what knowledge the caster gleans from its target, or whether spells can be used in the new form.  None of the rules pertaining to the comparison of combined Intelligence and Wisdom were present, either.  The spell had a range of 12", whereas in AD&D it's 1" per level.

Monster Summoning III: Much like monster summoning II and III, summoning 1-4 third-level monsters.  Let's once again (remembering that the DMG was not yet published) look at the tables from OD&D to see what sort of monsters we're talking about.  (In previous entries I've been consulting the tables in the original three booklets, but I probably should have been looking at the ones in Supplement I: Greyhawk.  I'll do that from now on.)  Most of the entries are for classed NPCs and some giant animals, but there are also wights, harpies, wererats, and ochre jellies.
  The OD&D spell only summoned 1 or 2 creatures.

Mordenkainen's Faithful Hound: Summons a "phantom watchdog" that can only be seen by the caster, and can be set as a guardian.  If any creature larger than a cat approaches the area, the hound will start barking.  It can detect pretty much anything, even creatures that are ethereal, astral, or invisible.  If the intruding creature exposes its back to the hound, it will attack as a 10 Hit Dice creature for 3-18 damage, and can hit creatures normally only struck by magical weapons.  The hound can't be attacked, but it can be dispelled.  The caster has to remain within 3"of the area to be guarded at all times, or the spell vanishes (which really limits its usefulness, I have to say).  I do wonder, can a potential intruder simply get past the hound by never turning their back?  I suppose it's hard when the dog's invisible, but it is possible. The material component is a silver whistle, a piece of bone, and a thread.
  This is the first appearance of Mordenkainen, Gary's primary PC in the early days, who he apparently advanced to well past level 20.  Later TSR material places him as the most powerful archmage in the World of Greyhawk, and a force for balance as the leader of the Circle of Eight.  As always, this will need to be reconciled with Gary's various anecdotes.

Passwall: Creates a tunnel 5' wide, 8' high and 10' deep through wooden, plaster or stone walls.  Longer tunnels can be created with separate castings of the spell.  Its material component is a pinch of sesame seed.  (I'm sure Gary had something in mind for most of these components, but some of them are a real mystery.)
  The OD&D spell only specified a length (10').  It had a duration of 3 turns (6 turns + 1/level in AD&D), and a range of 3" (unchanged).

Stone Shape: Allows the caster to reshape stone into any form, with a volume of one cubic foot per level.  Anything can be created, but fine details aren't possible.  It's permanent though, so whatever is made will last forever (or at least until dispelled).  The material component is a lump of soft clay, which the caster must shape into the form desired. 
  The druid version of the spell could affect 3 cubic feet, plus 1 cubic foot per level, so it was slightly more effective.  It also needed mistletoe as a component in addition to the clay.

Telekinesis: The caster can move objects at a distance with the power of his mind.  The speed of this movement starts at 2" in the first round, then doubles every round until it hits the maximum of 1,024" per round.  Doing some math here, we're talking 10,240 feet per minute, or roughly 116 miles per hour.  The weight limit is 250gp per level (about 25 pounds), with no cap, but even at mid-levels something travelling at that speed should do some serious damage.  (And I'm wondering, is this converted to yards per minute outside?  That would give a top speed of just under 350 miles per hour, unless I've spectacularly botched my math.) The spell can be used to push around living creatures, but any sort of walking will negate it as long as the speed isn't up to 16" per round.  It can be stopped with an enlarge spell (provided this brings the creature above the maximum weight), by any of the Bigby's Hand spells, or by "many other magics" unspecified in the PHB.
  In OD&D, the weight limit was 200gp per level.  It had a duration of 6 turns (2 rounds +1/level in AD&D) and a range of 12" (1"/level in AD&D).  There was nothing in OD&D about speed of movement, using the spell on living creatures, or ways to negate it.

Teleport: The caster can teleport to any destination, so long as the travel is not interplanar.  The amount of weight teleported is equal to 2,500gp, plus 1,500gp per level.  For every teleport there's a chance for error, with the likelihood being reduced the more familiar the caster is with the destination.  This error could be coming in high (10" above the destination per % roll under the safe range), which is probably not so bad.  Coming in low is probably deadly, because materialising in a solid object is instantly fatal.  For example, there's only a 1% chance of coming in low for areas the caster is very familiar with, but for an area they've never seen before the chance is up to 15%.  Regardless of familiarity, every single teleport comes with a risk.  Apparently the area teleported to must have a substantial area of surface, such as a wooden floor, stone floor, or natural ground; there's no designating your destination as 20 feet in the air.
  The OD&D spell was even deadlier, with teleportation to an unknown area being 75% likely to result in death.  The spell was otherwise the same, but with less detail in terms of how familiar the caster is with the destination (OD&D had three categories, whereas AD&D has five).

Transmute Rock to Mud: Works just like the 5th-level druid spell, in that it turns natural stone into mud.  Creatures unable to free themselves from the mud sink and suffocate (with no timeframe or guidelines given).  The mud is permanent until dispelled, or until it dries up naturally.  It can be reversed as transmute mud to rock.  It has a range of 1"/level (as opposed to 16" for druids) and a casting time of 5 segments (7 segment for druids).   The material components are clay and water (or sand, lime and water for the reverse).
  The OD&D spell could affect sand and earth (which is perhaps possible in AD&D as well, it's open to interpretation), and affects an area of 30" square.  Creatures could be trapped in it, but there was nothing said about suffocation.  Evaporation took 3-18 days, whereas in AD&D it takes 1-6 days per cubic inch.

Wall of Force: Creates a wall of force that is impervious to pretty much anything except a disintegrate spell.  It can be shaped into a globe around the caster, but the caster's spell's can't pass through it.  Once created, the wall can't be moved.  Its material component is a pinch of powdered diamond.

Wall of Iron: Creates a vertical iron wall that's 15 square feet per level in area, and a quarter-inch thick per level.  (That's a real inch, not a game inch.)  It can be used to seal up a breached wall or block a tunnel, but if it's not supported it will tip over and crush anything beneath it.  (No guidelines for how much damage this does.)  It's permanent unless hit with dispel magic, but it can be breached and is subject to rust.  The material component is a small sheet of iron.
  The OD&D wall of iron had a maximum area of 5 square game-inches, and was always 3 inches thick.  It wasn't permanent, having a duration of 12 turns.  It had a range of 6" (0.5"/level in AD&D).

Wall of Stone: Creates a granite wall 20' square per level, and 1/4' thick per level.  The wall doesn't have to be vertical, but it does have to be anchored to an existing stone formation, like a wall or a bridge.  It's permanent unless destroyed with dispel magic or other regular means.  The material component is a small block of granite.
  The OD&D wall was always two feet thick, with a maximum height and length of 10".  There was nothing about it needing to anchor to existing stone.  It had a range of 6" (0.5"/level in AD&D).

Tuesday, September 19, 2017

AD&D Players Handbook part 41: 4th-Level Magic-User Spells

There are 24 4th-level magic-user spells in AD&D, up from 16 in OD&D (all of which made the transition at the same level).  Of the eight spells unaccounted for, all are brand new except for fire trap, which was previously presented in the PHB as a druid spell.

Charm Monster: Like charm person, but can affect any living creature.  The target will regard the caster as a friend and follow reasonable requests, but has a percentage chance every week of breaking free (with a higher percentage based on the creature's level/HD).  Multiple creatures of 1 to 3 HD can be affected, but at 4 or above it only works on one target.
  The OD&D version affected all creatures, with no stated requirement that they must be living.  The number of creatures of 3 HD or lower affected was determined on 3d6, which is much higher than the AD&D numbers (which allow for 8 at most). In general, creatures in OD&D had a smaller percentage chance of breaking the spell.

Confusion: This spell functions like the 7th-level druid spell, but with a higher range (12" compared to the druid's 8"), a slightly longer duration (2 rounds + 1 round/level as opposed to 1 round/level), a larger area (6" x 6", as opposed to the druid's 4" x 4") and a quicker casting time (4 segments, compared to 9).  It also affects a base number of 4-16 creatures, whereas the druid spell only affects 2-8; this number can be modified upwards if the strongest creature affected is of lower level than the caster.  Every creature affected will take a random action: wander away for 1 turn, stand confused for 1 round, attack the nearest creature for 1 round, or attack the druid and his allies for 1 round.  Its material component is three nut shells.
  The OD&D spell automatically affected creatures of 2 HD or less, and had a delayed effect against higher-level targets (based on a d12 roll minus the caster's level).  Only creatures of 4 HD or more got a saving throw against it.  There was no option for the targets to wander away, and a higher level caster got a bonus to the random roll, to influence the confused targets away from attacking the caster's allies.  It had a duration of 12 turns (much higher than that I detailed above for AD&D) and a range of 12" (which has been unchanged).

Dig: Creates a 5' x 5' hole that is 5' deep per caster level.  Holes deeper than 5' have a chance to collapse (15% per extra 5'), and that chance is even greater in sand and mud.  Creatures caught in the middle of the pit when it's created will fall in, and those at the side must make a saving throw (against their Dexterity score, which is an unusual one in AD&D) to avoid it, as must anyone caught moving rapidly towards it.  The material components are a small shovel and bucket which the caster must hold while the pits are excavated (which confirms that multiple pits can be created during the spell's duration).

Dimension Door: Teleports the caster 3" per level.  There's no error in the teleportation: the caster lands exactly where he desires.  There's still danger, though, because if that area is inside solid matter the caster will be trapped in the Astral Plane, with the only way out being rescue by some other creature.  There's also falling damage to consider if the caster appears in mid-air.  The caster can teleport with his gear, to a maximum weight of 5,000gp.  He can also take living matter to half that weight, so I guess you could pick up another party member and take them along.  It takes the caster 7 segments to recover from using the spell, though it's not clear what exactly this entails; possibly that they can take no actions, or are easier to hit?
  In OD&D the spell teleported an "object" up to 36" with no error.  The range was, of course, much greater than in AD&D, but the big difference was that the spell could be cast on another person or thing.  In AD&D, it's limited to the caster.  There was also nothing about being caught in the Astral Plane, or recovery time.

Enchanted Weapon: Makes a weapon effectively +1, although it doesn't actually confer that bonus.  It just means that the weapon can affect monsters that are only hit by magic weapons.  It affects one large weapon, or two small, but missile weapons lose the enchantment after being used. Everything else lasts for 5 rounds/level. The material component is powdered lime and carbon.
  It's a useful spell, but only in very specific circumstances.  Most parties with access to this spell will be loaded down with +1 weapons, and your average 7th-8th level magic-user probably has better attack options than this.  It's perhaps more useful in scroll form for low-level parties.

Extension I: This spell can be used to extend the duration of a previously cast spell of 1st-3rd level by 50%.  It's said to only work on spells where duration is meaningful, which almost certainly rules out making a fireball burn for longer.  The OD&D version of the spell was exactly the same.

Fear: All creatures caught within a 6" long cone must make a saving throw or flee from the caster at top speed.  There's also a chance they'll drop any items being held (60% for 1st-level targets, modified down by 5% per level higher than 1st).  The material component is the heart of a hen or a white feather.
  The OD&D spell worked similarly, but targets had a flat 50% chance to drop what they were carrying, unmodified by level.  The duration was 6 turns, whereas in AD&D targets will run for a number of rounds equal to the caster's level.  The spell had a range of 24", while the AD&D spell only goes to 6".  The OD&D spell functioned like the fear wand, though, so it's still a 6" cone.  Does this mean that OD&D casters could designate the beginning of the cone anywhere within 24"?  It feels a little odd, but I guess it's not that different from lightning bolt.  The AD&D spell almost certainly originates from the caster.

Fire Charm: The caster causes a normal fire to be surrounded by a 'gossamer veil of multi-hued flame'.  Any creatures observing the flame must save vs. magic or be forced to stand transfixed.  While in this state, they are subject to a suggestion of 12 or fewer words (saved against at a -3 penalty).  The trance will be broken by an attack, an object passing between a victim and the flame, or the end of the spell.  The material component is a super-thin piece of silk that must be thrown on the fire.  This is a new spell that fills an important niche: a mid-level charm spell that can work on a large crowd.  There's mass charm, but it's so high-level as to be inaccessible in most games, and has a Hit Dice restriction that limits the number of creatures that can be affected.

Fire Shield: Appearing surprisingly for the first time, this one was often the bane of my existence when playing the Gold Box CRPGs.  It surrounds the caster with a wreath of flame with two possible variations.  The blue-green flame protects against cold spells, but makes the caster more vulnerable to fire.  The blue-violet flame protects against fire, but makes the caster more vulnerable to cold.  Those aren't the most irritating effects, though.  What it also does is damage anyone who hits the caster in melee: the caster takes normal damage, but the attacker takes that same damage doubled, which is a real kick in the balls for a fighter with 18/00 Strength, or a girdle of giant strength.  The upside is that it only works on the caster, and magic-users have low hit points.  If it could be cast on stronger targets, it would be a game-breaker.

Fire Trap: This spell is new to the PHB, but it appeared earlier as a druid spell.  It can be cast on any object that can be opened.  The caster can open the item safely, but anyone else will discharge the trap, a 5' radius explosion which deals 1d4 damage +1 per caster level (save for half).  This explosion doesn't harm the object of the fire trap.  It's also twice as hard to detect as other traps (the regular chance is halved) and any failure to disarm it will set it off.
  There's a lot of business about how the spell interacts with hold portal, wizard lock and knock spells.  If an item has hold portal and fire trap cast on it, only the first spell cast will work (and both are negated if they're cast simultaneously).  Wizard lock is a little more complicated.  A fire trap cast after a wizard lock will negate the fire trap.  Simultaneous casting will negate both.  If the fire trap is cast before the wizard lock there's a 50% chance for both to be negated.  Nothing is said about what happens otherwise, but the implication is that both spells will be in effect.  As for knock, it has no effect at all on a fire trap spell.
  For the material component, the caster must "trace the outline of the closure" with a bit of sulphur or saltpeter.  Does that powder have to remain in place, or can it be swept up after the spell is cast?  Probably the latter.  Besides, there are certainly objects which will be moved around after the spell is in place.
  I'm often struck by just how little damage a lot of AD&D spell deal.  Seriously - 1d4, +1/level?  Is it really as ineffectual as I think, or have I just been corrupted by the numbers bloat of 2nd and 3rd Edition?

Fumble: Makes one target super-clumsy for 1 round/level.  The target will fall whenever they try to run, and will drop any item held.  Recovery from these takes about a round.  Even creatures that make their saving throw are affected as if by a slow spell, so this is actually a great spell for reducing the effectiveness of a single powerful foe.  It's material component is a dab of solidified milk fat.

Hallucinatory Terrain: With this spell you can change the appearance of wilderness terrain, such as making a pond look like a grassy field.  It persists until hit with a dispel magic or touched by an intelligent creature.  It's material components are a stone, a twig and a bit of green plant.  My main concern with this spell is the area: it affects a 1" square per caster level, which just seems too small for a lot of the effects you might want to use it for.  There's also the definition of "terrain" to be considered.  As written it seems as though it's meant for use in the wilderness, but there's nothing stopping it from being used indoors, or in a dungeon.
  The OD&D spell is similar, if a bit more vaguely worded.  It doesn't have a specific area of effect, it's simply said that it affects a "large area".  It had a range of 24", whereas AD&D has as range of 2"/level.

Ice Storm: As usually cast, it creates a storm of hail stones in a 4" diameter that cause 3d10 points of damage (with no saving throw).  It can also create sleet in an 8" diameter, which I've never seen used: this blinds all creatures within, and makes the ground icy, reducing movement by 50% and causing anyone who tries to move to slip half the time.  Its material component is a pinch of dust and a few drops of water.
  The OD&D version doesn't have the sleet option, and affects a 3" cube.  It had a duration of 1 turn, but that's undoubtedly a case of OD&D mixing up its turn/round terminology.  It had a flat range of 12", whereas AD&D has a range of 1"/level.

Massmorph: With this spell, 10 man-sized creatures per caster level can be made to appear as trees.  They can be passed through or touched without revealing their true nature, but wounding them will do so (because the trees bleed, which is a neat touch).  The spell persists until hit with dispel magic, or dismissed by the caster, but what happens when the creatures attack?  Do they still look like trees as long as they're within the area of effect?  Speaking of the area, it's said to be 11' x 1" square/level.  The 1" square/level I get, but that 11' sticks out.  Is that the height?
  The OD&D version of the spell affects up to 100 man-sized creatures, which sounds great but will eventually be surpassed by AD&D casters.  It had a range of 24" (it's 1"/level in AD&D) and no stated area of effect.

Minor Globe of Invulnerability: Creates a 1" diameter globe around the caster that completely blocks all 1st-3rd level spells.  The one exception to this is dispel magic, which can take the globe down.  The caster inside the globe can fire whatever spells he likes out of it, without affecting the globe at all.  The material component is a glass or crystal bead.  It's an essential part of the magic-user's buffing arsenal, and I'm surprised to see it entering the game so late.

Monster Summoning II: Works like monster summoning I, but summons 4-6 monsters of 2nd-level.  With no DMG out at this point for guidance, I'll go to the OD&D dungeon encounter charts to see what sort of things might appear: mostly it's a lot of humanoids (hobgoblins, bugbears and gnolls), some undead (zombies, ghouls), and a few weird monsters (giant ants, giant toads, carrion crawlers).  There's certainly a lot of variations in power level here: summoning 6 carrion crawlers could end just about any threat with the right dice rolls.
  In OD&D the number of monsters summoned was limited to 1 or 2.

Plant Growth: Works exactly like the druid spell, in that it causes vegetation to grow to form a barrier that is difficult to penetrate.  The magic-user version has a duration of 1"/level (druids get a flat 16"), an area of effect of 1" x 1" (druids get 2" x 2") and a casting time of 4 segments (druids take a full round).
  The OD&D version of the spell affected up to 30 square inches, and had a range of 12", a much more powerful spell.

Polymorph Other: This is one of the more problematic spells in D&D's history, and it fittingly has one of the longest entries in the PHB.  It transforms one creature into any other type of creature that the caster desires.  Apparently a creature can't be polymorphed into something with a higher intelligence than its original form, but the later examples seem to put a lie to that: one shows an orc being transformed into a white dragon, and another shows a human fighter being changed into a blue dragon.  (Actually, I might be wrong here.  Orcs and white dragons both have an Int of Average (low).  Blue dragons are listed as Very Intelligent, but there's no reason a fighter couldn't match that.)
  The polymorphed creature gets all of the abilities of the creature, but must pass a system shock roll to survive.  There's also a chance that the creature will take on the mentality and outlook of their new form: it starts at 100%, and is brought down by 5% for every point of Intelligence.  The difference in Hit Dice between the two forms also modifies this roll, making it harder to pass if you're put in a stronger form.  This roll is made every day, so it's inevitable that the polymorphed creature will eventually succumb, but before then they can still use all of the abilities of their former body as well.  There's also an implication that the target retains its old hit points: the example of a brontosaurus changed into an ant being impossible to squash is given.  It's not clear if this works in reverse (i.e., an ant changed into a brontosaurus having only 1 hp).  The spell is permanent, and can only be broken by a dispel magic.  The material component of this spell is a caterpillar cocoon.
  The OD&D version of the spell didn't require a system shock roll, and had nothing about the target eventually losing their minds to the new form.  It had a range of 6", whereas in AD&D it's 1/2" per level.  Basically, it was an amazing spell with no drawbacks whatsoever.

Polymorph Self: The caster can assume a form from "as small as a wren to as large as a hippopotamus".  It doesn't grant any of the new creature's special attacks or defenses, but it does grant their forms of movement (such as flight, swimming, sliding under doors, etc.).  There's no risk of system shock, though, and no chance of taking on the mentality of the new form.  The caster can change their form as many times as they want during the spell's duration, with each change requiring 5 segments.  Upon returning to their normal form, the caster restores 1d12 hit points if they were damaged while polymorphed.
  The OD&D spell says that the caster can turn into anything, though it seems that the intention here is for living creatures and not rocks or doors or a nuclear missile.  It had a duration of 6 turns + 1 turn per caster level (AD&D has a duration of 2 turns/level).  There was no mention of healing when returning to original form, but otherwise the spell is the same.

Rary's Mnemonic Enhancer: Allows the caster to retain the memory of a number of spells equal to three spell levels. So that would be three 1st-level spells, a 1st and a 2nd, or one of 3rd-level.  It can be used to instantly memorise those spells, or to retain a spell just cast.  Its material components are a piece of string, an ivory plaque worth 100gp, and ink made of squid secretion and either the blood of a black dragon or the digestive juice of a giant slug, all of which disappear when cast.  It's a handy spell to have, but that 100gp expenditure every time would make me reluctant to ever bother.
  This is the first in-game appearance of Rary, a magic-user played quite early on in the game's history by Brian Blume.  Apparently he played the character until 3rd level, when he could then be introduced as 'Medium Rary', then retired the character altogether.  There are a lot of later developments in TSR's Greyhawk history, wherein Rary becomes a powerful archmage, but these two accounts don't have to be mutually exclusive.  Either Rary went on adventures outside the confines of Greyhawk Castle, or he gained his levels through study (which is probably not allowable by the rules, but something I'm fine with as long as it takes a lot of time and exorbitant amounts of money).

Remove Curse: This spell works exactly like the 3rd-level cleric spell, with the only difference being that the casting time is 4 segments instead of 6.  It will remove any curse.  Though it doesn't permanently remove a curse from a magic item, it does allow a character with a cursed item to get rid of it.  The spell can also be reversed as bestow curse, which afflicts the target with a random effect: reduce an ability score to 3 (50%); -4 penalty to hit and saves (25%); or drop items half the time (25%).
  The OD&D version of this spell could remove any curse, and turn a cursed item into a normal item.  It wasn't reversible.

Wall of Fire: This is the same as the 5th-level druid spell, except that it has a range of 6" (druids have 8"), and a casting time of 4 segments (druids take 7 segments).  The fire created by a magic-user is reddish or violet blue, which is different from the yellow-green or amber fire summoned by druids.  It inflicts 2-12 damage +1 per caster level to any creature passing through (2-16 +1/lvl for druids).
  Now we need to do some interpretation: the druid spell deals 2-8 damage to creatures within 1", and 1-4 damage to those within 2".  Nothing is said about these being different for magic-users, but it stands to reason that if the base damage for passing through the wall is altered, then so should the damage for standing nearby. I would have the magic-user spell deal 1-6 damage to those within 1" and 1-3 damage to those within 2", which is roughly proportionate to how it works for druids.  Whatever the damage, only the side facing away from the caster radiates heat.  Creatures susceptible to fire may take more damage, and undead always take double.
  The spell lasts for as long as the caster concentrates on it, or for 1 round per level.  The area of effect is either a sheet of fire up to 2" square per caster level, or a ring with a radius of up to 1" plus 0.25" per level.  The sheet is stationary, but the ring can move with the caster.  The material component is some phosphorus.
  The OD&D version of the spell ends as soon as the caster stops concentrating on it.  Creatures of under 4 HD can't pass through at all, and any other creatures takes 1d6 damage.  It's still doubled for undead.  The spell can still be a wall or a ring; the wall can be up to 6" wide, and the ring is always 3" in diameter.

Wall of Ice: Creates a wall of ice that is one inch thick per caster level, and covers an area of 1" square per level.  The length and height can be decided by the caster, as long as it's within the area limit.  Creatures breaking through the ice take 2 points of damage per inch of thickness; fire-using creatures take more, and cold-using creatures take less.  The wall can be created to fall on creatures underneath, and in that case it works like an ice storm.  Strong magical fire will melt the wall in 1 round (resulting in a cloud of fog that lasts for a turn), but regular fire and smaller magical fire has no effect.  The material component is a piece of quartz or rock crystal.
  The OD&D spell was always 6 inches thick, up to 6" long and 2" high.  It's said to "negate the effect of creatures employing fire and/or fire spells", which seems to be pretty much the opposite to how the AD&D spell works.  It could only be broken through by a creature of 4 Hit Dice or more, and doing so resulted in 1d6 damage (doubled for fire-using creatures).  There was nothing about using the wall to crush your foes, and nothing about fog (fair enough given that magical fire seemingly doesn't work against it).  Its range was 12", whereas in AD&D it's 1" per level.

Wizard Eye: Creates an invisible eye that can be controlled by the caster.  It covers 3" per round, or 1" if you want it to examine the floor, ceiling and walls as it travels.  It can see 10' in the dark (like infravision) or 60' in a lighted area.  The material component is a bit of bat fur.
  The OD&D version of the spell had a range limit of 24", whereas AD&D seems to have no limit except for that imposed by the spell's duration.  The eye moved at 12" per turn, which is fast, and seems to make the 24" range even more ridiculously limiting.  It had a duration of 6 turns, as opposed to 1 round per level in AD&D.

Thursday, September 07, 2017

AD&D Players Handbook part 40: 3rd-Level Magic-User Spells

There are twenty-four 3rd-level spells for magic-users in AD&D.  In OD&D there were 18, and all but one of them has made the transition at the same level (rope trick got demoted to level 2).  Phantasmal force got bumped up to 3rd-level (it was 2nd in OD&D).  Five spells are brand-new: blink, feign death, flame arrow, gust of wind, Leomund's tiny hut, and tongues (although feign death and tongues have appeared previously in the PHB).

Blink: This spell causes the caster to "blink" in and out of the material plane in a random pattern.  The segment of the round in which the magic-user disappears is randomly determined using 2d4.  When the magic-user reappears, he will have moved to a space 2' distant from where he started, in a random direction.  There's a chance here that the caster can reappear in a solid object, which might result in being trapped in the Ethereal Plane.  The caster can't be attacked for the rest of the round after he reappears, unless it's by an attack that can reach both his starting position and the place he reappeared (such as an area affect like a fireball).  While blinking, the caster can make melee attacks normally, but any other activity has a 25% chance of failure.  This is a great spell, with just enough minor risk involved to deter players from over-cheesing it.

Clairaudience: Allows the caster to listen in on any area that he's familiar with, regardless of range (although it only works on the plane where it was cast).  It can also be cast to listen in on unfamiliar locales that are obvious and close by, such as the opposite side of a door, but it can be blocked by a thin metal sheet.  Its material component is a silver horn worth 100gp, which is consumed in the casting.
  The AD&D version of the spell is now far more powerful than it used to be.  In OD&D it could only be used to listen to areas close by, although this could be extended by using a crystal ball.  The older version of the spell could be blocked by over 2' of solid rock, or a thin sheet of lead, whereas the new version is stopped by any type of metal.  It also didn't require the silver horn; I'd be tempted to allow for short-range use of the spell without the horn.

Clairvoyance: This spell works like clairaudience, except that the caster can magically see from the area he chooses.  As with clairaudience the spell has an unlimited range within the same plane on which it was cast, provided that the area chosen is familiar, but sight is dependent on light being present in the area to be "clairvoyed".  (It must be a word, Gary uses it in the spell description.)  If it's dark, vision extends to 1", otherwise it's to the extent of normal vision.  Metal sheeting or magical protection will block it.  The material component is powdered pineal gland from a humanoid creature.  It's odd that this spell has a less valuable component than clairaudience; I would have thought sight more useful for scrying than hearing, or at the very least equal in importance.
  The OD&D version of the spell only had a range of 6", so it's much less powerful.  It last longer, though: 12 turns as opposed to 1 round/level.  Lead stopped the OD&D spell, whereas the AD&D spell is stopped by any metal.  It also wasn't necessary to powder some poor buggers eyeball to cast it, either.  Like clairaudience, I might be willing to let a caster use the short-range version if they don't have the necessary component.

Dispel Magic: Works like the cleric version of the spell, but its range is doubled and its casting time is halved.
  The OD&D version of the spell was written as dispell magic.  It had a range of 24", as opposed to 12" in AD&D.  It also had a duration of 1 turn, whereas in AD&D the duration is "permanent".  For some discussion of what this "permanent" duration means, and the new method for determining if a dispel is successful, follow the link above.  My conclusion then was that the OD&D spell is much more likely to succeed.

Explosive Runes: The caster can place these runes on a book, map, scroll or similar object, and anyone who reads them will trigger a blast that does 12-30 damage to the reader (no save) and the same amount to everyone within 1" (save for half).  The object the runes were placed on will also be destroyed, unless it's immune to magical fire.  The caster, and anyone else they instruct, can avoid triggering the runes.  A magic-user has a 5% chance per level of detecting them; thieves can also find them, but they only get a 5% chance in total. The runes last forever, until dispelled, or until removed by the caster.
  In OD&D the runes could only be placed on parchment, whereas AD&D allows the caster to place them on anything that contains writing.  This means that in OD&D there was no need to specify that some of these items won't be destroyed in the blast.  The blast only affected the reader, and dealt 4-24 damage. There was nothing about thieves being able to detect explosive runes, but magic-users two or more levels higher than the caster had a 50% chance to find them and a 75% chance to remove them.  Obviously, this spell's been upgraded to be more difficult to detect, and can only be magically removed with dispel magic.

Feign Death: This spell is new to AD&D, but appeared earlier in the PHB as a cleric spell.  It allows the caster to place himself or a target equal to or lower than his own level in a death-like trance.  (Clerics don't have this limit, and can use the spell on creatures of any level/Hit Dice).  The target can hear and smell, but can't see or feel, and won't react to being wounded. Any attack on the body only deals half damage.  (I think I said this when I covered the cleric spell, but the implication here is that half of all damage is due to shock and mental trauma.)  The target is immune to paralysis, poison and energy drain, but can still be poisoned (which takes effect when the spell wears off).  It only works on a willing target, and can be ended by the caster at any time. 

Fireball: Hey look, it's fireball, aka the best of all spells.  I'm sure nobody reading this needs me to go over what it does, but here goes.  Fireball creates a 2" radius explosion that deals 1d6 damage per caster level (save for half).  The fire ignites combustibles, and can melt soft metals (you know, gold, silver, copper, all the valuable ones).  Basically, any item caught in the fireball needs to make a saving throw to avoid destruction, although items on a person who makes their save are considered unaffected.  Here's a new one on me: the caster actually has to point their finger and speak the range at which the fireball will explode.  I don't think there are any other spells that require this, and perhaps Gary meant it to apply to the player rather than the character, but a guy shouting "150 feet" before loosing destruction is weird enough for me to like it.  A fireball "conforms to the shape of the area in which it occurs, thus covering an area equal to its normal spherical volume".  As I understand it this means that a fireball expands to fill 33,000 cubic feet, but I find the wording a little vague.  And then there's the bit where Gary says that it fills "33,000 feet [or yards]" - is this an error?  I thought the feet-to-yards conversion when outside only applied to spell ranges, not area of effect.  As everyone knows, the material component for fireball is a ball of sulphur and bat guano.  Or as we call it in the real world, "poo".
  In OD&D the spell was written as fire ball (two words), and didn't require the caster to shout the range out loud.  The language used to describe the fireball expanding to fill its space is clearer in OD&D - it actually uses the word elongate, so there's no ambiguity at all.  The OD&D spell had a range of 24", whereas in AD&D it's 10"+1"/level.  Otherwise, it's the same in damage and area, but there was nothing about it destroying items.

Flame Arrow: The caster can ignite arrows and crossbow bolts by touching them. One such missile can be ignited per segment, and the spell lasts for 1 segment per caster level.  These missiles are considered to be magical, and they deal +1 damage against creatures vulnerable to flame, but otherwise they get no bonuses at all.  The missile must be fired within 1 round, or it will be consumed by fire.  Its material components are a drop of oil and a small piece of flint.  Is it just me, or is this spell super-weak?  Sure, you can set things on fire from a distance, and damage creatures that can only be hit by magic weapons, but what else?  If you fired it an ogre, would you really only get a +1 damage bonus and nothing else?  There's no way it's worthy of being 3rd level.

Fly: Lets the target fly at a speed of 12" per move.  The speed is halved when ascending, and doubled when diving.  The spell lasts 1 turn/level + 1d6 turns, and the duration is always kept secret from the caster so that there's a chance of the spell ending while they're still in mid-air.  This spell hasn't changed one bit from OD&D, which is a genuine rarity.  Its material component is a bird's wing feather.

Gust of Wind: Creates a "strong puff of air" that can blow over light objects, blow out candles and torches, possibly extinguish lanterns (5% chance per caster level), fan larger fires out 1' to 6', force small flying creatures back, check the movement of man-sized flying creatures, and slow large flying creatures by half.  It's range is 1" per caster level, and the material component is a legume seed.  It's another spell that seems under-powered for 3rd level as written, but I could definitely see some creative uses for it.

Haste: Causes all targets (one per caster level) within a 4"x4" area to move and act at double speed. This means that movement rate is doubled, as well as number of attacks, although it doesn't apply to spell-casting. (Possibly there's a level of precision and timing involved with spell-casting that means it can't be performed any faster than usual.)  It negates the slow spell.  There's a line here about recipients of the spell being prematurely aged, but no numbers are given (they'll presumably come in the DMG).  It's material component is a shaving of licorice root
  The OD&D version of this spell was called haste spell, and it was hella-vague.  It was said to be the opposite of a slow spell, but that spell had no effect described either: all it said was that it affected up to 24 creatures in a maximum area of 6" x 12".  To get an effect, we need to go all the way back to the wargame Chainmail, which says that the haste spell increases movement by 50%.  The AD&D version affects far less creatures, but is more powerful in that it increases attacks as well as movement.  Also, there was nothing in OD&D about the spell ageing its recipients.

Hold Person: This one's like the 2nd-level cleric spell, being able to paralyse up to four "persons".  The fewer targets that are designated, the harder the spell is to save against.  Here's something I've never noticed before: if the spell is partially negated (a ring of spell turning is given as a possible example) then the spell acts as a slow spell.  We get a precise list of all the creatures that the spell affects: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes.  I appreciate a list like this, but it comes with its own problems in that it necessitates the spell description being updated every time a new Monster Manual comes out.
  The OD&D hold person was odd in that it was said to be a more powerful version of charm person (although I'm pretty sure there's anecdotal evidence from the earliest players to suggest that it was used as a paralysis spell, as it is in AD&D).  Like the AD&D spell, it was more effective when cast at a single target (although the save penalty was -2 as opposed to -3 in AD&D, and there was no difference to saves when the spell targeted 2 or 3 creatures).  The duration was 6 turns + caster level (it's 2 rounds/level in AD&D), and the range was 12" (which hasn't changed).  The OD&D spell, as an extension of charm person, affected "two-legged, mammalian figures" of man-size or less.  Some monsters were specifically cited, but it's notable that lizard men and troglodytes wouldn't count as mammalian, and so wouldn't be affected by the original hold person spell.

Infravision: Grants the target the ability to see in infrared. It's noted that this type of vision is adversely affected by strong heat sources nearby, and that it can't detect creatures that are invisible.  It's material component is a pinch of dried carrot or an agate.
  The OD&D spell also granted the ability to see in infrared, but there was nothing about heat sources or invisible creatures noted.  In OD&D the duration of the spell was a whole day, whereas in AD&D it's been reduced to 2 hours, plus 1 hour per level.  The range of this sight was 40'-60' in OD&D, and it's a flat 6" in AD&D.  I do wonder how to adjudicate the variable range given in OD&D.  Is it a random determination when the spell is cast, or a rough guideline to be used by the DM in various conditions?  I'd go with the latter for simplicity's sake.

Invisibility 10' Radius: This spell works like invisibility, in that the targets remain invisible until they attack someone.  I'm still unsure exactly how this spell works, though.  It's said to have a single target, and an area of a 10' radius around the target.  Okay, but is it just that it affects every creature within that radius when the spell is cast, and those affected remain invisible regardless of where they move?  Or is it an area affect that moves with the target, necessitating that those wishing to remain invisible must stay close by?  Given that the creatures made invisible by this spell can't see each other, it seems logical that the former would be true.  It's certainly a more useful spell that way.  As with invisibility, its material components are an eyelash and a bit of gum arabic.
  The OD&D spell was similarly vague.  It had a range of 24", whereas the AD&D version requires the caster to touch the target.

Leomund's Tiny Hut: Leomund makes a second appearance, with a spell that creates a globe of force around the caster that keeps out winds up to 50mph and maintains a comfortable temperature of 70 degrees Fahrenheit (about 21 degrees Celsius, as the civilised world would measure it).  Temperatures below 0 degrees lower this on a 1 for 1 basis, and those above 105 degrees raise it in a similar ratio.  The caster can also control the ambient lighting within the globe.  From outside the globe can't be seen through, but it's transparent from inside.  Up to 6 man-sized creatures can fit inside (along with the creator), and the spell ends when the caster leaves.  It's not stated what happens if more creatures try to enter, but the globe provides no protection from attacks.  The most surprising thing about this spell for me is that it's not actually a hut, it's just a boring old globe.  An actual hut might be a little silly, but D&D could use a bit more silliness.  The material component is a crystal bead that shatters when the spell ends.

Lightning Bolt: It's like a fireball, but electric, and in a straight line.  The caster designates the bolt's starting point and it blasts out from there, dealing 1d6 damage per level.  It can destroy wooden doors, about a foot of stone, and like fireball will melt most valuable metals.  The caster also decides the dimensions of the bolt: it can either be 1" wide and 4" long, or it can be 1/2" wide and 8" long.  If the bolt is blocked by a non-conducting barrier, it will extend backwards to its full length.  (Note that it says non-conducting; it won't rebound off metal walls, for instance.)  Material components required are a bit of fur and a rod made out of glass, amber or crystal.
  The OD&D lightning bolt did the same damage, but it had fixed dimensions of 3/4" wide and 6" long (funnily enough, that still works as a mid-point between the two AD&D options).  It still had the rule about extending backwards if the bolt hits an obstacle.  The spell had range of 24", and the end of the bolt could never extend beyond that range.  In AD&D, the range is 4" + 1"/level, but that range designates the beginning of the bolt; there's no maximum range, it just keeps growing indefinitely as you gain levels.

Monster Summoning I: Summons 1d8 creatures of 1st level within 1-4 rounds, that will attack the caster's enemies or perform some other task within their abilities.  They appear in the spot designated by the caster, so presumably they are magically summoned rather than wandering in from the surrounding area.  The monsters that appear are either randomly determined or decided by the DM, but there's no table given for what sort of creatures to expect, and with no DMG available at the time there weren't any random encounter tables to use either.  The best bet at this point in the game's history was probably the dungeon encounter charts from OD&D, which would turn up things like kobolds, skeletons or spiders (or gelatinous cubes, which could be fun).  The material component is a tiny bag and a small candle.
  Indeed, this is the method used in the OD&D version of the spell.  It's interesting that the older spell had provisions for doubling the amount of creatures summoned if they're particularly weak or small.  The default number summoned in OD&D was 1-3, and they arrived after 1 turn.  The spell lasted 6 melee turns (as opposed to 2 rounds +1/level in AD&D) and had a range of 1" (3" in AD&D).

Phantasmal Force: Creates a visual illusion that can affect anyone looking at it, to the point where it can even inflict actual damage.  The spell doesn't create sound, so obviously there'll be some illusions that just won't be believable.  Anyone who disbelieves the illusion gets a saving throw, and if successful can confer a +4 bonus to their mates by telling them about it.  The illusion will disappear if struck, although the caster can stop this by making the illusion react accordingly.  It also disappears if the caster stops concentrating on it.  Moving will break this concentration, as will being damaged.  The material component for this spell is a bit of fleece.
  In OD&D this spell was 2nd level, and was called phantasmal forces.  It worked like the AD&D version, but there was nothing said about it being unable to create sound.  There were also no rules about disbelief provided.  It had a range of 24", whereas in AD&D it's 8" + 1"/level.  This spell has been simultaneously moved up a level, and lowered in effectiveness, which is an odd combo.  Its guidelines are vague enough that it could probably work at 4th level; it's certainly very effective in the hands of a creative player or DM.

Protection from Evil, 10' Radius: It's the same as the 1st-level protection from evil (hedging out enchanted and summoned evil creatures, -2 on attacks from evil creatures, +2 on saves from evil attacks), except that it affects a 10' radius area around the target.  It also takes an extra segment to cast.  The material component is powdered iron and silver.
  In OD&D the spell lasted for 12 turns, whereas in AD&D it lasts for 2 rounds/level.  It also had -1/+1 modifiers on defense, instead of the -2/+2 in AD&D.

Protection from Normal Missiles: Completely protects the recipient from non-magical missiles and small stones, and reduces 1 from each damage die on attacks from magical missiles and larger stones.  It doesn't give any protection against spells.  The material component is a bit of tortoise or turtle shell.
  The OD&D version of the spell protected against normal missiles, but it also went on to clarify that it didn't protect against missiles projected by men that were "above normal".  I'd previously wondered if this meant that the spell was useless against high-level characters, but the AD&D spell indicates that it wasn't intended to be taken this way.  There was nothing in OD&D about damage reduction against magic missiles, either.  The range was 3" (it's a touch spell in AD&D) and the duration was 12 turns (it's 1 turn/level in AD&D).

Slow: Halves the movement and attack rate of creatures within a 4"x4" area (affecting 1 creature per level).  It can stack as well, which is a new one on me; two or three doses of this spell would render a lot of monsters useless.  There's nothing here about spell-casting being slowed, but I would say that it is. It's easy to rationalise that haste doesn't apply to spell-casting, as a hasted caster can deliberately slow themselves down to perform the various rituals.  If you've been slowed, you can't just voluntarily speed yourself up, can you?  Its material component is some treacle.  (It's a bit odd that this spell and haste aren't reversible with each other, but they're probably too powerful to combine in the same spell.)
  In OD&D it was called slow spell, and it affected up to 24 creatures in a 6"x12" area.  As with haste there was no effect given, so we have to go back to Chainmail, which says that the spell halves movement.  There's nothing in there about attacks.  The duration in OD&D was 3 turns (it's 3 rounds +1 round/level in AD&D), and the range was 24" (it's 9" + 1"/level in AD&D).

Suggestion: Allows the caster to make a reasonable suggestion, that the target will agree to if it fails a saving throw.  The more reasonable the suggestion, the more difficult it is to resist.  I was ready to declare this spell as useless compared to charm person, but there's an example in the spell description that clearly has it being used against a dragon.  Charm person could only affect humanoids, so that's a big difference.  It doesn't work on undead, though.  Material component is a snake's tongue and either a drop of sweet oil or some honeycomb.
  The OD&D spell was much the same, though it had nothing about undead being immune.  It also had a duration of 1 week, whereas it lasts for a much shorter time in AD&D (6 turns + 6 turns/level).

Tongues: As with the 4th-level cleric spell, it allows the caster to speak the language of any creature within a 6" diameter circle.  The cleric spell had a duration of 1 turn, whereas the magic-user version lasts for 1 round/level.  It has a faster casting time: 3 segments, as opposed to 7 for clerics.  It also has a material component that the cleric spell doesn't have: a small clay ziggurat that shatters when the spell is cast.  The spell can also be reversed, which confuses all verbal communications within the area.

Water Breathing: Like the 3rd-level druid spell, this allows the recipient to breathe underwater.  Its duration is only 3 turns/level, half that of the druid version.  Its casting time of 3 segments is faster than that for druids (5 segments).  It's reversible as air breathing, which allows aquatic creatures to survive on land.  The material component is a short reed or a piece of straw.
  The OD&D version of the spell had a duration of 12 turns, and a range of 3" (it's a touch spell in AD&D).  It wasn't reversible.