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.

Sunday, August 20, 2017

AD&D Players Handbook part 39: 2nd-Level Magic-User Spells

There are twenty-four 2nd-level magic-user spells in AD&D, which seems like a lot but is a slight relief after covering thirty 1st-level spells in my last post.  Fifteen of these spells have been carried over from the OD&D magic-user list; there would have been sixteen, but in AD&D phantasmal force has been raised to 3rd level.  Eight spells on the AD&D list are brand new: audible glamer, fool's gold, forget, Leomund's trap, ray of enfeeblement, scare, shatter, and (surprisingly) stinking cloudRope trick was a third-level spell in OD&D, but now has been dropped to 2nd.

Audible Glamer: This spell creates illusory sounds, of anything that the caster desires. When used by a 3rd-level caster the volume is equivalent to four men, and every level above 3rd adds an extra four men to that volume.  Examples given are as follows: a horde of rats equals eight men, a roaring lion equals 16, and a roaring dragon equals 24 men (at least). It's said to be very effective in conjunction with phantasmal force, which I believe creates illusions that are soundless.  This spell helpfully provides some guidelines for disbelief: the character must state that he disbelieves the sound before getting a saving throw.
  Material components for the spell are a bit of wool or a lump of wax.

Continual Light: Works like the cleric version of the spell, but it's range has been halved and it can't be reversed as continual darkness. (The radius of this spell has halved since OD&D - from 12" to 6".)

Darkness 15' Radius: Creates an area of total darkness, in which no form of light functions, and infravision and ultravision are useless.  The spell is negated by a light spell, but it's not clear what happens with continual light - I would rule that light negates darkness and has no further effects, whereas continual light negates darkness and also functions as normal.  The spell's material components are a bit of bat fur and either a drop of pitch or a piece of coal.
  The OD&D version of this spell was actually darkness 5' radius, which was probably too small an area to make it worthwhile.  It had a flat duration of 6 turns (in AD&D it's 1 turn + 1 round/level) and a flat range of 12" (in AD&D it's 1"/level).  So the spell was smaller in area, but more potent for low-level casters.  It otherwise functioned much the same (though without the mention of ultravision, which wasn't a thing in OD&D).

Detect Evil: This works like detect evil for clerics, except that range is halved, and the duration is much less (measured in rounds instead of turns). The major advantage for magic-users is that they have a casting time of 2 segments, whereas clerics take a full round.
  The major difference between detect evil in OD&D and AD&D is that the older version of the spell detected evil intent, while the new version flags anyone with an evil alignment.  In OD&D it had a duration of 2 turns (5 rounds/level in AD&D) and a range of 6" (unchanged in AD&D).

Detect Invisibility: Allows the caster to see objects that are invisible, and creatures that are "astral, ethereal, hidden, invisible, or out of phase".  That's a healthy list that's much more useful than the spell's name would imply.  It's material components are a pinch of talc and a sprinkle of silver powder.
  In OD&D the spell was awkwardly called detect invisible (objects), and was used to detect invisible creatures and "secreted treasure hidden by an invisibility spell".  The latter is very specific, and one wonders if the spell was intended for locating other non-treasure-related invisible objects.  The spell had a duration of 6 turns (5 rounds/level in AD&D), and a range of 1"/level (unchanged in AD&D).  The spell has become more versatile since then, at the cost of its duration (although given the tendency to use turns and rounds interchangeably in OD&D, that's debatable).

ESP: This spell allows the caster to read the surface thoughts of any creature within range. It doesn't work on mindless creatures, with undead being given as a specific example.  I would have thought that vampires and liches might be affected, but it's quite clear that the spell is ineffective on all undead.  ESP is blocked by two feet of rock, two inches of metal, and a thin sheet of lead; primarily it seems that the spell is used to detect creatures lurking behind doors.  The material component is a copper piece.
  There's one thing about the spell that doesn't make sense, though.  The caster can probe the thoughts of one creature per turn, but the spell only has a duration of 1 round/level.  A turn is equal to ten rounds, so what happens to low-level casters whose duration is less than one turn?  Do they round up to the nearest turn, or should it be one probing per round instead?  I could go either way.
  The OD&D version of the spell had no guidelines on the number of creatures that could be probed, and no mention of it being ineffective on mindless creatures.  It was said to be blocked by 2' of rock and a thin coating of lead, but there was nothing about metal other than lead. It had a duration of 12 turns (it's 1 round/level in AD&D) and a range of 6" (in AD&D it's 0.5"/level, with a 9" maximum).

Fool's Gold: Temporarily transforms items of copper or brass into gold.  It affects one cubic foot per caster level, but for the purposes of this spell a cubic foot is considered to be equivalent to 4,000 gold pieces.  It sounds implausible to me, but magic's gunna magic I guess.  Anyone who looks at the fool's gold gets a saving throw against their Intelligence score, but the higher the level of the caster the more difficult the save becomes.  The gold can also be detected if struck by an item of cold-wrought iron, which might transform it back to normal, depending on the material component used for the spell.  It seems that the caster needs to sprinkle a powdered gemstone over the metal to be transformed, and the higher the value of the gemstone, the less likely that it will be revealed by this method.  (The requirement for a gemstone defeats one of the purposes I had thought of for this spell: using it to buy things when you're completely devoid of treasure; if you have a gemstone to powder, you're hardly broke.  I'd allow the spell to be cast without the gemstone, but the cold wrought iron method would detect it automatically.)

Forget: Causes 1-4 creatures within a 2"x2" area to forget the last minute of time; every three levels of experience allows the caster to erase a further minute of memories.  The fewer the targets, the more difficult the spell is to save against.  The spell in no way negates charm, geas or quest spells (although I do wonder why Gary felt the need to call this one out).  It can be cured by a heal or restoration spell, or by a wish.

Invisibility: The target is made invisible, and remains so until the invisibility is dispelled, the caster ends the spell, the target ends the spell, or the target attacks someone.  So effectively, the spell can last forever, at least in theory. It works against normal vision and infravision, although it doesn't make the recipient any quieter.  The material component for the spell is an eyelash and a bit of gum arabic.
  Here's a rule I didn't know about before: all creatures with a high intelligence and 10+ Hit Dice or levels have a chance to detect invisible creatures.  There are no concrete rules given about this here. Is it something I've missed earlier, or is it coming in the Dungeon Masters Guide? (Further research tells me that certain powerful characters had this ability in Chainmail, but it seems odd to me to apply it to any creature with enough HD.)
  The OD&D version of the spell works similarly, but is given a range of 24".  It's not entirely clear what this means: could the spell be cast on a target up to that range, or was that the limit within which the recipient could operate in relation to the caster?  In AD&D, the range is touch, which means that the caster has to touch the target to cast the spell, and then the recipient can go off as far as he likes while remaining invisible.

Knock: Opens doors that are stuck, locked, barred or wizard locked. It will also open secret doors, presumably getting around the need to find the relevant switch or trigger.  It also works on chests, shackles, and chains, but it won't raise a portcullis. Weirdly, it only works on two effects per casting; a door that is locked and barred will require one knock spell, but one that's locked, barred and wizard locked will require two knock spells to open.  It doesn't dispel a wizard lock permanently, but simply suppresses it for a turn.
  The OD&D version of the spell worked the same way, but only specified doors and gates, and had no requirement for multiple knock spells to open a single door.

Leomund's Trap: This spell places an illusory trap on any small mechanism, such as a lock.  Anyone searching the device for traps is 80% likely to find it and believe it to be real (with this percentage being less for higher level characters).  As the trap is false there are no consequences for opening or otherwise activating the device - it's simply a harmless illusion intended to scare would-be thieves.  Said thief has a 20% chances of believing he has successfully disarmed the trap (again, this improves at higher levels). The material component is a piece of iron pyrite (also known as fool's gold).  For some reason, only one of these spells can be placed within a 50' x 50' area.  I wonder, does this mean one spell per caster in that area, or one spell overall?  I assume that the purpose of this limit is to stop areas from being overloaded with these things to the point of irritation.
  This is the first mention in D&D of Leomund, whose name will appear on a number of spells in the PHB. Leomund was a character played by Len Lakofka, one of the game's earliest playtesters and a significant contributor to Dragon magazine and D&D as a whole. The character of Leomund is an archmage in the World of Greyhawk, but as with many of that setting's characters there's a disconnect between the history of the character as played by its creator, and the history laid out by TSR.  It's something to consider later on, though I'm inclined to favour the creator where possible.

Levitate: Allows the recipient to float up or down, though it doesn't allow horizontal movement except via pushing against other objects.  The caster can levitate a weight equal to 1,000 gp per caster level.  The speed of movement is 20' per round if the caster uses the spell on himself, and 10' per round on other targets.  The spell can be cancelled as the caster desires, but before you get ideas about levitating creatures in the air and dropping them, it should be noted that unwilling targets get a saving throw.  (You can totally murder your friends though.)  The material component is a small leather loop or a piece of gold wire bent into the shape of a cup.
  The OD&D spell works the same way, except that the spell is limited to the caster, and no weight limit is given.  The movement rate was 6"/turn, which is about three times faster than the speed given in AD&D.  The duration was 6 turns + caster level, as opposed to 1 turn/level in AD&D.  The OD&D spell was seemingly more effective, but being restricted to the caster was less versatile.

Locate Object: This works like the cleric spell, except that it has a range of 2"/level where the cleric spell's range is 6" + 1"/level.  It also has a casting time of 2 segments, faster by far than the clerical casting time of 1 turn.  (Oddly, in OD&D the range for this spell was the same as that given here for clerics.)
 
Magic Mouth: This spells enchants any object with a mouth that activates under certain conditions and speaks a message of 25 words or less; if the object already has a mouth (such as a statue), that mouth will appear to move in synch with the words.  It can't cast spells, and it can't be placed on intelligent creatures.  The conditions can be as general or specific as the caster desires, but the spell can only distinguish tangible features: things like alignment, Hit Dice, level and class aren't discernible, and it also can't see creatures that are invisible.  The material component is a piece of honeycomb.
  The OD&D version of the spell actually could discern alignment and class, at least based on the examples given.  It was otherwise the same, but that's a pretty major difference.  It probably doesn't matter all that much, because it's not a particularly powerful spell.

Mirror Image: Creates 1-4 exact duplicates, which mirror the actions of the caster exactly. They disappear when struck, and shift around in such a way that if the real caster is struck they can't be picked out with subsequent attacks.  I'd always just rolled a 1d4 to determine the number of images created, but the spell actually uses a percentile roll, with a bonus based on the caster's level.
  The OD&D version of the spell is mostly the same, but it has nothing to say that attackers can't pick out the real caster after striking him, and it doesn't use the percentile roll.  It had a duration of 6 turns, whereas the AD&D spell lasts for 2 rounds/level.

Pyrotechnics: This spell works like the druid spell, which can either create a flash of fireworks, or a cloud of smoke.  The magic-user spell has a range of 12", whereas the druid version's range is 16", and it doesn't require mistletoe.  It's also a little quicker to cast, with a casting time of 2 segment as opposed to 5 for druids.
  In OD&D, the spell had a range of 24" and a duration of 6 turns (the AD&D version lasts for 1 segment per caster level for the fireworks, and 1 round per level for the smoke). The OD&D spell created smoke in an area of 20 cubic feet, but the AD&D spell's area depends on the size of the fire affected, being 100 times the volume of that fire.

Ray of Enfeeblement: Reduces the target's Strength by 25% plus 2% for every caster level above third.  At least, it says that it decreases Strength, but then it goes on to say that the penalty is subtracted from the damage the target deals with any physical attacks.  Obviously the latter is worse; a drop from, say, 12 Strength to 9 wouldn't make much difference to your damage (although someone with Strength up in the percentiles might suffer more).  I'd be inclined to apply the penalty to damage, just as it says, mostly so that the effect works the same way for characters and monsters.

Rope Trick: Causes a rope to stand perfectly straight, and if climbed the rope leads into an extra-dimensional space where the caster and up to five others can hide.  The rope can be drawn within this dimension, but only if there are five people or less inside. Anyone still in the space when the spell expires will reappear and fall to the ground. Apparently any creature that finds the rope can pull it down, but there's nothing written about the consequences of this; maybe it just forces the occupants to drop to the ground when leaving the space?  The spell's material component is powdered corn extract and a twisted loop of parchment.
  In OD&D, the length of rope required was 6' to 24' (it's 5' to 30' in AD&D). The extradimensional space was only able to hold the caster and three others.  Strangely, the old version of the spell does specify what happens when another creature pulls down the rope, and it's pretty much what I said above.  It's weird that it got omitted from AD&D.  There's nothing in OD&D about drawing the rope into the dimensional space, nor what happens when the spell expires. The duration was 6 turns plus 1 per caster level, whereas in AD&D it's 2 turns per level,

Scare: Causes one creature of less that 6 Hit Dice to tremble and shake.  The target will fight back at a penalty if cornered, but otherwise does not attack.  It doesn't work on elves, half-elves, undead, clerics, or demons/devils (only the weakest demons/devils are listed, presumably because those are the ones below 6 HD). The material component is a bit of bone from an undead creature.  I'm not really sure about the utility of this spell, to be honest; only affecting one creature is pretty weak, and it doesn't stop them from fighting back.  Why take out one creature when you can use web or stinking cloud to immobilise a whole bunch? It would probably fit better as a 1st-level spell, in my opinion.

Shatter: Smashes any non-magical object made of crystal, glass, ceramics, or porcelain, with a range of 6" and a weight limit of 100gp per caster level.  The object gets a saving throw against crushing blow to resist, which kind of negates the usefulness of the spell.  Again, this one feels a little too underpowered for 2nd level.  A chip of mica is its material component.

Stinking Cloud: Making a surprisingly late debut is this staple of the magic-user list. It creates a cloud of 2" x 2" x 2", and any creature within must save vs spells or be made immobile and helpless with nausea.  Even creatures who make their save are helpless until they can leave the cloud, and for another round thereafter.  Its material component is a rotten egg or several skunk cabbage leaves.  Really, you can't go wrong with this spell - it's one of the best of its level, just as long as you don't catch your mates in it.

Strength: Increases a single character's Strength score by a number of points dependent on their class: fighters get the most, clerics and thieves are in the middle, and magic-users and monks get the least.  If a score is raised above 18, then each point is equivalent to 10% of percentile Strength.  Characters are still restricted to the limits set by their race and gender, however.  The material component is a few hairs or a pinch of dung from a strong animal.
  The major difference between the OD&D and AD&D spell is in the number of bonus points per class.  Fighters got an extra 2-8 (it's 1-8 in AD&D); clerics got 1-6, which is unchanged; and thieves got 1-4 (which has been raised to 1-6).  There was nothing about how the spell affects magic-users (or monks), so presumably it didn't work for them at all.  If a fighter-type's Strength was raised to 18, the percentile score was rolled randomly rather than based on the bonus granted by the spell.  It had a flat duration of 8 hours, wheres in AD&D it lasts for 1 hour per caster level.

Web: Fills an area with strong, sticky webs, but that area must be anchored on either side by walls, a floor and ceiling, or the equivalent.  Creatures with a Strength of 12 or less are stuck fast, those with 13 to 17 can break through 1' per turn, and those with 18+ can break through 1' per round.  Large, heavy creatures are considered very strong for this purpose, and sufficiently large creatures are said to be able to ignore these webs altogether.  The saving throw for this spell is a little different than usual; if you fail you're caught, but if you succeed you can leap to freedom if you have room; otherwise you are caught in the web, but the part that surrounds you is only at half-strength.  Here's a doozy: any creature caught in the web has a 5% cumulative chance to suffocate to death per turn; I never knew that.  The strands can be burned away in a single round, though any creature within will take 2-8 damage.  The material component is (duh) a piece of spider web.
  The OD&D version of the spell was given as a power of the staff of wizardry, and was somewhat vague.  There was nothing about anchor points, or suffocation, or saving throws, and for some strange reason it only gave the rate to break free for giants, leaving the DM to calculate a proportionate rate for any other creature based on size.  It had a duration of 8 game hours, so it's just as well that the suffocation rules weren't given.  It's range was 3", whereas in AD&D it's 0.5" per level.

Wizard Lock: Magically locks a door, chest or portal permanently.  A dispel magic or knock spell will temporarily negate the effects.  A strong character can break it open, which makes the spell disappear. A wizard 4 levels higher than the caster can also open it automatically.  Unlike hold portal, extra-dimensional creatures can't bust open a wizard lock.
  The OD&D spell is similar, but could be opened by a magic-user three levels higher than the caster.  There was nothing about it being exempt from the rule about extra-dimensional creatures, either.

And that's another step take on my ultra-tedious journey through the PHB spell lists.  I really shouldn't have committed to this much detail.

Thursday, July 27, 2017

A Brief Hiatus

Yes, I know it's been a while since I've posted here, but rest assured that the blog is not dead.  I still want to post, but the last couple of months have seen me dealing with some difficult personal issues and the emotional stress that comes with them.  I haven't had the mental energy or focus to do any sort of writing, or much of anything else to be honest.  The good news is that these issues are over, and and I'm in a good place right now.  I want to start blogging again soon.

The bad news (at least for readers waiting for the next post) is that the G1 Climax tournament is going on right now.  For those not in the know, it's a Japanese pro-wrestling tournament that is basically a solid month of hard bastards leathering the shit out of each other.  If WWE is the Nickelback of pro-wrestling, the G1 is like the Beatles, or a Mozart symphony.  Basically, it's great, but it also takes up a lot of my time, so I won't be getting back into writing until after it's done. So expect me back somewhere in mid-to-late August.

This is the part where I might ask for some monetary support, but let's be real here: what I write on the blog ain't worth charging money for.  But if you are looking for some more of my writing, I have a novel that's been available on Amazon for a few years. Jack Manley and the Warlord of Infinity is a fast-paced, B-movie sci-fi action adventure, and I have it on good authority that it's excellent (my Mum would never lie to me). So if you'd like to provide me with some lovely feel-good endorphins, please head over to Amazon and buy my book for the lovely price of 99 American.cents - it's totally worth it, and you can find it RIGHT HERE.

So, until my next post, I thank you for your patience (and ask you to forgive me for the blatant advertising).  I'll be back before you know it.

Saturday, May 06, 2017

AD&D Player's Handbook part 38: 1st-Level Magic-User Spells

Notes Regarding Magic-User Spells: Before the spell descriptions begin, there's a short section that mostly deals with magic-user spell components. The most interesting thing here is that casting times are dependent on the caster having all of their components to hand and easily accessible; if that's not the case, a 30-second delay is recommended to rummage in packs looking for them. It's also said that any delay by the player in deciding on a spell to cast will impact on the character's casting time, with every 6 seconds of real-world delay counting as 1 segment of the combat round. It's a way to curtail magic-users somewhat, and it also enforces a certain style of play. Of all the classes, magic-users emphasise preparedness the most, and this rule really punishes players who don't live up to that requirement.

1st-Level Magic-User Spells: There are a whopping 30 1st-level magic-user spells, so grab some snacks, make a coffee and find a comfy chair, because this is going to take a while.  There were only 11 1st-level spells in OD&D, so it's obvious that there are a lot of new spells being introduced here.  All the spells in OD&D have made the transition, although read languages has had its name changed to comprehend languages.  We also have three spells that were in the first D&D Basic Set: dancing lights, enlarge (formerly known as enlargement) and Tenser's floating disc. That leaves 16 all-new spells, which is fine by me, because it's much quicker for me to write about them without doing comparisons back to OD&D.

Affect Normal Fires: Allows the caster to alter the size and brightness of a small fire. It can shrink a fire to as small as a candle, or increase a fire's brightness to equal that of a light spell (2" radius). The amount of light produced changes, but the heat of the fire doesn't, and the change in size also comes with a change in fuel consumption: quicker for brighter fires, lower for smaller ones. It's interesting to note that the spell says you can shrink a fire, but it says nothing about enlarging one; it seems that the only property of the fire that can be increased is its brightness. I had originally thought that it could be use it to set torch-wielding goblins on fire, but it doesn't seem so. Blinding them might be possible, though.

Burning Hands: Creates a jet of flame 3 feet in length, with a 120 degree arc (so it can hit up to two, maybe three opponents). It deals 1 point of damage per caster level, which... is pretty good for a 1st-level spell at high level, I guess, but what do you do with this as a 1st-level caster? Kill swarms of bees? It really does seem under-powered.

Charm Person: Charms any one "person", causing them to believe that the caster is their trusted friend. The spell has a long duration, with the target getting a regular saving throw based on Intelligence; for example, a creature with an Intelligence of 3 gets a saving throw every 3 months, whereas a creature with 18 Intelligence gets a save every 2 days.  The types of "persons" affected by the spell are specified as follows: brownies, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites and troglodytes.

In OD&D, the spell was said to affect "all two-legged, generally mammalian figures near to or less than man-size". The list included sprites, nixies, pixies, kobolds, goblins, orcs, hobgoblins and gnolls. The main difference here is that the "mammalian" restriction seems to have been lifted in AD&D, with the inclusion of lizard men and troglodytes. The OD&D spell also put the target under the caster's complete control. The periods of time between saving throws were different in OD&D, mostly skewing towards more frequent saves. Overall, the spell has changed to give less control over the target, but a greater duration on average and a slightly wider range of creatures that can be affected.

Comprehend Languages: Allows the caster to read an incomprehensible language, or understand speech in a language they otherwise don't know. The caster must touch the object to be read, or the creature to be understood, which could cause some complications if said creature is unfriendly. It doesn't allow the caster to read magical writing. The reverse of the spell, confuse languages, prevents comprehension or cancels out a comprehend languages spell.

In OD&D, the spell was called read languages, and it had a vague description about allowing the caster to read directions, such as those on a treasure map. It didn't allow the comprehension of spoken languages, and didn't have a reversed version. The AD&D spell is more versatile, and much more well-defined.

Dancing Lights: Creates one of three effects: 1-4 lights, each similar to a torch or lantern; 1-4 glowing spheres similar in appearance to a will-o-wisp; or one glowing, man-like shape. The caster can make the lights move however they want, and doesn't need to concentrate on them at all. They wink out if they get beyond the spell range. Useful for distractions, luring creatures into traps, or just plain old illumination I suppose.

It's meant to be 1-4 lights, you cheat.

Detect Magic: Like the cleric version of the spell this detects magical radiations, can scan a 60 degree arc per round, and is blocked by a foot of stone, an inch of metal or 3 feet of wood. It's detection range is double that of the cleric spell, though, and has a duration of 2 rounds per level instead of the cleric's flat duration of 1 turn.  The OD&D version of the spell was basically the same, but had a flat duration of 2 turns (which could mean rounds, because OD&D is very screwy with its rounds/turns terminology.)

Enlarge: The caster can make one object or creature larger. When cast on a creature, the growth is 20% per caster level, to a maximum of 200%. On inanimate objects, the increase and maximum are both halved. Magical properties aren't increased proportionately, not even for potions, which must still be consumed in their entirety to be effective. Natural properties, such as strength, weight and durability, are increased proportionately. It's stated that a person increased to 12' in height would be "as an ogre", while someone 18' tall would be "as a giant". Nothing is given statistically for these effects, and with the Dungeon Masters Guide still a couple of years away we can't look at the gauntlets of ogre power and girdles of giant strength for guidance. A look at the Monster Manual might give us a +2 damage bonus for ogre-sized characters; an 18'-tall character would be the equivalent of a cloud giant, and might deal 6-36 points of damage and be able to hurl boulders. At this point, it's all up to the DM.  (That +2 damage bonus for ogres is small, though; a full-strength human gets a damage bonus of +6. Perhaps the +2 could be in addition to whatever the character already gets?)

The spell was in the D&D Basic Set, under the name of enlargement. Curiously, it was more effective on non-living matter than on living creatures, which is the opposite of AD&D. It didn't give any guidelines for characters with increased Strength, so it's no help on that matter.

Erase: Erases any writing from a scroll or a piece of paper, even magical writing (though it doesn't get rid of explosive runes or a symbol). The spell doesn't always work, but it's more effective the higher level you are. I'm sure there must be situations where this spell has come in handy for somebody, but it really is highly specific and not particularly useful for adventurers.

Feather Fall: Causes the target to fall slowly, and thus land without taking any damage. It has a casting time of 1/10 of a segment, so it can be cast almost instantaneously.  It only lasts for 1 segment per caster level though, so at 1st level it won't fully protect from a fall longer than 12 feet.  What I can't figure out is if the spell can affect multiple creatures. It's said to affect an area of "1 cubic inch"; because it's written as the word and not the symbol, it should mean an actual inch, and not a "game inch" of 10 feet. That's weird, because it wouldn't even cover a single creature. Yet the spell does say it can affect "creature(s)", so I don't know what to think. I'd be inclined to interpret the inch as a ten foot cube, and allow the spell to affect creatures within that area up to the weight maximum of the spell. Another curious thing is that the spell can apparently affect missile weapons, which makes for a nice one-off defensive tactic.

Find Familiar: The caster summons an animal familiar that serves them and grants them some extra-sensory powers. The spell can only be attempted once per year, and the caster gets no choice in the type of animal that answers the summons. Most of them are regular animals (cats, crows, hawks, owls, toads, and weasels), and the powers they grant are mostly enhanced sight, smell or hearing. Sometimes there will be no suitable familiar within range, and the spell is wasted, and can't be tried again for a year. Rarely (a 1-in-20 chance) a special familiar will be summoned, dependent on the caster's alignment: chaotic evil or chaotic neutral casters will summon a quasit; chaotic good, neutral or neutral good casters will summon a pseudo-dragon; lawful neutral or lawful good casters will summon a brownie; and lawful evil or neutral evil casters will summon an imp.

Each familiar adds its hit point total to that of the caster when within 12", but if the familiar dies the caster loses double the amount permanently. The special familiars grant a host of abilities as follows:

Brownie: a Dexterity of 18, immunity to being surprised, and +2 on all saving throws.

Imp and Quasit: telepathic communication with the familiar, 25% magic resistance, regeneration of 1 hp/round, and an extra level of ability (!). That's dope as fuck, but if the imp or quasit is more than a mile away the character loses a level, and if it dies they lose four levels, so the risks are harsh. The familiar can also contact a lower plane once per week and ask six questions to help its master. Evil magic-users always get the best stuff.

Pseudo-Dragon: Telepathic communication, the ability to see invisible creatures, 35% magic resistance and maybe a chameleon-like power (it's not as clear-cut with the pseudo-dragon as it is with the others).

Friends: Either increases the caster's Charisma by 2-8 points, or lowers it by 1-4 if the creatures nearby make their save vs spells. The spell doesn't affect creatures of animal intelligence or lower. It requires the caster to rub his face with chalk, soot and vermillion, which would kind of make it obvious that they're about to cast a spell, wouldn't it? And technically, a crowd of onlookers would be split between those that made their save and those that didn't, unless you make a single save for everyone.  This one might be best used to influence a single person, or a small group.

Hold Portal: A spell that keeps a door or gate closed as though it were locked. It can be forced open by normal means, and also opened with a knock or dispel magic spell. A magic-user four or more levels higher than the caster can pass through at will, and an extra-dimensional creature can shatter any portal held with this spell.

The OD&D version of the spell had a duration of 2d6 turns, whereas in AD&D it lasts for 1 round/level.  The creatures that could shatter it were said to be "strongly anti-magical", with the balrog being called out specifically; AD&D has changed this to the more concrete descriptor of "extra-dimensional". There was also no indication that higher-level casters could pass through it at will (although this was in the description for wizard lock, so it's possible it was intended for hold portal as well).

Identify: This spell lasts 1 segment per level, and for every segment the caster has a chance to determine one magical property of a specific item (15%+5% per level). The caster has to hold or wear the item being identified, and so will have to suffer any possible curses or ill effects. An item never reveals exactly how many plusses or charges it has, but an approximate value might be given.

I might be wrong here, but it seems to me that in addition to the percentage roll above, the caster must also make a save vs. magic; if the save is successful the property is revealed. If the roll is one point short, a false property is revealed, and if it's lower than that the caster learns nothing.

The item must be examined within 1 hour per caster level of its discovery, or "all readable impressions will have been blended into those of the characters who have possessed it since". Is it just me, or does this make the spell mostly useless? If you're more than a day away from a large city when you find an item there's no way you'll ever get it identified.  And what about items that recently belonged to someone else? Wouldn't they already have their readable impressions all scrambled?  None of this makes a lot of sense, but it could all be tied into Gary's earlier notions about every creature having their own connections to various planes and pocket dimensions.  Perhaps only items that have been lying unclaimed for a while should be identifiable. It might be that killing the owner breaks whatever is scrambling the impressions. Food for thought.

Not only is there a time limit and a decent chance of failure, but the caster temporarily loses 8 points of Constitution, so it's not really something for one of your adventuring buddies to cast in the middle of a dungeon. Throw in the 100gp pearl that's required, and it becomes a spell that just has too many restrictions to be practical. Something tells me that Gary wanted to maintain the trial-and-error approach to magic items, rather than giving everything away with a simple spell.

Jump: One creature touched can leap 30' forward or 10' back or straight up.  At 4th level the caster can enable two such jumps, at 7th level three, and so on.  The material component is a broken grasshopper's leg.  It's a handy spell for low-level parties, before they get the ability to fly.

Light: Like the cleric spell it creates a globe of light similar to a torch, can be targeted at creatures to blind them, and is reversible as darkness. It has half the range of the cleric version, a much shorter duration, but a faster casting time.

Magic Missile: Creates one or more missiles that "unerringly strike" their target, each dealing 1d4+1 damage. For every 2 levels of experience, the caster creates another missile: two at 3rd, three at 5th, and so on.  They can be targeted at multiple creatures, so long as those creatures are all within a 10' square area. This is the rare case of a spell that gets more useful at higher levels. And there's no cap on the number of missiles that can be created, which could make this spell pretty devastating.

The OD&D version of the spell dealt 1d6+1 damage per missile, and it created an extra two missiles every five levels: three at 6th, five at 11th, and so on. The main difference is that the OD&D spell said nothing about the missiles being "unerring", so they would have required attack rolls to hit (and they were interpreted that way in the Holmes Basic Set).

Mending: Mends small breaks, cracks or holes in normal objects, but can't repair magic items. Requires two magnets or two burrs as material components.  It's another of the AD&D spells with everyday applications but not much use for adventurers, but it still seems like it would come in handy more often than erase.

Message: The caster can whisper a message, point to someone in their unobstructed line of sight, and that target will receive the message. If there's time left, the target can whisper something back. The material component is a piece of copper drawn fine.  Again, it's very situational.

Nystul's Magic Aura: Casts an illusory magic aura on a normal object (with a weight limit of 50gp per level). Anyone detecting magic can hold the object, and will get a saving throw to determine whether the aura is fake.

The biggest thing here is the introduction of Nystul, who will eventually be developed as a powerful archmage in the Greyhawk setting. At this point it's just a shout-out to Brad Nystul, a guy that Gygax had played with. (It's often attributed to Mike Nystul, his son, but that goes against Gary's own recollections and those of some other contemporaries of Gary; I could be wrong about all of this, but there's discussion about it over here. It's also the same guy who became an NPC in some Ultima games, which is pretty rad. I'll quite happily declare them as the same character, unless there are large discrepancies.)

Protection from Evil: Like the cleric spell, it stops bodily contact from all summoned, conjured or enchanted creatures (aerial servants, demons, devils, djinn, efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers, xorn, and any other summoned animal or monster). It also causes evil creatures to attack the caster at -2. It doesn't last quite as long as the cleric version, but it does have a faster casting time. The material component is a powdered circle of silver and iron.

The OD&D version of the spell protected from attacks from "enchanted" creatures, and granted a +1 bonus to saving throws and AC against evil creatures.

Push: Causes an invisible force to strike the target, albeit a weak one of 1 foot pound per level. It can move small objects, topple them, or cause a creature to lose its balance and be unable to attack that round (but the creature can't weigh more than 50 lbs. per caster level). It can also be cast on an attacker's, subtracting the force in foot pounds from the attacker's to-hit roll. The material component is a pinch of powdered brass.

Read Magic: Allows the caster to read magical writing, which is normally unintelligible even to spell-casters. (It's noted that magic-users can read their own writing though, which isn't always true even of regular folk writing in English.)  Once a piece of writing has been read, it can thenceforth be read without the need for a read magic spell. The material component is a clear crystal or a mineral prism. It can be reversed as unreadable magic, which makes the writing indecipherable to read magic for the spell's duration.  The reversed spell has different components: a pinch of dirt and a drop of water. (Clear as mud, innit?)

The OD&D version of the spell was simply "the means by which the incantations on an item or scroll are read". That was pretty much it in its entirety.

(As for the reason that magic-users can't read the magical writing of others, I'm going with the idea that arcane magic is very idiosyncratic, and every magic-user learns and does things in their own way. Part of the reason for this is security, so that other magic-users can't steal their secrets at a glance.)

Shield: Creates a barrier in front of the magic-user that: completely negates a magic missile; provides AC 2 against hurled missiles like axes; provides AC 3 against small, device-propelled missiles like arrows, bolts or manticore spikes; provides AC 4 against all other attacks; and grants +1 on saves against all frontal attacks.

The OD&D version of the spell was much simpler: it granted AC 2 against missiles and AC 4 against other attacks. It lasted for 2 turns, whereas the AD&D version lasts for 5 rounds/lvl.


Shocking Grasp: Gives the caster an electrically-charged touch attack that deals 1d8 points of damage +1 per caster level. It's a lot more useful at low levels than burning hands, and it can deal more damage than pretty much anything else a wizard can use in melee.  Obviously it improves at high level, but probably never becomes more useful than magic missile.

Sleep: Puts a number of creatures within a 3" diameter to sleep, based on their Hit Dice. At most, it can affect 4d4 creatures of 1 HD; it can't affect creatures with more than 4+4 HD, and it's also ineffective against undead. Targets get no saving throw, but they can be awakened by slapping or wounding (but not by noise). It's noted here that one sleeping creature can be killed per slayer per round (a rule that should probably be in the Combat section to cover a bunch of situations). The material component is a pinch of sand, rose petals or a live cricket.

The OD&D spell was similar, but it had different - generally lower - ranges for the number of creatures of each Hit Dice that would be affected. It also wasn't clear whether targets got a saving throw or not (they don't in AD&D). The range was 24", whereas in AD&D it's been significantly shortened to 3"+1"/lvl. It seems as though range was sacrificed for power with this spell.

Spider Climb: Lets the target cling to walls and the ceiling, with a movement rate of 3". What's interesting is that, because the target's hands become sticky, they can't handle light items, which makes spell-casting impossible (at least for spells with material components). That's a bummer, but check it out: this spell has no saving throw. Technically, you should be able to use it as a touch attack that can temporarily disable an enemy spell-caster. The material component is a drop of bitumen and a live spider. Most people would be concerned about eating the spider, but I'd be more worried about the bitumen personally. At least the spider is organic.

Tenser's Floating Disc: Creates a "circular plane of null gravity", a concave disc 3' in diameter. It can hold a weight of 1,000gp per caster level.  (A weight requirement is all well and good, but there's only so many coins that will fit on the disc regardless of weight.) It always floats about 3' off the ground, and always remains level. The caster can command its movements (at a speed of 6").  If the caster moves out of range or the spell ends, the disc disappears and whatever was on it crashes to the ground. The material component is a drop of mercury.

This spell wasn't in OD&D proper, but it was in the first D&D Basic Set. There it functioned similarly, but with a few numerical differences. It could carry a flat weight of 5,000gp.  There was nothing in the spell about the magic-user commanding the disc's movement; it simply followed along six feet behind the caster. It had a range of 10 feet, as opposed to 2" in AD&D. It's duration was 6 turns, whereas in AD&D it's 3 turns + 1/level.

Tenser was described as being greedy for treasure in the Basic Set.  In AD&D he's described as a "famed wizard", known for his ability to locate treasure and his greed to recover every copper piece.

Unseen Servant: Creates an invisible force which can perform menial chores: open doors, hold chairs, clean and mend items, or whatever else the caster commands. It can only carry items to a maximum weight of 200gp. It can't fight, but it can be dispelled or destroyed after taking 6 points of damage. The material components are a piece of string and a bit of wood.  The most obvious use of this spell (and one called out in the description) is as a valet or butler, but there are definite uses for this one in dungeon exploration.  Touching potentially dangerous objects, mostly.

Ventriloquism: The caster can make his own voice appear to emanate from somewhere else (1"/level away, to a maximum of 6").  The voice can be altered to sound like someone else, or to make sounds that the caster would normally be able to make. (Can it be used to impersonate a specific person? It's not 100% clear.) Character with an Intelligence over 12 have a chance to recognise the ruse. The material component is a cone of parchment.

The OD&D version of the spell simply allowed the caster to make his voice issue from somewhere else, to a range of 6". It had a duration of 2 turns, as opposed to 2 rounds +1/level in AD&D.

Write: Allows the caster to transcribe a spell that he doesn't understand (either due to low Intelligence or being too low-level) into his own spell-book. Doing so requires a successful save vs. magic, with success being more difficult for higher-level spells. Failing the save results in the caster taking 1d4 points of damage per level of the spell; this is a mix of psychic and bodily damage that takes longer than normal to heal. It takes an hour per level to transcribe a spell, and during this time the magic-user is in a trance and will always be surprised by enemies.  It also requires fine ink of at least 200gp in value.

As far as I can tell, there was nothing in OD&D about copying spells from scrolls or other spellbooks, so this might very well be the first time this idea comes into the game. I've never used the spell, as we always just assumed that the process was automatic (if time-consuming). I like this method though; it's nice to add a little bit of risk to the obtainment of spells.

Saturday, April 22, 2017

AD&D Players Handbook part 37: 7th-Level Druid Spells

There are ten 7th-level druid spells in AD&D, up from eight in OD&D. All eight spells from OD&D have made the transition to AD&D. Chariot of Sustarre is a new spell, and finger of death has been bumped up from 6th level.

Animate Rock: The caster can animate up to 2 cubic feet of stone per caster level, and it will follow simple orders of about 12 words or so. The only other restriction is that the stone must be a whole object in itself; you can't animate part of a boulder, for example. There are no stats given for combat and the like, but animate object is referenced, so presumably the guidelines there would be used.

The OD&D version of the spell had one major difference, in that the stone being animated had a 30% chance to not obey the caster. This is a pretty big deal, considering that it's a 7th-level spell; for that investment, you'd expect it to work reliably. The AD&D spell specifically states that the stone being animated is mindless, so something fundamental has changed about the spell since then. Perhaps in the OD&D version the spell was infusing the stone with an elemental spirit of some sort? The druids may have grown frustrated with the spell not working all the time, and altered it to move the stone without the need for dealing with elementals.

The animated stone was also given a movement rate (2-4", more for statues), which isn't done in AD&D. The duration was a flat 6 turns, whereas in AD&D it's 1 round per level.

Chariot of Sustarre: This spell creates a flaming chariot, and a pair of fiery horses to pull it. It can carry up to eight passengers as decided by the caster, and anyone else within 5 feet of it will take damage as from a wall of fire. The chariot and steeds can only be damaged by magical weapons or water.  The big thing here is that this is the first mention of Sustarre in D&D.  The spell is named after B. Dennis Sustare, the creator of the druid class.  As for who Sustarre is in the World of Greyhawk, I can't find anything outside of this spell.  Unless something comes up to contradict it later, I'll make him the very first Great Druid.

Confusion: Causes 2-8 creatures within the area of effect to become confused, and act randomly. Actions for confused creatures are checked at the start of each round, with the following results: wander away for 1 turn, stand confused for 1 round, attack nearest creature for 1 round, or attack druid and allies for 1 round. That first option will pretty much take an enemy out for the entire battle, as it lasts for ten rounds. Affected creatures get a saving throw each round with a -2 penalty, but I'm not sure if it throws off the spell completely or simply allows that creature to act normally for 1 round. I would go with the latter. The spell can affect more creatures than the dice indicate, dependent on the druid's level compared to that of the strongest creature affected.

The OD&D spell was automatically effective against creatures of less than 2 HD. It also had a weird delayed effect, where the caster rolled 1d12, subtracted his level, and the result was the number of rounds that the spell was delayed. The spell does clarify that the saving throw is to act normally for 1 round, as I suspected. The "wander away for 1 turn" result wasn't present, the range was 12" as opposed to 8", and the duration was fixed rather than based on caster level. Presumably in-world the spell was altered to get rid of the delay effect, at the cost of automatically affecting weaker creatures.

Conjure Earth Elemental: Summons a 16 HD earth elemental that does the druid's bidding completely, and remains until destroyed, dismissed or sent away by the druid (or the spell ends). The OD&D spell was much the same, although it did have a restriction whereby only one elemental could be summoned per day.

Control Weather: A more powerful version of the cleric spell. It has twice the duration and area of effect, and the weather conditions can be altered by two steps instead of one if greater mistletoe is used.

The OD&D version of the spell was much different, in that it had a set number of effects it could create, and wasn't dependent on the current weather conditions. It was probably a more versatile and powerful spell, but perhaps druids stopped using it because it was harming the weather patterns.

Creeping Doom: This spell summons 500-1,000 venomous arachnids, insects and myriapods, which swarm forth in a 2"x2" mass at a speed of 1" per round. Anything caught within the area that is subject to normal attacks will be killed instantly, as each creature inflicts 1 point of damage and then dies. (Presumably anything with over 1,000 hp would survive, but that's well beyond AD&D's power scale.)  If the mass gets further than 8" away from the caster, it loses 50 of its number for each 1".  I've always loved this spell, if only for its rad name.

In OD&D the number of creatures summoned was 100-1,000, with a 1-3 turn delay until they appeared. It seems as though the OD&D version of the spell could only be targeted at one creature, which would be pursued by the creeping doom until destroyed or the spell ended; the AD&D spell could also be interpreted in the same way. Most importantly, OD&D gives no indication of what happens to those caught by the spell, which is a pretty big oversight.

Finger of Death: The caster points his finger, and the target's heart stops. It doesn't get much simpler than that. In OD&D, the spell had the restriction that it could be used by druids "only when their lives are in the direst peril". Moral standards have lapsed since then, it seems.  The spell now has a range of 6", whereas in OD&D it was 12".

Fire Storm: Fills a 2" cubic area per caster level with flames that deal 2d8 damage to all within (+1 per level of the caster). The area can be shaped by the druid. It can also be reversed as fire quench, which douses normal fire in an area double that of a fire storm (magical fires have a 5% chance per caster level of being doused).

The OD&D spell was almost exactly the same; it had a larger area of effect, but dealt less damage (2d6).

Reincarnate: If cast on a creature that has been dead for no longer than a week, it brings them back in a new body. What the creature is reincarnated as is determined by a random roll, and the vast majority of the results are animals; there is literally only a 21% chance that someone will come back as a PC race, and no chance at all for dwarves, halflings and half-orcs to retain their original race.  Even the character's class might be different, although there are no rules for determining this; it just says that the "character must be created", which to me indicates that while stats are rolled randomly and race is determined by the spell, the player can choose their own class just as they would when creating any other character.  To be honest, casting this spell on a fellow player is the ultimate dick move. I would think that most players would prefer to wait for a raise dead or resurrection.

The OD&D version of the spell simply said that it was the same as the magic-user spell, but with a bias towards animals; no other guidelines were given.

Transmute Metal to Wood: Changes metal items to wood, with a maximum weight of 80gp per caster level. Magic items only have a 10% chance of being affected.  Once an item is changed, it can never be changed back, not even with a dispel magic.

The OD&D spell had a shorter range, and could only change a weight of 50gp per level.

And that's it for druid spells!  I realise that this stretch of the blog hasn't been the most exciting. I do have a tendency to get bogged down in minutiae, but once I'm through the magic-user and illusionist lists it will be a while before I'll be stuck doing this sort of thing again. Until then, I'll try to keep on a regular schedule and finish the Player's Handbook as quickly as I can. Hey, it took me five years to get through the Monster Manual, this is very fast by comparison.

Sunday, April 16, 2017

AD&D Players Handbook part 36: 6th-Level Druid Spells

There are ten 6th-level druid spells in AD&D, up from eight in OD&D.  Seven of those spells have been brought forward from OD&D.  Cure Critical Wounds has been brought across from the cleric spell list.  Fire seeds and wall of thorns are both new spells.  The OD&D spell list had finger of death on it, but in AD&D that's been move up to 7th level for druids.

Animal Summoning III: Works like animal summoning I, but calls up to 4 animals of 16 Hit Dice, 8 animals of 8 Hit Dice, or 16 of 4 Hit Dice.

The OD&D spell is said to be a "quadruple strength" version of animal summoning I, but as with animal summoning II there's no indication of what exactly that means. Hit Dice? Numbers? It's all up to the DM, but I would be inclined to apply it to numbers, as the OD&D spell summoned animals based on size rather than Hit Dice.

Anti-Animal Shell: Creates a globe around the caster that prevents the entrance of all animal life of a non-magical nature. This is a case where the word "animal" is used differently than usual for AD&D, because here it basically means any living thing; giants are specifically called out as being affected.  Undead, aerial servants, demons, and devils are said to be immune, so presumably that rules out any other extraplanar beings. There's a large grey area here for things like dragons and manticores and the like; this is a spell that could cause some real debate at the table as to what monsters count as magical.

The OD&D spell hedged out "basic animal types", such as giant animals, birds, insects, and reptiles, but excluding fantastic animals (centaurs, gorgons, etc.). There's a bit less ambiguity there, I feel, but the spell is also not as powerful. It also precluded those inside the shell from attacking creatures outside, which the AD&D spell doesn't do.

Conjure Fire Elemental: Opens a plane to the Elemental Plane of Fire and summons forth one of the following (determined randomly): a 16 Hit Die Fire Elemental; 2-4 Salamanders, an Efreeti; or a huge Fire Elemental of 21-24 HD.  Because druids are connected to nature and elemental forces, they don't have to worry about the elemental attacking them, and they don't need a protective circle. The elemental pretty much does what the caster wants, and stays until the spell duration ends, or it is killed or dispelled. The reverse of this spell - dismiss fire elemental - can send it back, as can a dispel magic, but salamanders, efreet, and the strongest Fire Elementals can only be dispelled by druids.

The OD&D spell was much the same, but the druid could only summon 1-3 Salamanders, and had no chance of summoning an Efreeti. It also had no reversed version.

Cure Critical Wounds: Same as the cleric spell, except that it needs mistletoe.

Feeblemind: This spell can only be used on a spellcaster, and it reduces the victim's brain to "that of a moronic child". This can be cured with a heal, restoration or wish spell. Various different classes get modifiers to their saving throw, with clerics the least susceptible (with a +1 bonus) and illusionists the most (with a -5 penalty).  Non-humans get a -2 penalty, which I'm not sure how to apply; is it cumulative with the class penalty, or is it instead of the class penalty?  Anyway, the effect of being feeble-minded isn't spelled out at all. Obviously it stops magic-users and illusionists from casting spells, but what about clerics and druids? Their spells are based on wisdom, so the ability should still be there. Although now that I think of it, feeblemind doesn't necessarily just target Intelligence; it targets "the brain". So yeah, I'd rule out spellcasting for all classes, as well as using wands and scrolls and such.

The OD&D spell worked in much the same way, but it could only target magic-users.

Fire Seeds: Creates four acorn fire seeds (that can be hurled as missiles) or eight holly berry fire seeds (that can be set to detonate with a command word). The acorn fire seeds must be thrown, and deal 2d8 damage to anyone within 1" of the explosion. The holly berries are set on the ground, detonated with a command word, and deal 1d8 points of damage to anything within 1/2".  It's nice for druids to get some sort of damage spell (especially one that's not dependent on prevailing weather conditions), but it seems a little weak for a 6th-level spell to me. Perhaps I'm just unfairly comparing it to the magic-user spell list; druids aren't supposed to be offensive casters, really.

Transport Via Plants: Allows the caster to enter a plant and exit from a different plant of the same species anywhere else on the planet. (Actually, it says "regardless of distance" - could it be used to travel to a tree in another dimension, or on another planet?)  There's a small chance (which gets smaller the higher-level the druid is) that the caster will be sent to a plant 1 to 100 miles from the intended location.

The OD&D version of the spell required the destination plant to be one that the druid has seen or heard about (that's not the case in AD&D). It was also limited in that the caster could only use it once per day; the AD&D spell can presumably be cast as many times as a druid wants to memorise it.

Turn Wood: This spell pushes back or splinters any wooden objects in the spell area, although it doesn't affect anything over 3 inches in diameter that is firmly anchored. That's a shame; I had images of a druid knocking a village over, but I figure that houses would count as being anchored.

The OD&D version of the spell is basically the same.

Wall of Thorns: Creates a wall of thorny brush that deals 8 points of damage to anyone that tries to break through (or is otherwise pushed into it). This damage is modified by the victim's Armor Class, so the more defenses you have the less damage you take. (This is a really good mechanic, it's a shame that D&D doesn't make more use of it.) The thorns can't be burned with normal fire, but magical fire burns them away in two rounds; however, for those two rounds it functions like a wall of fire spell, which is pretty rad.

Weather Summoning: This is another powerful yet vague spell: it can do a lot, but it's impossible to give mechanical effects for what it does. In general, the caster can change the weather pattern based on what the current season is: tornados or thunderstorms in spring, torrential rain or a heat wave in summer, fog or sleet in autumn, cold or blizzards in winter, etc. This is dependent on climate as well - obviously things in the Arctic would be different, and I feel like Gary is applying his own personal experiences to the examples given. Still, it might be a reasonable guide to the seasonal conditions in and around the Greyhawk area. The weather takes 6 to 17 turns to arrive after the spell is cast, but it is in no way under the caster's control. Several druids can work together to create even more powerful effects. The power of the spell is dependent on the druid possessing greater mistletoe (mentioned a few posts back), and the effects will be weaker without it.

The OD&D spell works similarly, with a few numbers tweaked here and there.

Thursday, April 13, 2017

AD&D Players Handbook part 35: 5th-Level Druid Spells

There are ten 5th-level druid spells in AD&D, just as there were in OD&D. None of the spells are new; the only alteration from the OD&D spell list is that hold plant (which was dropped to 4th-level) has been replaced by insect plague. Otherwise, it's the rare case of a spell level that has survived relatively unchanged.

Animal Growth: Causes up to 8 animals within range to double in size, which also doubles their Hit Dice and damage. It should be noted that this doesn't necessarily mean that said animals will aid the caster, although spells like speak with animals and charm person or mammal are specifically called out as good ones to cast in conjunction with animal growth. Once again there are no guidelines as to what constitutes an "animal" in D&D, but it's been previously established that it means real-world animals, which also includes dinosaurs. So look out for those double-strength tyrannosauruses.

The spell can also be reversed, which halves animals in size, Hit Dice and damage. But it also lets those tyrannosauruses fit into smaller corridors...

The OD&D version of the spell only affected 1d6 creatures, and was also vague in its mechanical effects: it caused animals to "grow to giant-size with proportionate attack capabilities". Another one for the DM to figure out himself, I'm afraid. It didn't have a reversed version.

Animal Summoning II: Like animal summoning I, but it can summon six animals of up to 8 HD, or twelve animals of up to 4 HD. (Animal Summoning I could only summon eight 4 HD animals.)

In OD&D, this spell was a double-strength version of animal summoning I, which was quite different to the spell in AD&D: it allowed the summoning of one large animal, three of medium size, or six small animals. Whether the doubling of animal summoning II applied to Hit Dice or number of creatures (or both) is not made clear.

Anti-Plant Shell: Creates a barrier that keeps out all living plant creatures, such as shambling mounds or treants. Note that it specifies "living" plant matter; it won't stop clubs and arrow shafts or other wooden weapons. The OD&D version of the spell was much the same.

Commune With Nature: Grants the caster knowledge of the surrounding area, with a radius of half a mile per caster level. The caster can learn one fact per level, which generally means things like terrain, the presence of water, inhabitants, minerals, etc. It only works outdoors, so it can't be used to learn about a dungeon. (What if you cast it at the dungeon entrance, though? Would you then be able to learn things about a subterranean dungeon?)

The OD&D spell was effectively the same, but it specified that the Druid was communing with "higher powers". What those higher powers were was left unclear. Were they gods? Nature spirits? Who knows, but I'm happy to leave it unanswered; not every mystery needs to be solved.

Control Winds: This spell has a simple effect - it can increase or decrease wind force by 3mph per caster level - but the ramifications of that effect are anything but simple. The spell goes into how high wind speeds affect flying creatures, missile fire, structures, and sailing ships. The guidelines are bare bones, but evocative; I'd love to play a high-level druid that can uproot a city block with hurricane-force winds. The spell can be counteracted by the same spell cast by a higher-level druid. It can even be cast indoors or underground, but when this is done the "safe space" around the caster grows proportionately smaller, making the spell more dangerous for the druid's allies.

Insect Plague: Like the cleric spell of the same name, this spell summons a swarm of insects that obscure visibility, inflict 1 point of damage per round to all within range regardless of AC, and cause weaker creatures to flee if they fail a morale check.

The OD&D spell was similar, but didn't inflict any damage, and the creatures that it caused to check morale were a little weaker. It also lasted for a full day, as opposed to AD&D's more reasonable 1 turn per level.

Pass Plant: The caster of this spell can step inside a tree, and teleport into another tree of the same sort within range. Oddly, the range is dependent on the type of tree, and I can't really see the logic in it. Why does an oak tree grant a better range than an elm? Why do deciduous trees give a better range than coniferous? Only Gary knows, and I doubt anybody ever bothered to ask him. Anyway, the caster specifies which direction he wants to teleport, but he can only go that way if there's an appropriate tree there; if not, he is transported to the tree nearest to his desired location. If that tree happens to be in the opposite direction, well, that's bad luck. (This is another spell that's highly dependent on DM fiat; it's unlikely that the DM will have specified the type and location of every single tree in the forest, so it will all come down to the DM's decision, or a random die roll.)

The OD&D version of the spell is basically the same, only with some different range values for the various types of tree.

Sticks to Snakes: This spell is the same as the cleric spell, turning one stick per caster level into a snake (that may be poisonous). The druid version of the spell has a greater range, and requires mistletoe, but is otherwise unchanged.

Transmute Rock to Mud: Transforms a 2" cube per caster level of natural stone into mud. Creatures that can't free themselves from the mud (via flight, levitation or some other means) will sink down and suffocate, which is incredibly lethal if you play this by the book; it's an instant kill with no saving throw, and given its large area of effect could take out a small army in one go. The mud remains until a dispel magic or transmute mud to rock (the reverse of this spell) is cast on it, or until it dries up (a process requiring 1 to 6 days for every 1" cube).

The OD&D version of the spell had a fixed area of 30" square, and made no specific mention of creatures caught within being suffocated. It dried up in 3d6 days, regardless of area.

Wall of Fire: Creates a wall of amber fire that inflicts 4d4 damage (+1 per caster level) to anyone that passes through it, 2d4 to anything within 1", and 1d4 to anything within 2". Certain creatures susceptible to fire, as well as undead, always take double damage. The wall lasts for as long as the caster concentrates on it (or for 1 round per caster level without concentration). It can be shaped as a stationary wall, or a ring that moves with the caster, and only the side facing away from the caster inflicts damage.

In OD&D, the spell repelled all creatures of less than 4 Hit Dice, but it only dealt 1d6 damage to creatures passing through (although it still did double damage to undead). There was no mention of the ring version of the spell being able to move with the caster, and the spell only lasted as long as it was being concentrated upon. It's range was lower, and the area of effect was fixed rather than increasing with level as it does in AD&D.