The D&D Expert rulebook states that magic-users and elves are assumed to be members of the local Magic-Users Guild or apprenticed to a higher level NPC* (at least 11th level, see Cook/Marsh Expert: Character Classes)
*when magic-users and elves gain a level, they return to their masters for one "game-week" in order to learn new spells
Spell Books:
"Magic-users and elves are limited to the number of spells they may know, and their books will contain spells equal to the number and level of spells the caster can use in a single day", representing a simplification of the system, in relation to Holmes.
It's further stated that magic-users and elves must be well-rested and have about an hour of uninterrupted "game time" to study to regain their spells, which also requires the use of their spell books.
Finally, it takes 1000 gp and one week of study per spell level to replace each spell contained in a lost or stolen spell book, during which time a magic-user or elf character is unable to adventure.
Reversed Spells:
The D&D Expert rulebook introduces reversible spells for magic-users and elves.* These are described as special spells that can be memorized "backwards" from the caster's spell book.
*in OD&D/Holmes/AD&D 1e, magic-user spells are not reversible
Magic-User and Elf Spells:
Third Level Spells
Twelve 3rd level spells are listed, drawn from the fourteen 3rd level spells in OD&D vol. 1 (omitting "Clairaudience" and "Slow Spell"). None of the four additional 3rd level spells from Greyhawk were included ("Explosive Runes", "Monster Summoning I", "Rope Trick", and "Suggestion"). Differences from OD&D are specified, below.
1. Clairvoyance - clarifies that the spell caster may see an area through the eyes of any single creature within it, although as with ESP, the caster must concentrate for one full turn (implying that the target creature must be stationary)
2. Dispel Magic - specifies a 20' x 20' x 20' area of effect
3. Fire Ball
4. Fly - 360'/turn (120'/round), compared to 120'/turn in OD&D
5. Haste Spell - area of effect is 60' diameter, compared to 60' x 120' in OD&D
6. Hold Person - similar to the 2nd level clerical spell, except for range and duration
7. Infravision - standard range of 60'
8. Invisibility, 10' radius - reduced range (120') compared to OD&D (240'). Specifies that creatures in the area of effect who move more than 10' away from the creature the spell is cast on will become visible
A magic-user casts "Lightning Bolt". Illustration by Erol Otus, from the Dungeon! fantasy boardgame (1980)
9. Lightning Bolt - clarifies that if the lightning bolt strikes a solid surface before reaching its 60' length, it will extend back toward the caster. The question of what happens to creatures struck twice was addressed in "Polyhedron" magazine:
Q: If a magic-user casts a Lightning Bolt that rebounds and hits a creature twice, what happens?
A: The creature must make one saving throw each time it is hit. If either saving throw is missed, the creature takes full damage. A Lightning Bolt will not do more than its rolled damage to a creature.
From Polyhedron #11 (April, 1983)
10. Protection/Evil, 10' radius - identical to the 4th level clerical spell11. Protection/Normal Missiles
12. Water Breathing
Fourth Level Spells
The twelve 4th level spells from OD&D vol. 1 are listed. None of the four additional 4th level spells from Greyhawk were included ("Extension I", "Fear", "Ice Storm", "Monster Summoning II"). Differences from OD&D are specified, below.
1. Charm Monster - chances for new saving throws according to intelligence are implied, as per the 1st level spell "Charm Person" in Moldvay Basic
2. Confusion - eliminates formula to determine when spell takes effect for creatures greater than 2 but less than 4 hit dice
3. Dimension Door
4. Growth of Plants - expands the area of effect from up to 300 square feet to 3000 square feet
5. Hallucinatory Terrain
6. Massmorph - specifies a 240' diameter area of effect
7. Polymorph Others - states that the polymorphed form must have no more than twice as many hit dice as the original form, or else the spell fails. The spell lasts until it is dispelled, or the creature dies (in which case they would presumably revert to their original form)
8. Polymorph Self - states that the polymorphed form must have the same or fewer hit dice as the original form, and that spell casters cannot use spells. The spell lasts for the given duration, until it is dispelled, or the creature dies (reverting to their original form)
9. Remove Curse* - identical to the 3rd level clerical spell
*the reverse is "Curse"10. Wall of Fire - both undead and cold-using creatures take double damage attempting to break through, and the caster must concentrate and remain stationary
11. Wall of Ice - a duration of 12 turns is specified
12. Wizard Eye
Fifth Level Spells
Twelve 5rd level spells are listed, drawn from the fourteen 5th level spells in OD&D vol. 1 (omitting "Growth of Animal" and "Wall of Iron"). Neither of the two additional 5th level spells from Greyhawk were included ("Extension II", Monster Summoning III"). Differences from OD&D are specified, below.
1. Animate Dead - range is increased from 10' to 60', as well as number of undead created
2. Cloudkill - slightly more powerful than the OD&D version, in that creatures with more than 5 hit dice take 1 point of damage each round
3. Conjure Elemental - specifies that the caster may move up to half speed while concentrating
4. Contact Higher Plane - "Veracity" is revised to "Chance of Lying", and rules for going insane are modified (base % chance decreased, minus another 5% per caster's level above 11th, and the duration of insanity is linked to the higher plane in number of weeks)
5. Feeblemind
6. Hold Monster
7. Magic Jar - specifies that only one chance/turn is permitted to possess another's body, and that the caster may be forced out of the possessed body by a "Dispel Evil" spell
8. Pass-Wall - specifies a 5' diameter hole
9. Telekinesis - specifies a movement rate of 20'/round
10. Teleport - chances for success are revised
11. Transmute Rock to Mud* - expands area of effect from 300 square feet to 3000 square feet
*the reverse is "Transmute Mud to Rock"12. Wall of Stone
Sixth Level Spells
The twelve 6th level spells from OD&D vol. 1 are listed. None of the four additional 6th level spells from Greyhawk were included ("Extension III", "Legend Lore", "Monster Summoning IV", "Repulsion"). Differences from OD&D are specified, below.
1. Anti-Magic Shell
2. Control Weather - specifies a 240' radius and effects for various types of weather (rain, snow, fog, clear, intense heat, high winds, tornado)
3. Death Spell - revises 2-16 creatures with fewer than 7 hit dice to 4-32 levels of creatures with fewer than 8 hit dice, and permits saving throw
4. Disintegrate
5. Geas* - specifies that the geas must be possible and not directly fatal, or else it will return and affect the caster, instead
*reverse in "Remove Geas"6. Invisible Stalker
7. Lower Water - specifies a limit of up to 10,000 square feet
8. Move Earth
9. Part Water - removes limit of 10' depth
10. Projected Image - specifies that the caster must still be able to see the target of any spells, and that if touched or struck by a melee weapon, the image will disappear
11. Reincarnation - a table is provided, as well as limits regarding levels or hit dice
12. Stone to Flesh*
*reverse is "Flesh to Stone"
I think the most common house rule of B/X was that magic-users and elves can learn more spells than they can cast.
ReplyDeleteWe kept the rule that M-U's cannot copy spells from captured books, but we did give a 50% reduction in cost to research spells in another spell book.
I recall permitting magic-users to copy spells from spell scrolls into their spell books (if they chose to do so, instead of using the scroll to cast a spell).
DeleteHowever, now I can't seem to find a rule anywhere, suggesting that option!