Spells
Q. Will a creature under a fear effect return attacks made upon it?
A. A creature affected by fear ignores any attacks made upon it unless
it is cornered and cannot flee. The creature fights at no penalty,
although it might still drop items it carries (see the PHB, page 76).
If the creature is in flight, attacks upon it are made against its
rear armour class (no dexterity or shield bonuses).
Q. Can a lightning bolt spell be cast vertically or at right angles to
the caster, or must it be cast in line with the caster?
A. A lightning bolt spell must be cast so that the bolt is in line
with the caster and his target. The bolt may be cast in any direction,
including straight up, as space permits.
Q. How do you handle the effects of a stinking cloud spell? How can
any creature move out of the cloud if it is rendered helpless?
A. A successful save versus poison indicates that the creature moves
out of the cloud immediately and is helpless for a full round
afterward. A failed save indicates that the creature is helpless for
2-5 rounds before leaving the cloud, remaining helpless for one round
after it emerges.
Q. Can a creature's throat or mouth be sealed with a hold portal or
wizard lock spell?
A. No. A closure to be sealed by a hold portal or wizard lock spell
must be of wood, metal, or stone.
Q. Does the caster of a dispel magic spell have to check to see if his
own spells are dispelled? Will a minor globe of invulnerability
prevent a dispel magic spell from working?
A. A dispel magic spell automatically works on the caster's own
spells; a die roll is required to determine its success on all other
magic. The two globe of invulnerability spells can be dispelled; note
also that they are visible. If any globe of invulnerability is
dispelled, then all other magical effects in the dispel magic spell's
area of effect are subject to its effects. If a globe of
invulnerability is not dispelled, it protects all magic effects within
its area of effect. There are some spells that cannot be dispelled;
anti-magic shell and wall of force are two examples.
Q. I don't understand what the area of the first-level illusionist
spell phantasmal force should be.
A. The base area for a phantasmal force spell is four (scale) square
inches, meaning 10'×40' (400 square feet) or any set of dimensions
not exceeding 400 square feet. The area increases by one (scale)
square inch (100 square feet) per level.
Q. What is the area of a cone of cold spell?
A. The cone is ½" wide at its origin, 2" wide at its terminus, and
½" long per level of the caster. As noted in the previous question,
these are scale inches, such that 1" = 10'. Thus, the cone is 5' wide
at its origin, 20' wide at its terminus, and 5' long per level of its
caster.
Q. Can unseen servants fly? How fast do they move?
A. Unseen servants may move in all three dimensions at a rate of 12",
subject to the spell's 3" radius. Thus a servant can move along with
its caster at normal walking speeds.
Q. Can a spell caster still cast spells if he is polymorphed or
reincarnated?
A. Yes, probably. Polymorph self allows spell-casting if the new form
has prehensile digits and is capable of speech. Note, however, that
all equipment carried polymorphs with the caster, so spell components
won't always be available. If a polymorph other spell was used, the
victim might "lose" his components as above, and he will lose all
memories and abilities if he assumes the mentality of his new form.
What happens when a character is reincarnated is up to the DM.
Generally, the character can still use his professional skills if his
new form will physically allow it, although further advancement is not
always possible.
Q. When a Mordenkainen's disjunction spell is cast, how do you
determine the effects on magical items? Will an anti-magic shell or
wall of force keep the effects of the disjunction out? What if only
part of a spell's area of effect overlaps the area of the disjunction?
A. Items in the possession of the spell caster are immune to the
spell's effects. Items in the possession of other creatures gain their
possessors' saving throws versus spells, with all adjustments. Items
that are by themselves can be disjoined using the dispel magic spell's
system (comparing the caster's level versus the level at which the
magical item was created). Potions and scrolls are treated as if
created by 8th level magician; permanent magical items are treated as
if created by 12th level magician. If any portion of a spell's area of
effect overlaps the area of the disjunction, the entire spell is
disjoined. A wall of force can be so disjoined, and it will have no
effect on the disjunction spell. Treat the chance for disjoining an
anti-magic shell as that for an artifact, but with no chance for
attracting the attention of a powerful being (see Unearthed Arcana,
page 65). If an anti-magic shell is unaffected, it protects all magic
within its area; if the anti-magic shell is disjoined, all magical
spells, effects, and items within the area of the disjunction are
subject to its effects.
Q. How do you determine the effect of a sleep spell on a group of
mixed creature types?
A. This is up to the DM. He may rule that weaker creatures are
affected first, or he may allow the caster to choose whether the more
powerful creatures or the weaker creatures are affected first. He may
also rule that creatures closest to the centre of the spell's area of
effect are affected first. The DM can choose any of these methods as
long as he uses the same method all of the time. If weaker creatures
are affected first, the DM should roll to see how many of them are put
to sleep and apply the effects. If all of the weaker creatures were
put to sleep by the spell, and if the number of potential victims
rolled was greater than the number actually affected, the DM may then
take half of that difference (dropping fractions) and apply that to
the next most powerful group of victims. For example, a magician faces
a group of six 1−1-HD creatures, two 1-HD creatures, and one 3-HD
creature. The DM rolls 4d4 and gets a 10. The six 1−1-HD creatures
fall asleep, leaving a difference of 4. Half of 4 is two, so the two
1-HD creatures fall asleep, leaving the 3-HD creature unaffected. In
another example, the magician faces four 1-HD creatures and one 4 +
1-HD creature. The DM rolls 2d4 and gets a 5. Four 1-HD creatures fall
asleep; the difference is 1, but nothing remains after 1 is reduced by
half and all fractions are dropped. Even if the result of the 2d4 roll
had been an 8, the 4 + 1-HD creature would not be affected (8 − 4 =
4, ½ × 4 = 2, but no monsters were present in the 2 + 1 to 3-HD
category). The PC should not have everything his own way!
Q. How does an anti-magic shell work? Does it destroy any spell with
which it comes in contact? Can the caster cast spells through the
anti-magic shell?
A. An anti-magic shell negates all magic within its area of effect.
The caster's spells (which originate within the shell) are also
negated, although they may remain after the shell's duration expires
if their own durations are long enough. Note also that the shell
causes magical items within its area of effect to cease functioning.
In any case, the shell does not function like a dispel magic spell.
Magical items are not destroyed by the shell; they merely cease to
function while within it. If their duration permits, magical effects
will still function when they are taken away from the shell or when
the shell's duration expires. For example, a continual light spell
cast upon a rock will be negated only as long as that rock is within
the shell; the continual light spell functions normally afterward. If
part of a magical effect's area extends into the shell, only the
portion within the shell is negated; the effect functions normally
outside the shell. However, if a spell with an instantaneous duration
is cast so that its centre is within the radius of the shell, the
spell is completely negated. For example, if a fire ball were cast so
that it would detonate inside an anti-magic shell, there would be no
effect. If a fire ball were cast so that it would detonate outside the
shell, however, only the portion of the fire ball crossing into the
shell would be negated.
Q. Will a haste spell double the movement rate of a character with a
fly spell or broom of flying? Will it double the movement rate of a
character who is under the effect of a potion of speed?
A. Haste spells do not increase the movement rate of a fly spell or of
a conveyance, such as a broom of flying or carpet of flying. Haste
will double the speed of other creature affecting magic, such as a
potion of speed or boots of speed. Two or more haste spells are not
cumulative. Remember that haste and potions of speed cause magical
ageing.
Q. Isn't the seventh-level illusionist spell weird overpowered? A
spell that is capable of producing Hades or Hastur is a bit unfair.
A. It is unlikely that Hades or Hastur will be conjured by a weird
spell, as deities of this power are almost never the personal nemeses
of mere mortals (of course, if the spell were cast at a deity-class
creature, it might produce such opponents). If the spell is cast
against an orc, it's likely to produce a hobgoblin or a gnoll at most.
It is up to the DM to adjudicate any use of this spell reasonably and
fairly (see Unearthed Arcana, page 71).
Q. Is there a chance that a magic missile will miss its target?
A. No; a magic missile always hit its target unless it is protected by
certain magic (a shield spell or a brooch of shielding, to name a
few).
Q. Will a stone skin spell protect a creature from the hailstones
produced by an ice storm spell?
A. An ice storm will affect a creature protected by a stone skin
spell. Although the hailstones are projectiles of sorts, they are a
magical attack just as are magic missiles. An ice storm or other
attack that damages the protected creature does not end the stone skin
spell, as the dweomer lasts until it foils a physical attack (see
Unearthed Arcana page 57).
Q. How can damage to a simulacrum be repaired? Will cure wounds, raise
dead, or resurrection spells work? If a simulacrum is slain, does it
return to a pile of snow?
A. The various cure wounds spells will not work on a simulacrum; raise
dead and resurrection will not work either, as the simulacrum was
never alive. Whether or not a slain simulacrum crumbles into a pile of
snow when killed is up to the DM, we recommend yes. Damage to a
simulacrum might be repairable if the DM allows it. We suggest a new
seventh-level spell for this purpose (or a recasting of the simulacrum
spell strictly for purposes of repair) or perhaps a magical tome. The
costs of repair should be from 300 to 500 gp per hit point in any
case.
Q. Can a magician use magic jar to transfer his own essence into a
simulacrum?
A. Yes, but only after the simulacrum has been given a vital force
with a resurrection spell. The attempt at magic jar is then resolved
normally.
Q. Can a magician complete only the somatic component of a spell,
leave the material component behind, then trigger the spell with magic
mouth?
A. No. All the components of any spell must be completed together;
withholding or interrupting any of them ruins the spell. And, magic
mouth cannot be used to cast any spell, not even a purely verbal one.
Q. Can two different spell casters charm the same creature, or will
the two spells cancel each other out?
A. There is no limit to the number of times that a creature can be
charmed. If multiple charms are cast upon the same creature, each
caster will be able to influence the subject. The DM will have to
decide what the creature will do in the face of conflicting
instructions. It's likely that the charmed creature, being "best
friends" with both casters, will try to reconcile any arguments
between them.
Q. Can the recipient of the second-level magician spell invisibility
see himself? Does an object dropped by the recipient become visible?
Does an object picked up by the recipient become invisible? The book
says that any attack will end the invisibility; does this include the
casting of any spell or just attack spells?
A. The recipient of an invisibility spell is invisible even to
himself. Any equipment carried by a creature at the time the spell is
cast becomes invisible with the creature. If the creature puts an item
down, the item becomes visible, but if an invisible creature picks up
a visible object, the object stays visible. Non-damaging spells will
not make the recipient visible, but any action intended to harm
another creature will.
Q. Is there a limit to the altitude attainable with a levitate spell?
A. The only limit is the spell's duration and 20'/round movement rate
(or 10'/round if cast on another creature). Smart players will make
sure that their PCs leave enough unused duration to get safely back to
the ground.
General questions
Q. How many spells does a 1st-level magician have in his book? The DMG
(page 39) says four, while the PHB (page 10) sets a minimum and
maximum according to intelligence. When does the magician add spells
to his book?
A. For a beginning character, ignore the minimum number of spells on
Intelligence Table II in the PHB (page 10). A 1st-level magician has a
book of four spells, as per the DMG, page 39. He does not roll his
"chance to know" for these spells. As the magician gains levels, he
gains new spells as part of his training. It is best to simply give
the magician a new spell for his book each time he gains the ability
to cast an additional spell. For example, a 1st-level magician can
cast one first-level spell. When the magician reaches 2nd level, he
can cast two first-level spells, and he gains an additional
first-level spell for his book. His intelligence still determines the
maximum number of spells of each level he can have in his book, and
his chance of successfully writing any given spell into his book. The
DM should select the new spell, and the magician must successfully
make his "chance to know" roll in order to gain it. If the roll fails,
the DM should assign another spell. To allow magician PCs more options
when choosing spells, you might give each such PC an extra 2nd, 3rd,
4th, or 5th-level spell when the magician first gains the ability to
cast it (this will occur at 3rd, 5th, 7th, and 9th level,
respectively). The magician can also try to add spells to his book
when he finds them on scrolls or in captured spell books. The magician
rolls his "chance to know" and, if successful, may add the spell to
his book. The spell disappears from the scroll or book when the
magician adds it to his book. If, during the course of play, the
magician has tried every spell of a given level but has fewer spells
of that level than the minimum for his intelligence score, he can go
back and try to learn one or more spells a second time. For more
information, see "Spelling It Out", in Dragon #147.
Q. Do spells end when their casters are killed?
A. This is up to the DM. There are two schools of thought here. One
holds that a spell is a discrete, independent event involving a fixed
amount of magical energy. Once the event begins, it runs like
clockwork; only anti-magic in some form (dispel magic, anti-magic
shell, etc.) will keep it from running its full course. The other
school holds that the caster must be alive to act as a channel for the
energy the spell requires. No matter which school you follow, there
will be some exceptions. For example, any spell requiring
concentration from the caster will end if the caster dies. Spells that
are permanent will remain after the caster dies.
Q. Many AD&D game spells require the caster to touch the recipient.
Once the spell is cast, how long does the caster have to deliver it?
Is there a limit on how many touch attempts the caster can make?
A. Some campaigns allow a caster to hold a spell "on hands"
indefinitely, provided that the caster does not attempt to cast
another spell. The spell "on hands" is discharged when the caster next
touches someone or something. Some DMs rule that the spell remains
only as long as the caster concentrates on touching a recipient, the
spell is lost if the caster abandons the touch attempt for any reason.
Q. Page 40 of the DMG refers to "various chances for spell
malfunction". What are these chances, and where can they be found?
A. There is no spell malfunction table, but the AD&D 1st Edition game
is liberally peppered with spell malfunction chances. Saving throws
can partially or completely negate a spell, low wisdom scores can
affect clerical spell-casting, casting a spell from a scroll is not a
sure thing if the caster's knowledge is incomplete, and magic
resistance can play havoc with spells. Page 40 refers to these
miscellaneous rules.
Q. How often can a character go to sleep and then regain his spells?
Does a character who goes to sleep retain any uncast spells?
A. A spell-caster can go to sleep at any time (after the proper study
or prayer) and regain his spells, even if it isn't "bedtime". We
suppose that insomnia could strike a character who sleeps too often,
but this is up to the DM. Sleeping does not cause a spell caster to
forget his spells.
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