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Post by Lord Cias on Apr 4, 2016 18:08:42 GMT -6
Many spells have an obvious visual effect, e.g. if a magic-user casts lightning bolt everyone around will know it. But what about spells whose effects are not visible, is there still some noticeable visible aspect to the spell?
For example, say a magic-user is casting a charm person spell. Trying to be sneaky he is at maximum range (120 feet) and hiding behind something (behind a bush, peeking through a barely opened door, etc.). Furthermore, the rest of the party are talking to/distracting the target and his companions in hopes that they will not notice the strange incantations being spoken in the distance. Will the target or his companions see some type of magical ray or shimmering light project from the magic-user's hiding spot toward the target?
Furthermore, if we assume that there is no visual component to the spell and the target makes his saving throw is he then made aware that a spell was cast upon him? Or would you even go so far as to penalize his saving throw if he were unaware of the spell being cast?
I'm open to BtB answers as well as house rules, opinions, or specific examples given in TSR products from any pre-2e source.
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Post by howandwhy99 on Apr 5, 2016 9:29:51 GMT -6
It depends on how the DM has designed it, but I would say OD&D spells are all different by their description. Line of Sight is necessary to affect a target. Typical castings require stuff like consciousness, concentration, materials, movements, vocalizations, maybe more. Maybe less.
Saves are always known to the players by my understanding. It is their willed resistance of an outside effect. Poison introduced. Collapsing floor tiles. Death rays. Etc.
As to Charm, it is pretty powerful in OD&D. The character is manipulated by another player, but less so than a total domination, automaton-like result of the Dominate spells. The character has no choice but to follow the commands, they failed the save. The Player can take the actions for the character just like helping the GM run an NPC. But they've been completely won over. They get to make more saves depending on the actions ordered, but those are in the spell description.
Recognizing spellcasting is part of the puzzle of the game. If your torch goes out in a cave, you're effectively blind. "As you stumble around you hear footsteps ahead", "now rhythmic chanting in some high pitched voice", "You begin to feel cold all over. Do you wish to make a save against it?"
So what's really going on?
That's the question the players need to ask themselves for an authentic old school game of OD&D. But it's imperative the DM use the same rules repeatedly behind the screen so there is something to learn as play progresses.
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Post by scottenkainen on Apr 14, 2016 11:25:03 GMT -6
Pertaining to this...I was just yesterday thinking of beefing up Detect Magic by having it able to hone in on where a spell was cast from (and, if not in range, at least the direction it came from). Does everyone agree that a) that is outside the original description of the spell description, but b) does not overly empower the spell?
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