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Post by Deleted on Nov 1, 2009 12:32:18 GMT -6
Hi All,
the poor old MU has a hard time surviving up to 'Fireball' level. What innovative spell uses have you come up with to help them along?
I've tried 'Hold Portal' on enemy MU's mouth and a FM's sword scabbard (with mixed results). 'Levitate' your enemy and drop from a high height is a given.
Cheers,
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Post by chgowiz on Nov 2, 2009 9:08:09 GMT -6
Sleep is your nuke. Sleep takes care of a lot of things. Light in an enemy's eyes may blind them for a few rounds (1d6 rounds, save by monster halves) Hold Portal is useful when you can't take the time to spike doors when fleeing an enemy.
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Post by Finarvyn on Nov 2, 2009 9:13:54 GMT -6
Certainly this is one advantage that an AD&D magic-user has over an OD&D one -- there are spells like Burning Hands designed to inflict damage earlier in the m-u's career.
Sleep is your best bet, but Phasntasmal Forces can also be pretty cool. (Depending upon how the Referee handles illusions, that is!)
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Post by Random on Nov 2, 2009 9:46:58 GMT -6
Charm Person!
You basically "kill" one enemy and create an additional ally all with one spell.
Not innovative, I know, but I always liked the spell. Monsters also make great scouts and don't (usually) get mobbed by other dungeon inhabitants.
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Post by coffee on Nov 2, 2009 11:48:29 GMT -6
I was going to say Charm Person, too. But the way I've seen it used was to charm the leader of a group of opponents -- that way, you have the group on your side (assuming the leader is powerful enough to control them...)
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Post by deodanth on Dec 9, 2009 14:47:48 GMT -6
I've tried 'Hold Portal' on enemy MU's mouth and a FM's sword scabbard (with mixed results). Wizard lock might work for that IMC, but I'd have to rule that the lower powered hold portal doesn't work on mouths or scabbards... just doors, hatches and the like. As mentioned, Sleep and Charm are the best tools for that desparate one-spell magic user. If he can make it to 3rd level, Web becomes the spell of choice. Phantasmal forces absolutely have the most application -- really the player's imagination is the limit here. IMC I also allow illusionists (quite fond of the original version in Strategic Review) and would let them have a little more "oomph" with their PF spell.
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Post by makofan on Dec 11, 2009 14:25:33 GMT -6
In my campaign, a first level player cast Charm Person on the leader of a mob. He turned out to be a 6th level fighter! He dispersed the mob, and then joined the first level party in dungeon exploration. Alas, he eventually was slain in a battle with bandits by the bandit leader
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Post by deodanth on Dec 15, 2009 11:39:24 GMT -6
He turned out to be a 6th level fighter! ...Alas, he eventually was slain in a battle with bandits by the bandit leader Happens to the nicest NPCs...
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Post by deodanth on Dec 15, 2009 12:15:00 GMT -6
In the proces of answering the original post, I came across the following long-forgotten rule:
(Men & Magic, 5th printing, p.24)
How extraordinary... here we have an example of an ability that a mid-level or higher MU can simply "do," without recourse to spell or item, that no one else can do... the MU need only be breathing and walking. Can anyone think of similar examples?
Also, to those used to refereeing OD&D, two questions:
1. From context the book suggests that the higher level MU does not break the spell, only bypasses it. Could he also allow companions to pass through the lock, or himself only?
2. Are magically locked portals common in your dungeons... and if so, do you make a point to note the caster's level? (It would seem to be a very cheap warding spell in a wizard's tower... after all, the duration is permanent!)
Oh and I checked other editions. The 3-higher rule exists in Basic but changes to 4 levels higher in AD&D. It is abolished in 3rd ed, which requires a knock or dispel magic to be cast.
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Post by snorri on Dec 15, 2009 14:56:10 GMT -6
1. Strictly by the book, and with the "use the weirdest reading", only the magic-user can pass. But a kind sort of DM could agree to let pass all the party.
2. At least lvl 3, for sure. But one can point this is a wizard lock, so at least 9! Another version could be: same level as the dungeon's level, minimum 3.
Does this apply to monsters? Strictly by the book, it needs they're "held shut against them by characters", with means like iron spikes. But what about a wizard lock cast by a NPC? Underworld is so strange...
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Post by ragnorakk on Dec 15, 2009 18:21:12 GMT -6
2. Are magically locked portals common in your dungeons... and if so, do you make a point to note the caster's level? (It would seem to be a very cheap warding spell in a wizard's tower... after all, the duration is permanent!) I do make a note of the caster level on Wizard Locked doors in the dungeon (usually d6+2) - I often use a table of "special doors", and the wizard lock'd entry is one of my favorites... Interesting observation also on the hint of wizardly 'innate power' there - hadn't really noticed that that may be the only such example in OD&D. Good eye! Otherwise, I'll join the Sleep/Charm Person chorus!
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