Men & Magic
EXPLANATION OF SPELLS (continued)
“Polymorph Self: A spell allowing the user to take the shape of anything he desires…Duration: 6 turns + the level of the Magic-User…”I’m certain the authors intended this to read “any living thing” and not “anything”.
“Polymorph Others: …lasts until it is dispelled…a troll polymorphed into a snail would have innate resistance to being stepped on and crushed by a normal man.”A potentially much more powerful Polymorph, as the target gains the abilities of the new form, while retaining the relative power or innate abilities of the original form. This one lasts until it is dispelled, and does allow a saving throw to avoid the magic, as it has a column on the SAVING THROW MATRIX.
“Remove Curse: A spell to remove any one curse or evil sending. Note that using this spell on a “cursed sword”, for example, would make the weapon an ordinary sword…”I’m not sure what an “evil sending” is, but I assume it’s not a lot of fun if it’s following you around. I like the fact that this spell will essentially cleanse a cursed item, rendering it non-enchanted.
“Confusion:”This spell is very aptly named, being not only the longest and most involved spell description thus far, but being almost AD&D-ish in it’s implementation. That said, it’s a fun and interesting spell. Too much to quote here, but take my word for it.
“Charm Monster: If animals or creatures with three or fewer hit dice are involved determine how many are effected by the spell by rolling three six-sided dice.”Based on this text, and using Sleep and Charm Person as previous guides, I would assume that this means those targets with three or fewer hit dice do not receive a saving throw. Those single targets of four hit dice or greater do, the primary difference being that unlike Charm Person, this spell can potentially charm any monster.
“Contact Higher Plane: This spell allows the magical-type to seek advice and gain knowledge from creatures inhabiting higher planes of existence (the referee).”Truer words were never spoken (written).
“Cloudkill: …poisonous cloud of vapor which is deadly to all creatures with less than five hit dice.”Targets under five hit dice: save vs. poison or die, others are immune to the gas.
“Feeblemind: …it causes the recipient to become feebleminded until the spell is countered with a Dispell Magic.”Not a great deal of detail here. Feeblemind only effects other Magic-Users, and the spell doesn’t go into describing what having a feeble mind actually means. Since it’s purpose appears to be to nullify an enemy Magic-User’s offensive repertoire, I’d rule that it makes the target forget all spells, and be unable to use any magic items or memorize any spells until the Feeblemind is Dispelled. If it did anything more than that Feeblemind could potentially have uses against other classes as well. It specifically wrecks a Magic-User’s ability to cast spells.
“Anti-Magic Shell: A field which surrounds the Magic-User and makes him totally impervious to all spells. It also prevents any spells from being sent through the shell by the Magic-User who conjured it.”This spell does not create a field or zone of magic deadening nor dampening. It brings into existence a shell that stops all spells which come into contact with it, from within or without. It does not Dispell enchantments it comes into contact with, nor does it have any effect upon magic items, excepting those items which create spell like powers which would likewise be prevented from passing through the shell.
“Death Spell: An incantation which kills from 2-16 creatures with fewer than seven hit dice.”Based on previous spells like Sleep, Charm Monster and even Cloudkill, I’d rule that there is no saving throw against Death Spell. Sleep and Charm Monster are very specific in that they allow you to roll dice to see how many creatures are effected. Cloudkill, which allows a saving throw (in my opinion), gives a hit dice range, and proclaims that the gas is ‘deadly’, but does not give any set numbers or dice to roll to see how effective the spell is.
“Geas: Duration: Until the task is completed.”Interestingly, unlike other ‘enchantments’ which might have a duration of ‘until Dispelled’, Geas is specific in it’s duration. There is no mention of a saving throw, and Geas has a range of 3”. Geas has lots of possibilities, and I’d have to ruminate on its intricacies once a PC actually had access to it.
“Move Earth: …move prominences such as hills or ridges…at a rate of 6" per turn. Duration 6 turns.”
“Control Weather: …the following weather control operations…Tornado, Stop Tornado…”The above two spells demonstrate how a Wizard (12th level) is truly a campaign force to reckon with, capable of moving the very earth or summoning up a tornado. A 12-die Fire Ball pales in comparison to a tornado or a rumbling hill barreling down upon some unsuspecting town.
~Sham, Quixotic Referee