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know that hoard of gold is ahead!

Keep
going, you guys, while I watch the rear!”
The material components are usually but
not always destroyed in the casting.
Fly ½: This spell is best held in reserve

Spells for
for a time when the character is in really
deep, serious trouble near a cliff or shaft.
To cast this spell, take a running start, flap
your arms, utter a plea to the ancient god
of flight Jurronimoe (Oriental characters

Everyone:
might well call on Bonn-zie), and jump. If
you do not begin an immediate plunging
descent, it worked.
Haste ½: Since haste ½ makes waste, a
decision was made to exclude the descrip-
tion of this spell, as characters are quite
Part II good at wasting things (like time, money,
monsters, and each other) without it.
Mind Blank ½: This is not so much a

Incredible nonmagical spells spell as the state of mind adopted by most


fighters. The verbal component is a simple
“Duuuuh.”

anyone can use! Move Earth ½: The components of


this spell are a shovel, a strong back, and a
mind blank ½. This is very useful in
lava flow, flash flood). I’ll just cast an (air, trench and tunnel creation.
by Alan Webster fire, water) walk ½ on you. Mumble mum- Neutralize Poison ½: After success-
ble — there! Off you go!” fully casting detect poison ½, it’s a good
Sooner or later, all gamers are faced Alarm ½: When cast, this spell immedi- idea to follow it with this spell. The so-
with the question: “Well, what the ately sensitizes all those within the area of matic component is formed by placing the
@*#%&! do we do now?” For some rea- effect (hearing distance) to the probability index finger of one hand as far down the
son, none of their spells work, their magi- of danger. The material component is a set throat as possible — though not someone
cal items are useless, and their extra- of vocal chords, and the verbal compo- else’s throat. Let them cast their own
ordinary abilities aren’t all they’re cracked nents are the words “Help! Danger! spells.
up to be. In the past, in situations like this, Aaaaaaaagh!” repeated loudly and often. Smucker’s Transformation ½: Upon
players were forced to think. With the Detect Life ½: The caster grasps the being faced with the threatening prospect
publication of this article, however, this wrist of the creature in question and holds of imminent annihilation, the caster turns
dreadful possibility may be averted. it for 15 seconds. If the spell-caster is into a quivering mass of spineless jelly.
Why? Because these nonmagical spells attacked by the creature in question dur- Speak with Animals-Plants-Stone-
are now available for ready reference. ing this time, the thing is alive. If not, the Monsters-Dead ½: The spell-caster may
Anyone, no matter how bad the situation, caster should turn to his companions and speak to any of the aforementioned crea-
may use these spells, and it is doubtful utter the dreadful words: “He’s dead, Jim! tures or things. However, it is unlikely in
that anyone would want to unless the Detect Poison ½: One of the most the extreme that he or she will receive a
situation seemed hopeless anyway. So, reliable spells of the lot, this spell is per- reply — or, in the event that an answer is
what have you go to lose? Clasp your formed by placing a piece of suspect food forthcoming, that the caster really wants
hands, fall to your knees, and prepare or material in the mouth of an unwilling to hear what the (violently annoyed) object
to cast! hireling. There is seldom any doubt has to say.
Oh, but first, please note that this article whether the casting was successful or not. Spell Immunity ½: This spell is iden-
is based upon “Spells for everyone,” an Dream ½: Strangely, fighters seem to tical to air-water-fire walk ½ in its uses.
article by L. Creede Lambard and Jerry be the most apt to fall prey to this spell. For example: “Don’t worry about those
Stoddard, from the April 1983 issue of What usually happens is this: The fighter fireballs. I’ll cast fireball immunity ½ on
DRAGON® Magazine (#72), which explains has just described what he believes is a you.”
the title. As noted four years ago, anything brilliant plan, in which he and his five Water Breathing ½: This spell is very
dumb enough to believe in the effects of companions can fight their way through handy when the caster is suddenly sub-
these spells deserves what he/she/it gets. the City of Brass, slay a death knight rid- merged into a large quantity of liquid. The
Range, area of effect, etc., are all mostly ing a huge, ancient, red dragon, and res- somatic gestures consist of vigorous
irrelevant, except as noted within the spell cue a fair maiden from the clutches of a thrashing motions, performed while voic-
descriptions. These spells are called “½- demi-lich and his younger brother, a vam- ing the verbal components “Glug! Glug!”
level” spells because they are less power- pire archmage. At this point, his friends The spell duration is something less than
ful than first-level spells but better than no shake their heads and inform the fighter one melee round.
spells at all. We now return you to your that he is under the influence of this spell. Wish ½: This is it. The Big One. THE
regularly scheduled spell-casting. “In your dream ½ Bob.” spell. Everyone knows how to cast it, and
Find Traps ½: This spell is almost everyone is familiar with its myriad forms:
Air-Water-Fire Walk ½: These spells infallible. Its material components are such castings as “I wish ½ I’d memorized
have only one purpose, which is to get rid brave adventurers blundering blindly feather fall,” or “I wish ½ I had a weapon
of unwanted associates. Example of use: ahead of the caster, while the verbal com- that could hit this golem,” or even “I wish
“Don’t worry about that (bottomless pit, ponents are usually along the line of “I just ½ I hadn’t let you talk me into this.”
10 APRIL 1987

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