[AD&D Gamebook] Sceptre of Power (Kingdom of Sorcery, book 1 of 3)

  1. Armor (41)
  2. Light (136)
  3. Detect Magic (223)
  4. Read Magic (45)
  5. Sleep (151)
  6. Find Familiar (4)
[...]

We read the list of spells to see which one appeals most to us "for tomorrow's lesson". By the time we're finished, it is "nearly midnight".

Carr's day:

7:50 Wake up
7:55 Botched breakfast
8:00 Interview with Beldon
8:05 Wandering to the Red Robe's wing.
8:10 Climbing stairs to Landor's office
8:20 Back to Beldon's office
8:30 Back to Carr's room, drop quill and book
8:40 Read a list consisting of 6 items, for a total of 9 words
23:52 Ends thorough reading session.

OK, Carr spend a lot of time in a shepherd's shed, and Marla probably partied a lot on those inextinguishable GP (that might be why she was so frail at 35, she was tired from endless clubbing in Saren?) but couldn't she find some time to teach him to read proficiently?

To "choose" a spell to learn, we roll a die. (If we roll one we've already learned, roll again.) "The result is the number of the spell you may attempt to learn by turning to the indicated section."
I've met people in real life who seemed to make random choices in important things (like choice of partner, choice of political leaning, choice of job...). I guess they were WIS 3, so this part totally reflects OUR Carr Delling.


Google rolls us a '2', which is Light. One of the Strong spells per our bookmark / character sheet.

We turn to (136) to finally, FINALLY learn some damn magic!

Isn't light a cantrip nowadays?
 

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Commentary:

From the plaque on the tower we know that the college was founded in 784 C.E.

According to the catalog of spells it is now 822 C.E.

Maybe Beldon has perfected teaching a few years ago and didn't feel the need to update the beginner's curriculum in the past, say, five years. So the catalog is dated from Spring 822, but we're actually in Autum 827? This is far-fetched, but it could explain the discrepency.


Novices who want to learn 1st-level spells learn them from Arno, the "senior novice". That seems like the blind leading the blind!

TBH, when I was in third years at university, I was tasked to teach a (support cours? remedial class?), well I helped newly-minted students to basically learn to take time to read the assignment they were given to understand what was expected of them (they had the habit of being hand-held in high school and couldn't manage the increased freedom of university). So I can see an advanced novice teaching cantrips.

Or White Robe = dean, Yellowish Robe = tenured professor, Red Robe = associate professor, Blue Robe = PhD Students, Black Robe = undegrads and graduate students.

It would explain Arno's reaction at us trying to sit at their table: imagine a 15 years old going to sit with PhD students at the cafetaria.

This feels like one of those real-world scam software development boot camps where someone who just went through the robust three-week course is now "teaching" the new crop of suckers -- I mean, students.

Lol :-)

The Spring term list consists of all six of the Strong Spells from the bookmark.

There goes my theory about the date...

We bypassed the Cantrips.

But how does one learn the Weak Spells? (Friends, Unseen Servant, etc.) That, dear reader, involves another path we did NOT take.

Cue ominous music!
 

I am not knowledgeable with the earliest D&D editions, but reading this struck me as strange, as if magical knowledge was binary. Either your succeed in learning or you'll never be able to learn it ever again.

That was in fact literally the case. Your magic-user's Intelligence ability score gave you a percent chance to succeed for each spell you attempted to learn: 55% at INT 13-14 (which would quite a good score in the strict roll 3d6 in order days), 65% at 15-16, 75% at 17, 85% at 18.

If you failed the roll to learn that particular spell, that's it. Your magic-user could NEVER learn that spell.

(However, your poor woebegotten 1st-level magic-user did get to spawn into this cruel world with 4 spells automagically in his or her spellbook. Those were the only spell for which you didn't have to roll %-chance-to-learn.)

Because "learn you multiplication tables until you either know them of fail to understand multiplication, like, forever, sounds strange.

We all reach our limit at some point. Mine came in college when my brain just refused to grok Linear Algebra. I had to admit: that's it. I'm done learning any more math. Hopefully I can get through the rest of my life with nothing beyond calculus.

Or maybe studying the spell involves the risk of being snatched by extradimensional beings happy to feast on our souls, which would reduce the number of rich dilettante studying it for fun.

I mean, with the number of ways in D&D you can be snatched up, plus the number of weird monsters that live on other planes but can mess with people on the Material Plane, people should go missing all the time. Kind of like how in Star Trek, starships or sometimes entire planets just disappear out of our universe's space-time continuum for various reasons.

Carr's day:

8:40 Read a list consisting of 6 items, for a total of 9 words
23:52 Ends thorough reading session.

Hahahaha! I almost made that exact same joke but decided to leave the softball hanging out over the plate for you to crush.

As it turns out, apparently for any spell we want to learn, we're expected to have already studied the spell prior to the lesson. That could explain why it takes until midnight every night to prep for class the next day.

I've met people in real life who seemed to make random choices in important things [...] I guess they were WIS 3, so this part totally reflects OUR Carr Delling.

You have truly internalized the Advanced Dungeons & Dragons Adventure Gamebook ethos. OUR Carr Delling will be different from anyone else's because OUR Carr Delling is being properly role-played as a COMPLETE DOOFUS.

Isn't light a cantrip nowadays?

Yes, it is.

But back in the 1e AD&D days, there were no cantrips.

[Edited to add: Cantrips were introduced to AD&D in Unearthed Arcana (1985) which just predates this gamebook's publication date. And, in fact, Carr can learn Cantrips if he takes that path. However, Light was still a 1st level spell in AD&D.]

So at 1st level spells there was no differentiation among "make something glow" (Light) vs. "unerringly strike a foe anywhere within line of effect for 1d4+1 damage which is potentially enough to kill low-level foes" (Magic Missile) vs. "make an existing nonmagical fire brighter or softer but without affecting its heat so that's neat I guess" (Affect Normal Fires).

It would explain Arno's reaction at us trying to sit at their table: imagine a 15 years old going to sit with PhD students at the cafeteria.

That sometimes happens in real life! You hear about prodigies and geniuses.

There was a kid in my high school advanced calculus class who was 12 years old vs. 17-18 for the rest of us.
(This was before I got to college and failed my roll to learn Linear Algebra.)
 
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136

The class for the Light spell meets in the basement. (Of course.) We and our fellow novices take the staircase behind our father's statue down to an area "hollowed from solid basalt", either by years of digging, or by something that "sliced through rock as if it were black butter."

The young adept teaching the class has already cast the Light spell on himself, or more precisely, on the area just above his head where a bright globe of yellow hangs suspended.

We ask why the adept emphasizes the pronunciation of the second vowel in the "spellword" when he explains it. The other novices gasp at our audacity: no one interrupts "the red-robed cadre".

But have we mentioned that we are THE Carr Delling? Descendant of an ARCHMAGE whose power filled the GODS THEMSELVES with fear and whose statue we JUST PASSED on our way down here!

The adept counters with that age-old teacher's trick: "You tell me, Delling. Why IS the second vowel so important?" He asks us to demonstrate by casting the spell.

The other novices, enjoying the confrontation, watch with interest as we step forward, raise our arms above our head, and clap three times in rapid succession.

We make an INT test.

(154) if 22 or more
(195) if less

We roll 6 & 2, add it to our base INT 16, and get a 24. Success!
 


154

We deliberately use "a more palatal version of the vowel in the second syllable of the required spell word." ["Palatal" is a pronunciation deep cut, right there.]

Our spell causes the glow above the instructor's head to go dim, plunging the chamber into blackness. Amid cries of alarm, we hear another spellword and someone gives the order to "fetch a light." Soon thereafter a lighted torch floats into the chamber and into the instructor's hand, as if by… magic…. (Sorry.)

Some of the novices are confused, but we of course know the Unseen Servant spell when we see it. (wink)

Once the instructor has settled the class, he congratulates us for going several steps beyond what was required to REVERSE the Light spell. "Where did you learn that?" he asks.

We casually respond that we learned about reversing spells from the manual. "It pays to read the appendices," we remark.

The instructor dismisses us to copy the Light spell into our spellbook while the rest of the class remains behind to "learn what [Carr] already knows."

We add 1 to our CHA [up to 15] and return to section (16) to "choose" our next spell.
 

Commentary:

This class is being taught by a red-robed adept, not by blue-robed senior novice Arno. I feel so lied to by the course catalogue! At least we got to show off in front of the Red Robe.

Once again, our jerk behavior netted us more Charisma, which is yet another terrible lesson to teach impressionable young readers. Want to get ahead in the world? First, leave your only friend to face an angry mob alone, resulting in your escape from all consequences. Then get in a fight that's none of your business in the marketplace. After that, share some wine with a stranger you just met. Later still, be as big a pain in the ass as possible in a school setting, which will INCREASE your personal magnetism.

Parents in the 1980s need not have worried that AD&D would cause their kids to worship Satan.

Parents SHOULD have worried that AD&D would cause their kids to grow up to be cowardly, meddlesome, naive jerks.
 

Our spell causes the glow above the instructor's head to go dim, plunging the chamber into blackness. Amid cries of alarm, we hear another spellword and someone gives the order to "fetch a light." Soon thereafter a lighted torch floats into the chamber and into the instructor's hand, as if by… magic…. (Sorry.)

Some of the novices are confused, but we of course know the Unseen Servant spell when we see it. (wink)

Me, thinking 5e: "Why didn't he just recast his Light spell?"
Me, remembering 3e: "I probably didn't memorize it several times for today".
Me, extrapolating 1e: "I probably can't cast more than one spell a day and will spend the rest of the day holding a torch".

Once again, our jerk behavior netted us more Charisma, which is yet another terrible lesson to teach impressionable young readers. Want to get ahead in the world? First, leave your only friend to face an angry mob alone, resulting in your escape from all consequences. Then get in a fight that's none of your business in the marketplace. After that, share some wine with a stranger you just met. Later still, be as big a pain in the ass as possible in a school setting, which will INCREASE your personal magnetism.

On the other hand, there was a life lesson to be had in this book. Marla was probably extremely unsufferable in school, so her Charisma got so high she landed the headmaster, got knocked up (because said headmaster was WIS 3 and didn't cast Protection from Pregnancy), lived in poverty thereafter raising a child as a solo mom and died from a cold at age 35.
 

Me, extrapolating 1e: "I probably can't cast more than one spell a day

You are correct. In AD&D (1e), the magic-user could memorize a certain number of spells but as each one was cast, it's gone for the day. You could, however, memorize the same spell multiple times. (At higher levels. The 1st-level M-U can only memorize 1, 1st-level spell.)

To quote the DMG (p. 100):

"Once a spell is cast, that particular spell is wiped from the mind, forgotten, but another spell of the same type can still be remembered, i.e., the spell caster can have several of the same spell memorized and prepared [...] within the limits for his or her particular class and level."

[...]

"As each spell is cast, it is crossed off the character's list of spells memorized for that particular expedition."

and will spend the rest of the day holding a torch".

Using a crossbow, darts (OP!), or a dagger. Cowering in the back behind the fighter. Drawing a map. Generally doing clever stuff that doesn't require any game mechanics because that how you succeeded in AD&D.

On the other hand, there was a life lesson to be had in this book. Marla was probably extremely unsufferable in school, so her Charisma got so high she landed the headmaster, got knocked up (because said headmaster was WIS 3 and didn't cast Protection from Pregnancy), lived in poverty thereafter raising a child as a solo mom and died from a cold at age 35.

That story is like an after school special! Err... this might be a U.S. American thing. A TV show with a moral lesson for teenagers, often along the lines of "don't do drugs" or "don't have out-of-wedlock sex" (back when we actually worried about that). Although most after school specials didn't end with someone DEAD.
 
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More Commentary on the Light spell:

In Basic D&D, Light was not only a utility spell, but a primo offensive spell because you could cast it on people's eyes to blind them. This use was dramatically illustrated in the solo module Blizzard Pass: the guy on the ground to the left with a glowing blob around his head is dead because he couldn't see anything during the battle.

BlizzardPassLightSpellDeadGuy.jpg


---

Learning the Light spell gave us our first example of the verbal and somatic components of a spell. (There were earlier possible examples, but we managed to bypass those.) Interestingly, the specific word we say is not listed for Light no matter what we roll on our INT test. Almost every other spell we can learn has a specific "spellword" described.

In my youth I had a hand-written list of all the verbal, somatic, and material components for all the spells mentioned in any of the three Kingdom of Sorcery gamebooks. I referenced this list frequently at the AD&D game table so I could act out my character's spellcasting. Much to the delight of my fellow players and DM, I'm sure.
 

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