Joshua Randall
Legend
Interlude - More Game Mechanics
Let's flip back to the gamebook introduction to go over Carr's "Spellbook and Spells". We are informed that the entire adventure takes place in "one exhausting week of game time" during which Carr will not have time to restudy the spells he already knows. That's harsh, because the AD&D magic-user is assumed to be able to refresh his memorized spells every DAY. (On the plus side, we get to prepare far more than the 4/2/2 1st/2nd/3rd level spells suggested by our level -- more on this below.) In any event, this gamebook ain't usin' those complexicated AD&D rules; it's usin' the simpler and better gamebook rules, so we'll have to put up with it.
These spells we have prepared are the ones listed under BOOK OF LESSER SPELLS and we have to check each one off as we use it "because it's gone until you begin this adventure again."
Early in the adventure, Carr will collect some of his father's more powerful incantations in a "Traveling Book of Greater Spells" as shown on the Stats Card. These are spells he does not know yet, but which he --may-- be able to use as if the parchment pages were magical scrolls. As soon as the words are read --once--, however, the magical writing will vanish from the pages forever and that spell may not be used again in the same adventure. When you use one of these spells, check it off as you did the other spells.
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The gamebook also gives us a description of each spell. To these I have appended the AD&D spell level so that we can use this information to power future rants. [To be clear: other than the spell level incitation in parentheses in the lists below, what follows is a verbatim quote from the gamebook.]
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Book of Lesser Spells
Offensive Spells:
Traveling Book of Greater Spells
Let's flip back to the gamebook introduction to go over Carr's "Spellbook and Spells". We are informed that the entire adventure takes place in "one exhausting week of game time" during which Carr will not have time to restudy the spells he already knows. That's harsh, because the AD&D magic-user is assumed to be able to refresh his memorized spells every DAY. (On the plus side, we get to prepare far more than the 4/2/2 1st/2nd/3rd level spells suggested by our level -- more on this below.) In any event, this gamebook ain't usin' those complexicated AD&D rules; it's usin' the simpler and better gamebook rules, so we'll have to put up with it.
These spells we have prepared are the ones listed under BOOK OF LESSER SPELLS and we have to check each one off as we use it "because it's gone until you begin this adventure again."
Early in the adventure, Carr will collect some of his father's more powerful incantations in a "Traveling Book of Greater Spells" as shown on the Stats Card. These are spells he does not know yet, but which he --may-- be able to use as if the parchment pages were magical scrolls. As soon as the words are read --once--, however, the magical writing will vanish from the pages forever and that spell may not be used again in the same adventure. When you use one of these spells, check it off as you did the other spells.
---
The gamebook also gives us a description of each spell. To these I have appended the AD&D spell level so that we can use this information to power future rants. [To be clear: other than the spell level incitation in parentheses in the lists below, what follows is a verbatim quote from the gamebook.]
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Book of Lesser Spells
Offensive Spells:
- Friends (1st level) - Manipulates others by making them like the spellcaster.
- Burning Hands (1st) - Shoots flames from fingertips at target.
- Sleep (1st) - Causes victims to fall immediately into a deep slumber.
- Magic Missile (1st) - Fire torpedo-like missiles of energy at victim.
- Hold Person (3rd) - Freezes victim in place so that he is unable to move.
- Fireball (3rd) - Hurls a ball of fiery magical energy at target.
- Lightning Bolt (3rd) - Shoots a bolt of lightning at target.
- Suggestion (3rd) - Enable user to plant ideas in victim's head.
- Spider Climb (1st) - Allows magic-user to climb sheer walls and cling to ceilings.
- Feather Fall (1st) - Changes weight of spellcaster to that of a feather when falling.
- Wizard Lock (2nd) - Seals doors and other openings even from other magic-users.
- Fly (3rd) - Permits spellcaster to levitate and move through the air.
- Armor (1st) - Hardens spellcaster's skin against most cutting and penetrating weapons.
- Hold Portal (1st) - Secures doors and other openings against nonmagical beings.
- Protection from Evil (1st) - Helps to guard spellcaster from evil forces.
- Read Magic (1st) - Permits spellcaster to read magical codes.
- Detect Magic (1st) - Allows spellcaster to sense the presence of magical auras, or dweomers.
- Dispel Magic (3rd) - Cancels the magical power of spells.
- Deeppockets (2nd) - Enchants pockets of a garment to allow room for more contents.
Traveling Book of Greater Spells
- Enchant an Item (6th) - Casts a spell on weapons and other articles.
- Contact Other Plane (5th) - Permits the spellcaster to speak with beings on other planes.
- Polymorph Other (4th) - Changes targets of spell into other creatures or things.
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