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anybody play original AD&D anymore:spells

Felikeries

First Post
i've gotton to a turn of faces at my current campaign,if anybody has looked at Freeing the Might,i thought maybe one of these spells


6th level wizard

Trail of Zether regents/LB,LB,RD,EW,G//range/100ft//extra/continues as each player makes melee's//modifier/x2 damage 1/day with an air elemental extra//(3 times a combat)
-cast at 1 enemy this spell will create a wisp that follows it about for 5 melee's
(re-roll attack and damage each)causing 1/1D6,1/1D8,1/1D10 damage,however if only two 2 attacks work 1D20

6th level illusionist

Fluster of Might regents/WR,K,GM,BM//range/20ft//extra/doesn't work on psionic enemies//modifier/19 wiz&int can be cast 2 times with x2 effect all extras(2 times a combat)
-cast at party members this spell makes each's(as many as 6)str. +4(2 rounds) cast at enemies it inflicts 2D8 damage and -2 str. on (1D8)

5th level cleric

Sifts of Searing regents/VA,Z,S,BR//range/50ft//extra/6th level 6D8,7th level 6D8 2 enemies//modifier/only potions may add to success rolls(1 time a combat)
-this spell must be cast in the first 6 melee's causinf searing slashes to storm about all enemies in a 20ft area 1D8 damage each then caster may next attack melee attempt to gather several slashes(2 attack roll wins) and cast at 1 enemy 4D6 at 1D8+3 inflicting 5D8 damage
 
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I've seen you refer to these reagents and stuff in several other posts- where is this stuff from? It's not part a of AD&D, whether 1e or 2e, that's I've ever seen.
 

actually about 20years ago the first few books that were the beginnings for AD&D covered all the 'strange' material i've shown,

combat was rolled with 1D20 & 1D12 & 1D8 and modifiers for actions taken 3D6 or 1D20 ....ocassionaly you could switch

hp were made by taking character AC + highest traite & 3D6 each new level

and a mixing of regents was neccessary for every spell(regents cost 50 to 100 gp for #'s of them)untill 8th level whence 2 spells a level to 14th could be learned incantation only

and weapons 5th to 17th level had 1D6 rolled extra for each level whence the sum of one of original score was reached that die was added

2D6 + 7 rolled with say 2,4(+1d6) now 3D6 +7 with 5,6 now 4D6 + 12 for a 9th level player

all monster spells cast at combat +1D6 but players took cons. and highest traite to a table that allowed extra defense for spells,psionics,elemental,illusions,and poisen

and a critical attack was only an additional damge roll that was 1/2 the amount ,which was controlled by weapon type to how many criticals a combat it allowed ex:scythe 2D6 +2,+3,+4 attack +1 #multi attack 4 #critical 5 cost 350 gp,each new extra after original +350gp

spells were shown their usages at times a combat or day or week,and there was onlky 1 table for how spells learned at a level at 13th level 2 spells untill 30th

sound interesting....?the only classes were fighter,wizard,illusionist,ranger,paladin,thief,fraith,assasin,monk,cleric
 

Felikeries said:
actually about 20years ago the first few books that were the beginnings for AD&D covered all the 'strange' material i've shown,

combat was rolled with 1D20 & 1D12 & 1D8 and modifiers for actions taken 3D6 or 1D20 ....ocassionaly you could switch

hp were made by taking character AC + highest traite & 3D6 each new level

and a mixing of regents was neccessary for every spell(regents cost 50 to 100 gp for #'s of them)untill 8th level whence 2 spells a level to 14th could be learned incantation only

and weapons 5th to 17th level had 1D6 rolled extra for each level whence the sum of one of original score was reached that die was added

2D6 + 7 rolled with say 2,4(+1d6) now 3D6 +7 with 5,6 now 4D6 + 12 for a 9th level player

all monster spells cast at combat +1D6 but players took cons. and highest traite to a table that allowed extra defense for spells,psionics,elemental,illusions,and poisen

and a critical attack was only an additional damge roll that was 1/2 the amount ,which was controlled by weapon type to how many criticals a combat it allowed ex:scythe 2D6 +2,+3,+4 attack +1 #multi attack 4 #critical 5 cost 350 gp,each new extra after original +350gp

spells were shown their usages at times a combat or day or week,and there was onlky 1 table for how spells learned at a level at 13th level 2 spells untill 30th

sound interesting....?the only classes were fighter,wizard,illusionist,ranger,paladin,thief,fraith,assasin,monk,cleric


Other than the character classes you listed at the end...you sure that what you are referring to is D&D/AD&D?

I've been playing since 1982-83, and don't recognize most of what you are referring it as being in the game.
 
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It sounds like he's talking about a weird variation possibly produced by Judges Guild - or an abomination system of Rolemaster and D&D since it sounds like a lot of material from the RM Companion Volumes.
 


Felikeries said:
actually about 20years ago the first few books that were the beginnings for AD&D covered all the 'strange' material i've shown,

combat was rolled with 1D20 & 1D12 & 1D8 and modifiers for actions taken 3D6 or 1D20 ....ocassionaly you could switch

hp were made by taking character AC + highest traite & 3D6 each new level

...etc...

I'm afraid you are completely mistaken. I've been playing D&D since 1975, I've still got all the original books and none of this appears anywere. It wasn't in white box D&D, D&D + Greyhawk/Blackmoor/Eldritch Wizardry/Strategic Review.

I can't speak to the range of "basic/intermediate/etc" D&D that appeared shortly after AD&D1e, because that looked like such a step backwards we never touched it - it was a side branch in the D&D line.

So no, I'm afraid that the things you are talking about do not come from mainstream D&D.

I've noticed that you have always posted about earlier than 3e editions of D&D. Are you aware of the messageboards that still deal specifically with those earlier editions? You are most welcome here, of course, but you might find people on those other boards who will be able to provide you with better feedback on the things you are interested in.

Regards,
 

hmph..... must have been a special pre-press release for me and my friends....could i have made this next table in my mind

Revised Magityne Combat
-durring a combat in which each player of party is using magic or magic extras(spells-potions[items exempt])or a magic user versus magic user only combat
the DM may choose revised magityne combat

-each side rolls 3D50/for the most powerfull damage spell,this # is the amount of regents in a spell accumulated that modifies when spell can't be used anymore(then next highest damage spell,whence intital roller is done return to normal spell values)
-AC+5 on all fire and ice attack attempts(each side)(DM may choose 1D6 extra defense if AC isn't available)
-defensive spell durations/or armour will accumulate -2 each melee used for 1D6 then that totall will be damage on defensive use party(each new spell etc,same)
-in dungeons,pantheons,castles etc chance to crumble structure will be a combat roll every 4 actions(player-DM or DM-DM)creating resiliant terrain roll +1 damage each 4 actions of crumble
-1D6 multi attacks each side will incur 1/2 damage rolled on attacking party,chosen to be added per multi attack or accumulated (or on 1 player or DM run enemy)
-all gem regent spells or sceptres will roll 3D6 versus 3D6 extra at combat rolls

....what is psionic chance for a player i'll tell you....
-available to players with wiz 17 and int 17 or higher at levels 10,15,20 1 roll will be made 5D20 80-100 has psionic ability untill next level roll or permanently if 20th level,a player may choose to remove 2 pts from 1 or 2 traits x1D4 on success 80-100 roll these traites will return to normal next psionic level roll

mind flayer(enemy loses 1 or 2 melee),sonic cone(enemy loses 2 melees),concious purge(do what player's say relatively),treatcherous fear(enemies flee battle 1D4 a psionic level 1D6 trys),thazine curse(1D8 damage 6 melees),searing eyes(2D12 damage vulnerable area enemy),severing fester(1 limb of enemy[arms only]will fall of in 1D6 melees),banal temper(1D6 attacks enemy fights fear causing demon),emaciated wall(an energy allows 1 player each attack for party +7 attack rolls)

there is greater psionic ability as well
 

Felikeries said:
actually about 20years ago the first few books that were the beginnings for AD&D covered all the 'strange' material i've shown,


Unless you were talking about something from Judges Guild or Mayfair Games, I would guess that you were mistaken.

I don't remember most of that even thowing in things from Chainmail.
 

/bump...to keep it on the scope

because portions of this sound vaguely familiar...maybe rolemaster as suggested above...or the Role Aids company.
 

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