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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Creative Uses for 1e Spells
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<blockquote data-quote="Mattachine" data-source="post: 6036903" data-attributes="member: 6678226"><p>Polymorph (all versions) because of the immense utility.</p><p></p><p>Summon monsters (all version)--test for traps, delay opponents, etc</p><p></p><p>Telekinesis--maintained, items can be made to orbit around the caster at amazing (and deadly) speeds</p><p></p><p>Disintegrate, because, well, it's disintegrate</p><p></p><p>Wall of fire--the mobile ring version is devastating when combined with fly or haste (or even polymorph into something small and fast)</p><p></p><p>Wall of force--super useful, and shapeable</p><p></p><p>Wall of stone--super useful, shapeable, though you need existing stone to make best use</p><p></p><p>Stone shape--get around locked doors, under walls, secret storage spaces, etc</p><p></p><p>Rock to mud--delay opponents, collapse ceilings, destroy stone bridge, etc</p><p></p><p>Fly--because, well, flying is nearly always an advantage</p><p></p><p>Spectral forces (or other illusions of level 3+) -- these spells are so flexible, and therefore very useful--hiding, disguises, fake creatures, and so on</p><p></p><p>Unseen servant--for swapping items during combat, testing traps, carrying items, fetching things, and so on</p><p></p><p>clairvoyance--it's half of scry-and-die; extremely useful for looking behind doors and inside of chests</p><p></p><p>Detect magic and detect evil--in AD&D, these spells are often as good as detect invisibility</p><p></p><p>silence--silence the enemy spellcasters, or silence your own party sneaking up on them</p><p></p><p>conjure elemental--druids don't need to concentrate, the elemental is really tough, and it lasts a very long time; elemental can fight, scout, guard, carry, and so on</p><p></p><p>shapechange--soooooo useful</p><p></p><p>limited wish--great backup "anyspell"; wish is too tough on the cater, generally</p><p></p><p></p><p>Also, does every form of magical aging require a system shock roll? I didn't do that when I ran AD&D, since I actually wanted folks to use spells with the aging penalties.</p></blockquote><p></p>
[QUOTE="Mattachine, post: 6036903, member: 6678226"] Polymorph (all versions) because of the immense utility. Summon monsters (all version)--test for traps, delay opponents, etc Telekinesis--maintained, items can be made to orbit around the caster at amazing (and deadly) speeds Disintegrate, because, well, it's disintegrate Wall of fire--the mobile ring version is devastating when combined with fly or haste (or even polymorph into something small and fast) Wall of force--super useful, and shapeable Wall of stone--super useful, shapeable, though you need existing stone to make best use Stone shape--get around locked doors, under walls, secret storage spaces, etc Rock to mud--delay opponents, collapse ceilings, destroy stone bridge, etc Fly--because, well, flying is nearly always an advantage Spectral forces (or other illusions of level 3+) -- these spells are so flexible, and therefore very useful--hiding, disguises, fake creatures, and so on Unseen servant--for swapping items during combat, testing traps, carrying items, fetching things, and so on clairvoyance--it's half of scry-and-die; extremely useful for looking behind doors and inside of chests Detect magic and detect evil--in AD&D, these spells are often as good as detect invisibility silence--silence the enemy spellcasters, or silence your own party sneaking up on them conjure elemental--druids don't need to concentrate, the elemental is really tough, and it lasts a very long time; elemental can fight, scout, guard, carry, and so on shapechange--soooooo useful limited wish--great backup "anyspell"; wish is too tough on the cater, generally Also, does every form of magical aging require a system shock roll? I didn't do that when I ran AD&D, since I actually wanted folks to use spells with the aging penalties. [/QUOTE]
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