Bullgrit
Adventurer
I like the idea that magic is tricky and dangerous and will come back and bite you if you're not careful or don't kow what you're doing.
I always enjoyed the volume aspect of fireball, the bouncing lightning bolts, and other quirky parts of magic use.
I loved that stuff, it kept magic magical for me. Once it got reliable it just became a tool.
Fireball – fills 33 10’x10’x10’ cubes.
Lightning bolt – bounces back at the caster if it doesn’t reach full range.
Haste – ages the targets by one year (and therefore causes a system shock roll to avoid dying from it)*
I know there were some other higher level spells that also aged the caster and/or target, but I didn’t play a lot of high level AD&D, so they don’t come to mind automatically. In fact, if I remember correctly, the AD&D1 DMG had a specific list of such spells.
What other AD&D1 spells could be directly dangerous/deadly to the caster and/or his allies? (I’m not talking about spells that could indirectly be dangerous to the caster, like when a monster comes out of the effects of a charm person.)
And someone please explain how tricky and dangerous (to the caster) magic makes playing with magic, as a Player in a group game, makes the play more fun.
*It just dawned on me, did anyone try casting haste on an enemy spell caster? It wouldn’t really help him (as magic-users don’t typically make attacks), and MUs often had normal or not very high Cons, and so might fail their system shock roll and die outright. Could be better than a save or die spell.
Bullgrit
Total Bullgrit