Dags för nytt ölhäng, där folk i Stockholm kan diskutera rollspel som rör spelstilen och rörelsen Old School Renaissance! Vi ska träffas på Bryggeri Munkbron fredag den 3 juli. Ta gärna med dig dina skapelser, visa upp nyköpta böcker eller gamla klassiker och köp mat, öl och läsk! Ny inför spelstilen? Det finns gott om rollspelare som mer än gärna berättar allt möjligt om OSR! All are welcome! We speak English, so no need to talk about RPGs in fluent Swedish!
Plats: Bryggeri Munkbron i Gamla stan Tid och datum: kl 17-ish, fredag den 3 juli Kvällens tema: Låt oss diskutera de klassiska besvärjelser för Magic Users på Level 1! Gammaldags D&D har många varianter: OD&D, Holmes Basic, B/X, BECMI, AD&D, klonerna, mm.
* Vad är Old School Renaissance? Det är både en spelstil och en rörelse av spelare och spelmakare som tittar tillbaka mot rollspelens tidigaste år och inspireras. Exempel på OSR-spel är Mörk Borg, Shadowdark, Svärd & Svartkonst och Old-School Essentials. Mer kan hittas på https://en.wikipedia.org/wiki/Old_School_Renaissance
Det här verkar ju väldigt kul tycker jag, jag tänkte försöka dyka upp utan att riktigt veta vad jag väntar mig (trots att jag försökt läsa på lite innan).
Det här verkar ju väldigt kul tycker jag, jag tänkte försöka dyka upp utan att riktigt veta vad jag väntar mig (trots att jag försökt läsa på lite innan).
Det har gått väldigt bra för mig som OSR-immun att vara med de gånger jag deltagit. Bara ta en öl, prata rollspel och -historia generellt, oahha och ahha på lämpliga ställen om någon har med sig ett obskyrt handkopierat fanzine från 70-talet för att visa upp.
Det här verkar ju väldigt kul tycker jag, jag tänkte försöka dyka upp utan att riktigt veta vad jag väntar mig (trots att jag försökt läsa på lite innan).
Du är väldigt varmt välkommen! Oroa dig inte för att vara tillräckligt påläst, vi är ganska enkla att ha och göra med!
Från 17:00 ungefär kommer det sitta åtminstone en skum person med rollspelsböcker framför sig - då är det bara att slå sig ner!
In the original Original Dungeons & Dragons (OD&D, 1974), the 1st-level Magic-User spell list consists of 8 unique spells published in the very first rulebook, Men & Magic. If you include the first expansion, Greyhawk (Supplement I), the list expands by 3 additional spells.
Here is the complete list of classic 1st-level spells, broken down by source.
The Core Rules (Men & Magic, 1974)
Charm Person: Turns a humanoid creature into a loyal friend until the effect is broken.
Detect Magic: Causes magical objects, places, or creatures to glow so they can be identified.
Hold Portal: Magically seals a door or gate, preventing it from being opened.
Light: Creates a light source equal to a torch on a chosen point or object.
Protection from Evil: Creates a barrier that prevents evil creatures from attacking effectively.
Read Languages: Grants the caster the ability to decipher and read foreign or unknown languages.
Read Magic: Allows the caster to read magical scripts, spellbooks, and magical scrolls.
Sleep: Puts one or more enemies into a deep slumber (one of the most powerful low-level spells).
The Greyhawk Expansion (Supplement I, 1975)
Magic Missile: Creates a magical projectile that automatically hits its target to deal damage.
Shield: Provides an invisible force field that protects the caster from physical attacks and missiles.
Ventriloquism: Allows the caster to make their voice sound as if it is coming from another location or creature.
In the D&D B/X (Basic/Expert, 1981) edition edited by Tom Moldvay and David Cook, the 1st-level Magic-User spell list was streamlined into exactly 12 spells.
Unlike OD&D, the B/X version removed Burning Hands, Enlarge, and Ventriloquism, while modifying how several core spells functioned to create a cleaner, more balanced system.
The Complete B/X 1st-Level Spell List
Charm Person: Makes a humanoid monster believe the caster is its trusted friend (though targets with high Intelligence get periodic saving throws to break the effect).
Detect Magic: Allows the caster to see a magical glow around objects, creatures, or areas within 60 feet for 2 turns.
Floating Disc: Creates an invisible platform that floats 3 feet off the ground, holds up to 5,000 coins (500 lbs) of weight, and automatically follows the caster.
Hold Portal: Magically locks a door, gate, or window for 2d6 turns; can be instantly bypassed by a Knock spell or bypassed by higher-level creatures.
Light: Illuminates a 30-foot radius area for 12 turns (2 hours). It can also be cast directly at a creature’s eyes; if they fail a saving throw, they are blinded for the duration.
Magic Missile: Creates a glowing bolt that automatically hits any visible target for 1d6+1 points of damage.
Protection from Evil: Grants the caster +2 to Armor Class and +2 to saving throws against "evil" attacks, and prevents enchanted or summoned monsters from touching the caster.
Read Languages: Allows the caster to read any foreign language, message, map, or non-magical script for 2 turns.
Read Magic: Essential for every Magic-User; allows the reading of magical scrolls, runes, and foreign spellbooks.
Shield: Lowers the caster's Armor Class to AC 2 against missiles and AC 4 against all other attacks, while granting a +1 bonus to all saving throws for 2 turns.
Sleep: Causes a group of creatures to fall into a comatose slumber for 4d4 turns with no saving throw allowed. It affects 2d8 Hit Dice of creatures with 1 HD or less, or a smaller number of higher-HD creatures.
Ventriloquism: Allows the caster to make their voice sound as if it is coming from another creature or an object within 60 feet for 2 turns.
In D&D Holmes Basic (1977), edited by J. Eric Holmes, the 1st-level Magic-User spell list was streamlined to include 14 spells Holmes Basic served as the very first "Basic Set" box and acted as a bridge between Original D&D (1974) and the upcoming first edition of Advanced Dungeons & Dragons (AD&D 1e). The spells were largely pulled alphabetically from the original core rules and the Greyhawk supplement, featuring a few unique mechanical interpretations.
Here is the complete list of 1st-level spells in Holmes Basic:
The 1st-Level Spell List
Charm Person: Turns a humanoid creature into a loyal friend. In Holmes, the frequency of the target's subsequent saving throws depends entirely on their Intelligence score.
Dancing Lights: Creates 1–6 floating spheres of light resembling lanterns, which the caster can control with their voice.
Detect Magic: Allows the caster to see a magical glow around objects, places, or creatures within 60 feet.
Enlargement: Increases the size of a living creature by 1.5 times, or a non-living object to double its size.
Hold Portal: Magically locks a door, gate, or window for the duration of the spell (2d6 turns).
Light: Creates a light source equal to a torch at a chosen point. It can also be cast directly at an enemy's eyes to blind them.
Magic Missile: Creates a magical projectile that hits automatically. In Holmes, it deals 1d6+1 points of damage.
Protection from Evil: Creates a barrier that grants the caster better defense (+2 to Armor Class) and improved saving throws against attacks from evil or enchanted creatures.
Read Languages: Allows the caster to decipher and read foreign, unknown, or ancient languages.
Read Magic: Makes it possible for the caster to read magical scripts, spellbooks, and scrolls.
Shield: Provides the caster with an invisible force field that protects against physical attacks and missiles.
Sleep: Puts a group of enemies into a deep slumber with no saving throw allowed. It is the absolute most powerful weapon for a novice wizard.
Tenser's Floating Disc: Creates an invisible, floating platform that follows the caster to carry heavy gear. (Note: This spell was removed in certain printings due to character naming rights, leaving 12 core spells).
Ventriloquism: Allows the caster to throw their voice so that it appears to come from another location or creature.
In Advanced Dungeons & Dragons 1st Edition (AD&D 1e), Gary Gygax took the magic system to a whole new level of complexity. The original list of 1st-level Magic-User spells in the Player's Handbook (1978) was vastly expanded to include 30 unique spells.
Later, the expansion book Unearthed Arcana (1985) added another 11 spells (bringing the total to 41 spells at first level).
Here is the complete list, broken down by the two official rulebooks.
The Original Player's Handbook List (30 Spells)
Affect Normal Fires: Allows the caster to enlarge, reduce, or extinguish non-magical fires (torches, campfires).
Burning Hands: Shoots a fan of flames from the fingertips, dealing 1 point of damage per caster level.
Charm Person: Turns a humanoid creature into a loyal friend.
Comprehend Languages: Allows the caster to temporarily understand spoken languages or read hidden scripts.
Dancing Lights: Creates moving spheres of light to illuminate dark areas or confuse enemies.
Detect Magic: Reveals whether nearby objects, creatures, or areas are magical.
Enlarge: Increases the physical size (and strength) of a creature or object.
Erase: Magically removes text, symbols, or inscriptions from scrolls, books, or walls.
Feather Fall: Causes falling creatures or objects to glide down slowly enough to land completely unharmed.
Find Familiar: A costly and time-consuming ritual to summon a magical animal servant (a familiar).
Friends: Drastically boosts the caster's Charisma for a short time to aid in negotiations.
Hold Portal: Magically seals a door shut, preventing it from being opened for a set duration.
Identify: A highly demanding spell that allows the caster to learn the exact properties of a magical item.
Jump: Grants a creature the ability to jump incredibly far or high for a short period.
Light: Creates a bright light source, or blinds an enemy if cast directly into their eyes.
Magic Missile: Creates magical projectiles that automatically hit their target to deal damage.
Mending: Repairs minor damage on broken, non-magical items.
Message: Allows the caster to whisper a message over a distance so that only the target can hear it.
Nystul's Magic Aura: Camouflages a normal item so that it radiates a false magical aura under scrutiny.
Protection from Evil: Creates a protective barrier that makes it harder for evil creatures to hit the caster.
Read Magic: Enables the caster to read magical scrolls and understand foreign spellbooks.
Shield: Creates an invisible force field that drastically improves defense against physical attacks and missiles.
Shocking Grasp: Charges the caster's hand with electricity, dealing significant damage upon the next melee touch.
Sleep: Puts a group of enemies into a deep slumber with no saving throw allowed.
Spider Climb: Allows the caster to climb walls and ceilings like a spider, completely hands-free.
Tenser's Floating Disc: Creates an invisible, floating platform that automatically follows the caster to carry heavy gear.
Unseen Servant: Summons an invisible, mindless force that can perform simple chores (carrying items, cleaning, opening doors).
Ventriloquism: Allows the caster to throw their voice so it sounds like it is coming from another location.
Write: Allows the caster to copy spells from foreign scrolls or books into their own spellbook.
The Unearthed Arcana Expansion List (11 New Spells) Unearthed Arcana (1985) introduced more tactical and environment-focused spells to broaden the wizard's arsenal.
Alarm: Sets an invisible tripwire that triggers a mental or audible warning bell if anyone crosses it.
Armor: Grants the caster a magical body-fitted protection that lasts until it absorbs a certain amount of damage (better duration than Shield).
Firewater: Transforms normal water into a highly volatile, alcohol-like liquid that can be ignited.
Grease: Covers a surface in a slick layer of fat, causing creatures to slip and fall prone.
Melt: Uses magical heat to quickly melt ice, snow, or unfreeze running liquids.
Mount: Summons a temporary, mundane horse or donkey for the caster to ride for a few hours.
Precipitation: Creates a light rain, drizzle, or snowfall in a localized area.
Push: Generates an invisible telekinetic thrust that pushes away or knocks down a creature or object from a distance.
Run: Significantly increases the caster's running speed and endurance for an extended period.
Taunt: Causes one or more enemies to lose their composure and become so enraged that they recklessly attack the caster.
Wizard Mark: Allows the caster to carve an invisible (or visible) personal rune onto an object that can only be seen via Detect Magic.
There are exactly 9 core spells that survived every single edition change and are included in all four lists discussed above (OD&D, B/X, Holmes Basic, and AD&D 1e). (Note: Read Languages was present in OD&D, B/X, and Holmes, but was renamed to Comprehend Languages in AD&D 1e, falling just short of a strict name match).
The 9 Universal 1st-Level Magic-User Spells
Charm Person: The classic crowd-control and recruitment spell targeting humanoids.
Detect Magic: The essential utility for finding and evaluating magic items in dungeons.
Hold Portal: The ultimate defensive spell for locking doors to secure a safe resting spot.
Light: The basic utility spell used to illuminate dark passages or blind oncoming threats.
Magic Missile: The iconic, un-missable offensive projectile of the D&D wizard.
Protection from Evil: The vital defensive ward providing defensive bonuses against malicious creatures.
Read Magic: The fundamental gateway spell required to read scrolls and expand your spellbook.
Shield: The primary protective barrier used to boost defensive capabilities against physical and missile attacks.
Sleep: The undisputed, encounter-ending powerhouse of low-level classic D&D play.
Reserverar mig kring beskrivningarna för varje enskild spell och edition - kan vara så att en del beskrivningar inte speglar original texten för vissa spells.
OD&D (1974):Hela listan (8 spells) eller DM:s val. Reglerna är otydliga, men i praktiken antogs magikern ha tillgång till alla 8 grundbesvärjelser i sin bok, men begränsades av att bara kunna memorera och kasta en (1) om dagen.
Holmes Basic (1977):Alla 14 spells på listan. Texten anger uttryckligen att en Magic-User startar med en bok som innehåller samtliga 1:a nivåns besvärjelser som finns i boken. Spelaren väljer fritt vilken av dem som ska memoreras inför äventyret.
AD&D 1st Edition (1978):Fyra (4) specifika spells. Gary Gygax stramade åt systemet. En nyskapad magiker fick alltid Read Magic automatiskt. De övriga tre valdes eller slogs fram slumpmässigt av spelledaren (DM) baserat på en defensiv spell, en offensiv spell och en utilistisk spell.
B/X D&D (1981):Exakt en (1) valfri spell. Tom Moldvay gjorde starten som mest sårbar. Din bok innehöll bara en enda besvärjelse (ofta vald av spelaren eller DM, vanligtvis Sleep eller Charm Person). Du startade alltså utanRead Magic, vilket innebar att du inte kunde tyda hittade skriftrullar förrän du hittade någon som kunde lära dig den.
BECMI / Mentzer (1983):Två (2) specifika spells. Frank Mentzer korrigerade B/X-utgåvans problem. Alla karaktärer startar automatiskt med Read Magic inskriven i boken, plus en (1) valfri besvärjelse som spelaren själv får välja (vilket nästan alltid blev Sleep).
Fördelar / Nackdelar mellan de olika utgåvorna av D&D för en 1st Level M-Us Start-spells?
Hur förväntas en M-U få tillgång och lära sig nya spells enligt de olika utgåvorna?
Hur skiljer sig användningen av Spell books och Scrolls mellan de olika utgåvorna?
Skillnad i funktion för samma spells i de olika utgåvorna?
V, S, M (Verbal, Somatic, Material) som introducerades med AD&D – Stämningshöjare eller mikromanagement?
Fördjupnings ämnen:
Spell Research – Att uppfinna egna besvärjelser, potions and scrolls Diskussionsfokus: Hur spelare kunde sätta sin egen prägel på spelvärlden genom att skapa magi som inte fanns i regelboken. Mekanisk vinkel: En jämförelse av de strikta matematiska formlerna för guld och tid i B/X kontra AD&D:s krav på att DM personligen
måste godkänna och unikt prissätta formeln baserat på dess tänkta styrka.
Räddningsslag (Saving Throws) – Fasta tabeller vs. Skalning Diskussionsfokus: Hur svårt det var för monster att motstå magi. Mekanisk vinkel: I B/X och BECMI är räddningsslag helt låsta till monstrets Hit Dice (HD). I AD&D modifieras räddningsslag konstant av
magikerns nivå, offrets unika egenskaper (t.ex. Magic Resistance) och specifika magiska föremål. Vilket system skapade bäst spelbalans?
Chance to Know Spell - i AD&D infördes en procent check som påverkades av M-U intelligens INT som avgör om spell förstås eller inte. Diskussionsfokus: Hur bra/dåligt fungerar dett ur perspektivet balansen mellan tur, permanent karaktärsutformning och spelledarens
kontroll. Mekanisk vinkel: Varje gång en magiker ville lägga till en ny besvärjelse i sin bok, var de tvungna att slå procenttärningar (d100) mot
en tabell som styrdes helt av karaktärens Intelligence (INT):
INT 9 (Minsta kravet): 35% chans att förstå en spell.
INT 13 (Medel-magiker): 55% chans att förstå en spell.
INT 18 (Geni): 85% chans att förstå en spell.
INT 19+ (Gudomlig intelligens): 95% till 100% chans.
Om spelaren slog lika med eller lägre än sin procentsats, förstod magikern formeln och kunde spendera guld och tid på att skriva ner den i sin spell book.
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