02/06/2022

[OD&D] Preloaded Spells for NPC Spellcasters

As mentioned in my last post, one of the main things that puts me on the backfoot when running OD&D is having classed NPC groups appear as wandering monsters. They're a crucial part of the feel of this edition of the game. They reinforce the fact that your classed PCs are not unique, and keep the stakes high by potentially having the party's own abilities come into play against them. 

Yet it's undeniable that they come with admin which can feel like 'cheating' if you wing it. Chief among these admin issues is which spells an NPC spellcaster might have memorised (or perhaps in their spellbook - though for this post I'm assuming the former). This gives me analysis paralysis in prep, and feels wrong to handwave during play.

Vapourising a PC party because an NPC party has fireballs feels like something that should always be a threat, but not something that happened because of an ill-considered whim of the Dungeon Master. So I cobbled together this system to determine what they're packin'.

First I roll to see the type of spell preloads the NPCs will have. These preloads only roughly determine the spellcaster's arsenal. Think of them of the 'flavour' of spellcaster.

Then I roll a d4 or d3 as appropriate on each Spell Level (SL) row until the spellcaster's slots for their level are accounted for.

SPELL PRELOAD TYPE


Magic Users (d4) Cleric (d3)
1 Major Offensive
Offensive
2 Minor Offensive
Utility
3 Utility Esoteric
4 Esoteric /

MAGIC USER: MAJOR OFFENSIVE


1 2 3 4
SL1 Sleep Charm Person Hold Portal Read Magic
SL2 Knock Detect Invisible ESP Locate Object
SL3 Fireball Lightning Bolt Hold Person Protection / Normal Missiles
SL4 Wall of Fire or Ice (50%) Polymorph Others Polymorph Self /
SL5 Cloudkill Conjure Elemental Teleport /

MAGIC USER: MINOR OFFENSIVE


1 2 3 4
SL1 Charm Person Sleep Detect Magic Hold Portal
SL2 Detect Invisible Knock Invisibility Detect Evil
SL3 Hold Person Protection / Normal Missiles Lightning Bolt Slow Spell
SL4 Confusion Hallucinatory Terrain Passwall /
SL5 Feeblemind Animate Dead Wall of Stone /

MAGIC USER: UTILITY


1 2 3 4
SL1 Detect Magic Light Hold Portal Read Magic
SL2 Levitate Knock Locate Object Phantasmal Forces
SL3 Clairvoyance Water Breathing Dispel Magic Fly
SL4 Massmorph Polymorph Self Growth / Plant /
SL5 Transmute Rock To Mud Telekinesis Animate Dead /

MAGIC USER: ESOTERIC


1 2 3 4
SL1 Charm Person Sleep Protection/Evil Read Magic
SL2 ESP Continual Light Locate Object Wizard Lock
SL3 Fly Dispel Magic Haste Spell Hold Person
SL4 Polymorph Self Dimension Door Remove Curse /
SL5 Magic Jar Contact Higher Plane Teleport /

CLERIC: OFFENSIVE


1 2 3 4
SL1 Protection / Evil* Cure Light Wounds* Light* Cure Light Wounds*
SL2 Hold Person Bless* Find Traps Bless*
SL3 Continual Light* Cure Disease* Continual Light* Locate Object
SL4 Cure Serious Wounds* Prot/Evil 10'* Cure Serious Wounds* Sticks To Snakes
SL5 Raise Dead* Dispel Evil* Insect Plague Raise Dead*

CLERIC: UTILITY


1 2 3 4
SL1 Detect Magic Cure Light Wounds* Purify Food / Water Light*
SL2 Find Traps Speak w / Animals Bless* Hold Person
SL3 Remove Curse Cure Disease* Locate Object Continual Light*
SL4 Neutralize Poison Create Water Speak w / Plants Protection / Evil 10'*
SL5 Create Food Commune Quest Dispel Evil*

CLERIC: ESOTERIC


1 2 3 4
SL1 Detect Magic Purify Food/Water* Detect Evil* Protection / Evil*
SL2 Find Traps Hold Person Bless* Speak w / Animals
SL3 Remove Curse Locate Object Cure Disease* Locate Object
SL4 Speak w / Plants Neutralize Poison Speak w / Plants Sticks To Snakes
SL5 Create Food Raise Dead Commune Quest

 

As always when I'm talking about OD&D, I'm referring to the 3LBB and so only spells from Men & Magic will be referenced here. You also won't see 6th level spells here because the highest level MU on the OD&D wandering monster chart is Wizards, which I interpreted literally as being 'only' 11th level spellcasters. Also, have used '/' as re-rolls for Magic Users, but have added duplicate entries for several Cleric spells to increase the likelihood of them turning up (such as with Cure X Wounds).

Also I assume Chaotic Clerics are always carrying the reversed versions of spells marked *

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