The Study and Use of Magic

This is the 34th in a continuing series of articles, which reedits house rules for Holmes Basic D&D from 40-year-old game club newsletters. Mentions of house rules are in bold text and followed by a [bracketed category designator].

For rules category descriptions and more about the newsletters, see “About the Reedition of Phenster’s.” For an index of articles, see Coming Up in “Pandemonium Society House Rules.”

Phenster’s Pandemonium Society House Rules is a work of fiction. Names, characters, businesses, events, incidents, and newsletters are either products of the author’s imagination or are used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is pure coincidence.

“Bluebook” D&D.
The 1977 edition of Gygax and Arneson’s DUNGEONS & DRAGONS is also known as “Holmes Basic” after editor Dr. J. Eric Holmes.

As written, Holmes allows magic-users to create spell scrolls at 1st level. The rules, being for only 1st- to 3rd-level player characters, don’t mention creating other magic items. They also don’t mention a cleric’s ability to make scrolls.

A magic-user of any level may also research new spells in Holmes. The cost is 2,000 g.p. and one week of time—both per spell level, after which the magic-user has only a 20% chance of success.

The same cost in time and gold for spell research is required in the original rules. But in OD&D a magic-user may invest more gold to increase the chance of success. The magic-user may spend the same money again and again to get an additional 20% chance of success for each additional spend, up to 100%.

“Wizards and above may manufacture for their own use (or for sale) such items as potions, scrolls, and just about anything else magical” (Men & Magic, 6).

In OD&D, only wizards—that is, magic-users of 11th level and higher—may create magic scrolls and other magic items. The cost is similar to that of spell research, as is the chance of success.

Without setting a hard level limit on magic item creation, the required spells set the lowest level at which a particular item might be created. The cost limits the number of items created. Rare components keep the DM in control.

In “Dweomercraeft” (L’avant garde #61, March 1984), Phenster outlines the Pandemonium Society’s rules for magic-use, crafting magic items, and researching spells. The Pandemonium Society allows spell-casters, whether magic-users or clerics, of any level to create magic items, provided they can acquire (by adventuring) any rare components, have the spell(s) required, and money for special components, plus money and time per spell level.

Without setting a hard level limit on magic item creation, the required spells set the lowest level at which a particular item might be created. The cost limits the number of items created. Rare components keep the DM in control.

The following house rules are extracted from Phenster’s article. Most of these rules expand on Holmes. Elven Magic and Lost Lore impact the premise behind a campaign, whereas Phenster admits Real Elven Magic is too powerful and Counter-Spell is less efficient than a well-placed projectile. I categorize these as [C] Campaign and [P] Pandemonium. Because Phenster only adds that we need a library, I put Spell Research in [H] Holmes.

Spell Acquisition

Spell Books [E]

Magic-users add spells to their spell books by copying them from other sources (scrolls, books, and dungeon walls, for example) and by spell research.

Elven Magic [C]

Elves are innately magical. Elven magic-users know a number of spells according to their level as noted in the magic-user’s Number of Spells per Day table. When they gain a new level, elves automatically know additional spells granted by their level. Elven magic-users know read magic, but they must cast it instead of another daily spell, whether 1st level or higher. Elven magic-users do not use spell books.

Real Elven Magic [P]

Elves of any class can cast read magic, detect magic, and protection from magic once per day. Casting these spells does not use the power of any daily spells the elf may or may not have.

Unknown Spells Not Recorded [E]

As in Holmes, to copy a new spell into their spell books, magic-users must roll on the Chance to Know Spell table (Holmes, 13). Success means the magic-user knows the spell. Failure means the magic-user cannot learn the spell from the given medium. Diverging from Holmes, when encountering the spell from a different source, the magic-user may make another attempt to know the same spell.

Counter-Spell [P]

A magic-user may use the power of any spell memorized to counter the effect of another magic-user’s spell. To throw a counter-spell, the magic-user must have the initiative on the opposed magic-user and must state, on his or her initiative count, the intention to counter-spell. (Here the magic-user Holds Action [E], if that rule is used.) The counter-speller cannot perform any other actions. When the opposed magic-user casts a spell, the counter-spell caster acts on the same initiative count. If the spell being used is of the same as or a higher level than the spell being cast, the counter-spell negates the spell’s effect. Successful or not, the spell used to throw a counter-spell is lost.

Lost Lore [C]

“Dweomercraeft in the Heptarchy reached a pinnacle a long, long time ago, before the Old Empire, even before the Age of Myth. Now only spells from the rulebook are commonly known among Esoterics…”—Phenster, “Dweomercraeft

To determine beginning spells for PCs, only spells from Holmes are allowed. Spells from other sources are “lost lore.” Magic-users discover lost lore on uncommon spell scrolls, spell books, and elsewhere, and through spell research. The DM favors spells from Holmes for NPC spell books and spell scrolls on upper dungeon levels. On deeper levels, more lost lore may be found.

Creating Holy Water [E]

To create one vial of holy water, a cleric casts bless on pure water in a font of at least 500 g.p. value. The ritual takes one turn and produces one vial of holy water.

Craefting Magic Items [E]

Magic-users and clerics of any level may create magic items provided they have time, money, access to a laboratory, and can cast the requisite spells. Given below are the cost in time and money to create each item type. Component materials are shown with any additional notes. Component costs are usually included in the base cost. The DM determines spells required, any special components necessary, and their cost.

Scrolls

Cost: 100 g.p. and 1 week per spell level.
Materials: parchment or vellum, quill, and ink.
Note: up to 7 spells may be written on one scroll. No chance of failure.

Potions

Cost: 300 g.p. and 1 week per spell level.
Materials: special ingredients.

Wands and Staffs

For wands and staffs without charges, see Miscellaneous Magic hereunder.

Cost: 500 g.p. per spell level per charge and 1 week per spell level plus 1 day per charge.
Materials: wand or staff.
Note: 100 charges maximum.

Miscellaneous Magic

Cost: 10,000 g.p. and 1 month per spell level.
Materials: varies according to item.

Weapons and Armor

Cost: 10,000 g.p. and 1 month per +1 bonus.
Materials: weapon or armor.

Rings

Cost: 20,000 g.p. and 2 months per spell level.
Materials: finely crafted ring of precious metal.

Non-Player Craefters

An NPC magic-user or cleric might be induced to create a magic item. The time required is the same, but the cost is at least double. An alchemist may create potions in half the time at twice the cost.

Spell Research [H]

Magic-users can add new spells to their spell book through research. Researching a new spell costs 2,000 g.p. and 1 week per spell level. Access to a library is required. The chance of failure applies.

Chance of Failure [E]

When creating magic items (except scrolls) and researching new spells, the chance of failure is 1 out of 12. After spending the gold and time required, the craefter tests the item. A 1 result on a d12 indicates failure. Testing charged items consumes one charge.

The Boomtown Rule

“The Boomtown rule says that the price of stuff goes up when a lot of treasure comes out of the dungeon and into the town. … The price of everything doubles when the highest level PC gets to 4th level. It doubles again at 8th, 12th, etc. Everything means everything: from ale at the tavern to guild fees and hireling rates.”—Phenster, “Dungeoneering

Phenster does not explicitly mention it in “the Boomtown rule,” but if “everything means everything,” the rule applies also to magic item creation, and craefting becomes an expensive hobby.

Comparative Examples

I show Phenster’s examples to compare cost and power. I convert weeks and months to days, using 4 weeks or 28 days for one month.

ItemMoney (g.p.)Time (days)
1 Spell scroll: magic missile1007
20 Spell scrolls: magic missile2,000140
Wand of Magic Missiles (20 charges)10,00027
Staff of Healing10,00028
Sword +1, +3 vs demons30,000504
Ring of Three Wishes540,0001,512