- Lawful: Will never use a desire path.
- Neutral: Will use a pre-existing desire path.
- Chaotic: Will start a new desire path.
Desire path (Wikipedia).
Math, history, and design of old-school D&D
Question: In what proportion do Gygaxian magic-users tend to prepare spells of different use-cases, such as offensive, defensive, or miscellaneous types?
This may be of interest in loading out wizard-types in the same sensibility as the original game designer. Obviously it doesn't make sense for wizards to sit around without any martial spells at all, nor would it make for an interesting game. On the other hand, there seems a need for wizards to have some spells usable for things like information-gathering and research, since presumably they are engaged in that most days in their lair, not combat.
"So, then, does a threatened cleric cast a know alignment spell upon an aggressor? Or a hold person? Obviously, the latter choice is far more logical in 99% of the cases..." (AD&D DMG, p. 105)
(ODS spreadsheet here.)
Conclusions: We found 18 magic-user types in this search. Broadly speaking, looking at the total percentages in the lower-right of the table, we can say that offensive-defensive-miscellaneous spells appear in a ratio of about 3:2:1 (suitable for d6 rolls). Initially I expected a higher proportion of the miscellaneous type at the lower levels, but this is not borne out: e.g., percentages for offensive spells by level run 62-42-59-62-45-60%, with no consistent pattern. Follow-up questions could be to detect patterns in load-out in terms of relative highest level per caster, or for bias compared to overall proportions in the rulebook spell roster, but these seem unlikely to be productive.
One thing I did look at was the few cases where spell books are specified for these magic-users, beyond just the spells they have memorized (N = 4; Burne, Falrinth, Deggum, and Senshock). In these cases, the proportions seem flipped for the additional spells: roughly in proportion 1:2:3. The number of added spells in one's book varies between about 100% and 200%, with an average close to 150% (somewhat higher than I might have initially guessed).
It should be pointed out that my list only includes spell levels 1-6, because (a) I'm mostly interested in the context of use for an OD&D game, and (b) only one caster in the series above has spell levels 7-9 (namely the lich Asberdies lurking in D1). Another observation is that the total number of detailed magic-users is itself smaller than I might have expected; to a large degree, Gygax's go-to spellcasting bad guys are predominantly evil clerics. (e.g., temple in B2, Lareth in T1, commander in T2, female Drow leaders in GDQ, etc., etc.). This is somewhat interesting in contrast with the near-nonexistence of spellcasting priest-types in the pulp literature (which I've written about on this blog too many times to count).
Image courtesy of Craiyon.
"In any case, humans were the chief agents on earth of Law, though most of them were so only unconsciously and some, witches and warlocks and evildoers, had sold out to Chaos. A few nonhuman beings also stood for Law. Ranged against them was almost the whole Middle World, which seemed to include realms like Faeries, Trollheim, and the Giants..."This seems to nicely fit the model of a Chainmail-style wargame, in which the game is basically Men versus Monsters, as typified by the Law and Chaos alignments. However, this isn't actually how alignments are identified in Chainmail or OD&D. Specifically: Alignments for men are entirely undefined in Chainmail, and in OD&D, men appear in all 3 categories (per Vol-1 p. 9: Law, Neutrality, and Chaos).
For purposes of the game distances are basically one-third with respect to spell and missile range from outdoors to indoors/underground situations. Thus most ranges are shown as inches by means of the symbol ", i.e. 1", etc. Outdoors, 1" equals 10 yards. Indoors 1" equals 10 feet. Such a ratio is justifiable, to some extent, regardless of game considerations.
Actual effective range of an arrow shot from a longbow is around 210 yards maximum, in clear light and open terrain. Underground, with little light and low ceilings overhead, a bowshot of 210 feet is about maximum. Archery implies arching arrows. Slings are in this category as are hurled darts and javelins, all arching in flight to achieve distance. Crossbows are a notable exception, but under the visibility conditions of a dungeon setting, a yards to feet conversion is not unreasonable.
Magic and spells are, most certainly, devices of the game. In order to make them fit the constrictions of the underground labyrinth, a one for three reduction is necessary. It would be folly, after all, to try to have such as effective attack modes if feet were not converted to yards outdoors, where visibility, movement, and conventional weapons attack ranges are based on actual fact. (See MOVEMENT.)
Distance scale and areas of effect for spells (and missiles) are designed to fit the game. The tripling of range outdoors is reasonable, as it allows for recreation of actual ranges for hurled javelins, arrows fired from longbows, or whatever. In order to keep magic spells on a par, their range is also tripled. IT IS IMPERATIVE THAT OUTDOOR SCALE BE USED FOR RANGE ONLY, NEVER FOR SPELL AREA OF EFFECT (which is kept at 1" = 10') UNLESS A FIGURE RATIO OF 1:10 OR 1:20 (1 casting equals 10 or 20 actual creatures or things in most cases) IS USED, AND CONSTRUCTIONS SUCH AS BUILDINGS, CASTLES, WALLS, ETC. ARE SCALED TO FIGURES RATHER THAN TO GROUND SCALE. Note that the foregoing assumes that a ground scale of 1" to 10 yards is used.
Magic in CHAINMAIL was fairly brief, and because it was limited to the concept of table top miniatures battles, there was no problem in devising and handling this new and very potent factor in the game. The same cannot be said of D & D. While miniatures battles on the table top were conceived as a part of the overall game system, the major factor was always envisioned as the underworld adventure, while the wilderness trek assumed a secondary role, various other aspects took a third place, and only then were miniatures battles considered.
Teleport: Instantaneous transportation from place to place, regardless of the distance involved, provided the user knows where he is going (the topography of the arrival area). Without certain knowledge of the destination teleportation is 75% uncertain, so a score of less than 75% of the percentile dice results in death. If the user is aware of the general topography of his destination, but has not carefully studied it, there is an uncertainty factor of 10% low and 10% high. A low score (1-10%) means death if solid material is contacted. A high score (91-100%) indicates a fall of from 10 to 100 feet, also possibly resulting in death. If a careful study of the destination has been previously made, then the Magic-User has only a 1% chance of teleporting low and a 4% chance of coming in high (10-40 feet).
"Bravo, Mr. Harris! Well done! L-E-S, gentlemen. Never forget. Location. Elevation. Situation. That's the only way to remember your jaunte co-ordinates. Etre entre le marteau at l'enclume. [Being between the hammer and the anvil.]"
The men were brought down from General War Hospital to the jaunte school, which occupied an entire building in the Hudson Bridge at 42nd Street. They started from the school and marched in a sedate crocodile to the vast Times Square jaunte stage, which they earnestly memorized. Then they all jaunted to the school and back to Times Square. The crocodile reformed and they marched up to Columbus Circle and memorized its co-ordinates. Then all jaunted back to school via Times Square and returned by the same route to Columbus Circle. Once more the crocodile formed and off they went to Grand Army Plaza to repeat the memorizing and the jaunting...
As their horizons expanded (and their powers returned) they would memorize jaunte stages in widening circles, limited as much by income as ability; for one thing was certain: you had to actually see a place to memorize it, which meant you first had to pay for the transportation to get you there. Even 3D photographs would not do the trick. The Grand Tour had taken on a new significance for the rich...
The bandaged C.P.O. nodded dubiously and stepped up on the raised stage. It was of white concrete, round, and decorated on its face with vivid black and white patterns as an aid to memory. In the center was an illuminated plaque which gave its name and jaunte co-ordinates of latitude, longitude, and elevation.
But every so often... once or twice a week (or perhaps once or twice a year) came the muffled thud of a distant explosion. The concussions were startling enough to distract Foyle from the furnace of vengeance that he stoked all through the silences. He whispered questions to the invisible figures around him in Sanitation.
"What's them explosions?"
"Explosions?"
"Blow-ups. Hear 'em a long way off, me."
"Them's Blue Jauntes."
"What?"
"Blue Jauntes. Every sometime a guy gets fed up with old Jeffrey. Can't take it no more, him. Jauntes into the wild blue yonder."
He jaunted to Robin Wednesbury's apartment in the lonely building amidst the Wisconsin pines. It was the real reason for the advent of the Four Mile Circus in Green Bay. He jaunted and arrived in darkness and empty space and immediately plummeted down. "Wrong co-ordinates!" he thought. "Misjaunted?" The broken end of a rafter dealt him a bruising blow and he landed heavily on a shattered floor upon the putrefying remains of a corpse.