Long Lost Spells

Long Lost Spells

There are over 400 spells in the 5th edition, which may seem like a lot. As I say this, I hold the Wizard’s Spell Compendium, Volume 2 (1997), which alone has 400 spells for AD&D…and there are 3 more compendiums. These four compendiums alone are a treasure trove of interesting, fun, and downright bizarre spells, many of which have fallen by the wayside.  

There are too many odd spells to discuss in just one or even ten articles, so I’m cherry-picking a few from the Wizard’s Spell Compendium Volume 1 (1996). This text holds within its pages all the A-D spells in existence for the 2nd edition. Some are pretty useful, and some are just plain wacky. Some of the spell descriptions for the truly fascinating ones are incredibly long, so I’ll have to exclude those also. It’s too bad because Bloodstone’s frightful joining is impressive.

Spells are pretty different in the earlier editions than they are now. While I am not converting them today, I will be talking about them as if they were for use in the 5th edition. My hope is to slowly convert all the spells, plus many more so that we can enjoy them in all their glory.

Afterclap
(Alteration)
Range: 10 feet/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 1 being
Saving Throw: None

This spell allows the caster to duplicate the damage suffered by a single being within spell range on the previous round. Damage is precisely duplicated in type and amount in other words, the same damage rolls, saving throws, ability checks, and so on occur in the same way. The damage may have been caused by any source, not just magical attacks. The material component of an afterclap is a bit of stiff rubber or gum that is pulled until it snaps back.

We start with afterclap. Initially found in The Seven Sisters (1995), there’s a reason this is an 8th-level spell. In the compendium, an example is given of how exactly the spell works in a combat situation, which I’ll use as a reference point for a model based on 5th edition rules.

You and your 15th-level friends are fighting a group of furious storm giants. Deciding the best course our action is to attack them one at a time, the party tries to launch all their attacks against one of the giants. Perlick, the swashbuckler rogue, manages a Sneak Attack before slinking away into the shadow, delivering 20 points of damage. Uther, our brave oath of conquest paladin, manages 30 points of damage between his weapon and smite, and his spiritual weapon adds an additional 2 points of damage. Cassandra, our shadow magic sorcerer, casts blight, but the storm giant makes the save, only taking 18 points of damage. Cassandra has her hound of ill omen running around, dealing an additional 1 point of damage. Our friend Hagar, a path of the zealot barbarian, who is raging, ignores the rest of the party is doing and hits a different giant for 32 points of damage between his attacks. This happens in the same round Flicka, our chronurgy wizard, casts afterclap.

In the next round, the storm giant that everyone but Hagar attacks takes an automatic 71 points of damage (20+30+2+18+1) and any damage that occurs in that round. The giant that Hagar attacked is unaffected by the spell. The spell description does not specify when the damage occurs, which is very important. If it occurs at the beginning of the round, there is a chance the target creature could be killed. Of course, it could happen at the beginning of Flicka’s turn since she cast the spell. Or it could happen at the beginning or end of the giant’s turn. If (and when) we convert the spell for use in 5e, that would be the first order of business.

Airboat
(Alteration, Enchantment)
Range: 1 mile
Components: V, S
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

This spell must be cast under a cloudy sky. The caster points at a cloud, which immediately descends toward him. As it comes closer, the cloud changes shape, becoming any sort of vessel imagined by the wizard (a dragon-shaped galley a one-man dinghy etc.).

Although the airboat is made of cloud, it feels solid and can support the weight of the caster plus one passenger per level of the wizard. It can fly at any speed up to 5 miles per hour per level of the caster (to a maximum of 90 miles per hour).

The caster maintains total telepathic control over the airboat’s speed and direction. While controlling the vessel, the wizard is able to perform other actions but may not cast other spells.

Flying in the early editions was a big deal. There were few ways to fly as an individual, but not many to travel the skies as a group. This was an era before the birth of the airship, so having a way to transport your entire party through the air wasn’t typical. Besides, who wouldn’t want to glide through the air on a fluffy cloud?

Airboat was an 8th-level spell, meaning your wizard had to be of at least 16th level to learn and cast the spell. This meant the airboat could carry up to 16 passengers and fly for 16 hours. The wizard cannot cast any spells during this time, which seems harsh. That’s a simple fix. When we convert the spell to 5e, we could require the caster to maintain concentration to keep the cloud ship afloat. That’s easy to do if the flight is uneventful, but when you encounter a chimera, I’d recommend landing or keeping the wizard far, far away from it. Plummeting 100 feet is incredibly painful. Remember, it's not the fall that kills you.

It’s the landing

Blood Lightning
(Alteration, Evocation, Necromancy)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: 1 being
Saving Throw: Special

This spell can be cast on the caster or on any touched recipient being. A blood lightning delays taking effect until the being next bleeds, and is undetectable while it is waiting. The only way to prevent the blood fire from taking effect once cast is by the casting of a remove curse on the spell’s recipient.
Within a turn after the spell recipients first bleed, they can by silent act of will lash out, releasing the blood lightning. If they do not, the magic heals them of 1d4+1 points of damage and dissipates. (If the spell recipient is a spellcaster, releasing the blood lightning does not count as casting a memorized spell, and it can be released in addition to normal spellcasting in that round.)
The spell manifests as a web of leaping and crackling blood-red lightning, raging out from any wounds the being has to deal all beings within 40 feet 6d6 points of damage. Beings struck by the blood lightning must make a successful saving throw to receive only half damage. A being unleashing blood lightning is never harmed by it, but cannot choose to exclude any being within range from the lightning unless she is able to directly touch that being as the lightning is released.

Where to start with this spell? Blood that turns into red lightning is freaky enough, but being able to jump to every creature in a 40-foot radius is a lot. Friends or foes will all take a maximum of 36 hit points of damage. Creatures get to make a saving throw and, on a success, only take half damage, but again you're talking about a considerable radius of targets taking guaranteed damage. The center of the radius can be focused on you, making it more potent than, let's say, the ice storm spell. Sure, there are some significant issues if we want to convert this 4th level spell to the 5th edition, but nothing that we can't overcome.

First, the spell was limited to just the Seven Sisters and their apprentices, but it sounds like a great sorcerer or warlock spell based on the spell's description. An ingenious wizard could get up in the morning and cast the spell on themselves. Any sort of duration is better than that, whether it be one minute/hour/day. Not many spell casters are rushing to the front lines trying to get stabbed; therefore, the spell could sit latent in their blood for days. Probably want to make sure that you specify that the spellcaster is hit and takes damage; otherwise, they could harmlessly cut themselves to release the lightning.

There would need to be other restrictions. Jumping from creature to creature within a radius that size could singlehandedly wipe out an entire horde of kobolds surrounding you. There are many ways to fix this issue, and we'd have to find the right balance for a 4th-level spell. Maybe you could increase the damage by 1d6 and limit the area of effect to a 40-foot cone. Regardless of the adjustments, the image of red lightning shooting forth from your wounds is a mental image I love.

Bugman’s mug
(Alteration)
Level: 1
Components: V,S,M
Range: Touch
Duration: 1 turn/lvl.
Area of Effect: 1 mug of water
Save: None
Bugman, a thoroughly loathsome-looking individual with a heart of gold, created this spell for a dwarven friend who often visited. The spell alters normal water into a magical potion that must be imbibed in the duration mentioned above. The potion removes hangovers and other ill effects of inebriation and will negate any current state of drunkenness It is effective against only alcohol-based changes in the target’s physiology, thus being ineffective against drugged stupors and poisons. No other way to use this spell has yet been found. The material component is a pewter mug full of water.

Characters spend a lot of downtime in taverns, which means a lot of ale and or wine. The use of alcohol effects is criminally underused in the 5th edition. As any college student knows, consuming a copious amount of alcohol has dramatic effects during the drinking period and the following day. I know 5e is the kinder, gentler edition, but a +1 to Strength and a -1 to Dexterity or Wisdom feels about right if you’ve been drinking and starting a bar fight.

You’d have to change the name, but the spell feels like a perfect cleric cantrip.

Choke
(
Necromancy/Summoning)
Level: 2
Components: Duration: 1 round/level
Range: Components: V, S, M
Saving Throw: 1/2 save
Casting Time : 2
Area of Effect: One creature, Ogre size of less
Duration: 1 round/level

By means of choke, the caster causes a pair of ghostly hands to appear around the throat of a single victim. The victim must be a human, demi-human, or humanoid, and must be within 30 yards of the caster. The hands will choke and strangle the affected victim for the duration of the spell; each round, the victim suffers 1-4 hit points of damage from the choking hands. If the victim makes a successful saving throw, he suffers half-damage each round. Choke can be negated by dispel magic or a similar spell; the victim cannot wrench the ethereal hands away from his neck. The victim makes all attack rolls at a -2 penalty while affected by choke. The material component for this spell is a handkerchief or similarly-sized piece of cloth that has been tied in a knot.

I like this simple spell, and it feels just about right for 2nd level. The damage is a bit low for the 5th edition, but you've got yourself a superb spell by replacing the -2 penalty for disadvantage on attacks.

Dune
(Conjuration)
Level: 4th
Range: Touch
Components: V,S
Duration: 1 hour/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
When this spell is cast, the wizard creates a magical sand dune that can carry one man-sized creature per two levels of experience of the caster (e.g., 3 creatures at 6th and 7th level, 4 creatures at 8th and 9th level, etc.) through any sandy area with a movement rate of 4 per level of the spellcaster. This dune can move only through sandy areas. The material component for this spell is a pinch of sand.

All good things must end, and we’ll finish up with another simple spell that seems more like a 1st or 2nd level spell than a 4th level one. You get to be a sand Uber…in the desert…for an hour. That’s only if you take the spell. Which you shouldn’t.

This was fun, so expect more to come. If you remember an old spell and would like to share it, please do so in the comments below.

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