Marv Breig, Swords & Wizardry WhiteBox, wrote:Spell Casting: Clerics cast divine spells from a specific spell list, as per the Cleric Advancement table. Each day, the Cleric prays for a certain set of spells, choosing any spells from the standard list. Clerics of specific gods might have entirely different sets of spells as designed by the Referee, but the standard Cleric uses the standard spell list.
Marv Breig, Swords & Wizardry WhiteBox, wrote:Spell Casting: Unlike the Cleric, the Magic-user owns a book of spells — which does not necessarily include all of the spells on the standard lists. Reading from this book, the Magic-user presses a select spell formula into his mind, effectively “preparing” it to be cast. Once a prepared spell is cast, the spell formulae disappears from the Magic-user’s mind, and must be prepared again before another attempt can be made to cast it. However, it is possible to prepare a spell multiple times using the available “slots” in the Magic-user’s memory. If the Magic-user finds spell scrolls during an adventure, he can copy them into his spell book.
jcftao wrote:Memphisto...Memphisto has a brilliant idea to flush the harpies out. The bulk of the party will stay put at the the southern door to the room (where we currently are located). Several party members will "volunteer" to travel to the other door. They will fasten rope to the door in a way that it may be pulled shut. Next, they shall open the door and raise all kinds of commotion to attract the harpies. When the harpies fly through the door, they will pull it shut and run! The harpies will in no way be as swift as our fastest runners. We shall await their signal and then open the southern door allowing all to escape inside the harpy room, thus shutting them out. When we are ready to leave, we will just reverse the procedure...opening one door to let the harpies in while we exit the other..."...
Gary Gygax & Dave Arneson, Dungeons & Dragons (Volume 3: The Underworld & Wilderness Adventures, page 9), wrote:Doors must be forced open by strength, a roll of a 1 or 2 indicating the door opens, although smaller and lighter characters may be required to roll a 1 to open doors. There can be up to three characters attempting to force open a door, but this will disallow them rapid reaction to anything awaiting them on the other side. Most doors will automatically close, despite the difficulty in opening them. Doors will automatically open for monsters, unless they are held shut against them by characters. Doors can be wedged open by means of spikes, but there is a one-third chance (die 5–6) that the spike will slip and the door will shut.
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