Saturday, June 21, 2025

From the Michael Gunderloy Archives: Spells, part 2 (1st Level)

     Between the table of contents and the spell descriptions themselves is a brief segment with rules on spell foci:

    "Every mage must have some item or object through which he focuses the power of his magic. Some ideas:
Staff or Wand
Crown
Sceptre
Packet of Herbs
Pointy Hat
Robes
Ring
Amulet or Talisman
Spell Book
Any other object agreeable to the player and the GM.

    "In any case, the beginning mage must acquire or purchase his focal item before spellcasting. A beginner with one 1st level spell would then spend 1 day attuning his focal object to that spell: This is assumed to be done when a new expedition is outfitting.
    "If a mage loses or damages his focal object, he may not cast any more spells until he gets a new one! Once the new focal object is obtained, the mage must spend one day per level of spell with each of his spells, attuning the staff to the spells, before he may use them."

    This is quite flavorful, but I can see it also leaving the magic-user exceptionally vulnerable, since no special protective quality seems to be extended to the focus itself. A high-level mage who makes a daring escape from the jaws of death but fails to hang onto his hat would have to take many months off from adventuring or embark with an incomplete complement of spells.


    Spell descriptions themselves are given in two sections The first section is typed on blank paper (except for the 3rd-level spells, which are a longer but still incomplete list in the style of section two inserted at the appropriate point) and appears to consist largely or entirely of spells established from other sources, both the original OD&D books proper and the Arduin books. Towards the end of each spell level, handwriting inserts the names, but not descriptions, of the first few other spells appearing in the second section. Spells in section 1 are also numbered, except the third-level ones.

The first page of the typed spell description section

    The second section, on the other hand, is entirely hand-written on lined paper. Each spell level receives at least one page of its own in this section, though longer levels (4 and 6) receive two pages. Some, but not all, spells in both sections are marked with a P, X, or both in the margins. The meaning of these letters is not immediately apparent to me. What this suggests, to me, is that the first section may represent the "Initial" spell list used at the beginning of an established campaign, while the second is spells which were invented after the first document was typed up - either via magical research by players, or inserted into the world at the whim of the GM.

Spells of Level 1 are as follows - in places where a description has been redacted, the most legible or recent version is treated as canonical.

[Section 1]
1. Detect Magic: This spell determines if there is some enchantment laid on a person, place, or thing. It may only be cast on a single object at a time. If the item is magic, it will emit a soft blue glow. Range: 60'. Duration: 2 minutes. [P]
2. Hold Portal: A spell to hold shut a door, gate, lock etc. It will only work on non-living objects. A strong anti-magical creature will shatter a held door, and a "Knock" will open it. Duration: 2D6 2-minute turns. Range: 10'. [P]
3. Read Magic: This spell is necessary to read all scrolls written with Mages' spells. Without it, only the titles may be read. Range: 60'. Duration: 2 minutes. [P]
4. Read Languages: This spell makes any writing in any language legible to the mage casting it. Range: 60'. Duration: 10 minutes. [P]
5. Protection from Evil: This spell hedges the magic-user round with a magic shell six inches from his body. No enchanted monster may physically penetrate this shell. The mage also gains +1 saves and +1 Defense. This spell is not cumulative in effect with magic armor or rings. Range: Mage only. Duration: 1 hour. [P]
6. Light: A spell which lights a circle 30' in diameter. The light is not as bright as full daylight. Range: center up to 30' from Mage. Duration: 1 hour plus ten minutes times the level of the caster. [P X]
7. Sleep: Puts to sleep beings Σ HP ≤ Mage's level. Wake up if approached within 10'. Range = 240'.
8. Shield: By means of this spell the user imposes a moving magical barrier between himself and his enemies. It provides the equivalent of class 2 armor vs. missiles and class 4 armor vs. other attacks. Range: Adjacent to Mage. Duration: 30 minutes. [P]
9. Magic Missile: This is a conjured missile, fired with an accuracy of a composite bow +2, disregarding any dexterity bonuses. It does 1d6+1 points of damage, and there is no save if it hits. For every five levels above 1st which the mage has attained, he may fire an additional two missiles with every use of this spell. All of the missiles must be directed at the same target in the same melee round. Range: 150'.
10. Ventriloquism: The user may make his voice issue from whatever point within range is desired, without moving his lips. He may do this while he is carrying on another conversation, drinking water, etc. Range: 60'. Duration: 20 minutes. [P]
11. Darkness: A spell which causes total darkness in the area affected, making even infravision useless. It is otherwise the same as a "Light" spell. [P X]
12. Pyrotechnics: A multi-purpose spell which requires some form of fire to work. Does not work on living beings of any type. When employing this spell the Mage can create a great display of fiery, flashing lights and colors which resemble fireworks; or he can cause a great amount of smoke which will cover an area of not less than 20 cubic feet. The effects of this spell will depend on the source of the fire, and when the spell is over, the fire source is automatically extinguished. Duration: 20 minutes. Range: 240'.
13. Dispel Magic: The user may attempt to dispel the effects of any one encantation[sic] with this spell. The spell does not work on enchanted items of any type. The success of the spell is equal to the level of the caster of this spell over the level of the original spell caster. Range: 120'.
14. The Rosy Mist of Reason: A cloud of rose-colored mist which causes all intelligent beings within it to save vs. magic at -4 or be reasonable and discuss things instead of fighting. All unintelligent types have a 10% chance of leaving, a 20% chance of being indecisive, and a 70% chance of attacking. Range: 60'. Area affected: 60' diameter circle. Duration: 1 hour. [X] ([Margin note:] Semi: 70% discuss, 10% leave, 20% attack) [Editor's note: this spell is taken from Arduin 1, though with slightly different verbiage and the addition of the margin note.]

[Section 2]
Detect Shifting Walls & Rooms - Range = LOS Duration = 10 min. [P]
D. Sloping Passages, Stairs & Ramps - Range = 60'. Duration = 10 min. [P]
D. Secret Doors - Range = LOS Duration = 10 Min. [P]
D. Mechanical Traps - Range = 30' Duration = 10 min. [P]
Know North - Duration = 1 hour [P]
D. Food & Water - Range = LOS Duration = 10 min. [P]
D. Illusion - Range = LOS Duration = 10 min. [P]
D. Lycanthropy - One target. Range = 60'
D. Mutant - One target. Range = 60'.
Smokescreen - A screen of inky black smoke of the same dimensions as wall of thorns. 5% chance of blinding those who pass through for 1-20 minutes. Range = 120'. Duration = 10 minutes.
Create Frog - Creates a 1 HP, AC9 frog in the caster's hand. The frog lasts until killed.
Force Field - Caster only. Stops all natural attacks. Duration = 1 hour. [P]
Etherealness 0 - Caster only, puts caster on the Ethereal Plane. 10% chance/hour (noncumulative) of getting back.
Counting - Tells the mage the exact number of identical objects there are in a group of up to 100,000,000
Trapping Web - A gossamer webbing of fiberglass-appearing filaments, 10' D. It holds all of up to 6 H.D. Range = 30', Duration = 1 minute. [X]
D. Secret Panels - Detects secret panels, hollow compartments, and the like. Range = 60'. Duration = 10 min. [P]
Extinguish Small Fire - Gets one fire up to 10'x10'. Range = 120'.
Frost - A small (2' r) field doing 1DD of cold. No save. Range = 120'
Match - A small flame (1" long) on one's finger. Duration = as desired.
Wish - Infallible.
Heat - A small (2'r) field doing 1DD of fire damage. No save. Range = 120'
Cloak of Darkness - A form of invisibility vs infravision only. Not detected by see invisible etc. One target. Range = touch. Duration = 1 hour or until dispelled (dispels as invisibility).
Anti-Shadow - One target. Removes shadow completely. Range = touch. Duration = 1 day. [P]
Power Word - Zot! - Causes glowing purple letters saying "Zot!" 4' high to appear in the air and stay for 1 MR. May be cast in conjunction with any other spell. Range = 600'. [Editor's note: it has been proposed by various parties that this may be a reference to the newspaper comic strips B.C. and The Wizard of Id, the Adam West Batman television program's use of sound effects, or the 1947 novel Zotz or its 1962 motion picture adaptation, which concerns an individual with magical powers that are invoked via pointing and shouting the word 'Zotz'.]
Magic Trap - Enables a mage to store a L1-L3 spell in a container to hold his valuables. Both spells must be cast on the container. The MU must specify how to open the container safely.

Thursday, June 19, 2025

From the Michael Gunderloy Archives: Spells, Part 1

    The name Michael "Mike" Gunderloy is not wholly unknown to scholars of deep, weird nerd history, but discussions of him tend to focus upon his role in early fanzine culture or, on much rarer occasions, his authorship of various books on programming and web design. More obscure, and possibly unknown to the world at large, is his work in the late 1970s roleplaying sphere. His variant elemental magi classes were published in early issues of Chaosium's "Different Worlds" magazine in 1979. He was also a whole-hearted fan of Dave Hargrave's "Arduin" system/unofficial D&D supplement, and his essay "Arduin for the Masses" appears in the 5th issue (Oct/Nov 1979) of the same magazine. The third volume of "All the World's Monsters" also includes a few contributions by Gunderloy, among many others.

    Mike Gunderloy is my father. He has largely distanced himself from all these earlier portions of his life (not, I think, necessarily out of distaste, but merely disinterest) and is now quietly semi-retired in Oregon with his wife. When our family was living in Indiana, I inherited from him a large quantity of his old material relating to his games. The stack of aged papers is approximately a foot high. Some of it is redundant with other portions, but much of it is in very small handwriting, so attempting to look through this material is an enormously daunting task. Nonetheless, I have been told that transcribing some of this digitally may hold some small interest to certain portions of the general public.
The box in question.


    Towards the top of the stack is a document, the first page of which is headed "Known Spells". I can only hope that this means 'spells that are known to exist', since the idea of one magic-user knowing all these boggles the mind. Spell levels listed are between 1 and 14, with between 21 and 50 different spells listed for each level (though an additional sheet includes more spells of levels with too many entries to fit, bringing the maximum up to 56 separate 4th-level spells). Subsequent typed and handwritten pages include descriptions of what I hope is every listed spell, though even the table of contents is far more than enough to fill a post.
The index of Known Spells, level 1-8 (excluding select spells of 2-4th)

    Levels 1-8 take up the front side of one page, 9-14 much of the back, in tiny, cramped handwriting. Each of the first 8 levels are headed with a differently-colored circle of unclear meaning; higher levels have no such device.
Ibid, levels 9-14

    Here follows the list of each spell:

Level 1 (Red-purple, 39 spells): Detect Magic; Hold Portal; Read Magic; Read Languages; Prot/Evil; Light; Sleep; Shield; Magic Missile; Ventriloquism; Darkness; Pyrotechnics; Dispel Magic; Rosy Mist of Reason; D. Shifting Walls & Rooms; D. Sloping Passages, Stairs, & Ramps; D. Secret Doors; D. Mechanical Traps; Know North; D. Food & Water; D. Illusion; D. Lycanthropy; D. Mutant; Smokescreen; Create Frog; Force Field; Etherealness 0; Counting; Trapping Web; D. Secret Panels; Extinguish Small Fire; Frost; Match; Wish; Heat; Cloak of Darkness; Anti-Shadow; PW-Zot; Magic Trap

Level 2 (Orange-red, 51 spells): Charm Person; D. Invisible; Levitate; Invisibility; Wizard Lock; D. Evil; ESP; Cont. Light; Knock; Strength; Glop; Magic Mouth; Clairaudience; Wall of Thorns; Anti-Web Aura; Telescope; Compare Lifeforce; Carry Voice; Colored Light; Snooze; D. Lies; Magic Hand; Fiery Flash; D. Harmful Radiation; Super Web; D. Traps; Charm Arachnid; Charm Crustacean; Charm Mammal; Charm Reptile; Charm Insect; Charm Amphibian; Amplify Sound; Disbelieve; Locate Any Object; Microscope; Muscle Spasm; Shield Killer; Supermatch; Bluff; Antibluff; Fire Flecks; Mold Cone; Dismal Itch; Visible Stalker; Line; Write Languages; Ice Slick; Awake; Auditory Illusion; Disorient

Level 3 (Pale blue, 55 spells): %ile D. Magic; Phantasmal Forces; Locate Object; Mirror Image; Fly; Hold Person; Clairvoyance; Fireball; Lightning Bolt; Cold one; Prot/Evil 10'r; Invisibility 10'r; Infravision; Prot/Normal Missiles; Water Breathing; Explosive Runes; Rope Trick; Suggestion; MS I; D. Life; Strengthen Armour; Idleness; Wailing Wheel of Fire; Wall of Fire; Wall of Ice; D. Change; See Invisible; Web of the Fire Spider; Spell of the North Wind Spider; Web of Paralysis; Ranging I; Mimic; Fire Resistance; Cold Resistance; Acid Resistance; Lightning Resistance; Poison Resistance; D. Metal & Type; Create Cat; Avoid Gaze; Messenger Bat; Bones to Jelly; D. & Remove Explosive Runes; Emphatic Self Cure; Explosive Rooms; Fenton's Silencer; Growth/Self; Message; Shrink Self; Speak Languages; Kamikaze Fireball; Unreadability; Feyor's Excellent Guardian; D. Ethereal Objects; Superchicken

Level 4 (Green, 56 spells): Slow; Poly Self; Remove Curse; Confusion; Charm Monster; Growth/Plants; Dimension Door; Wizard Eye; Massmorph; Ice Storm; Fear; MS II; Extension 1; Strengthen Weapon; Wall of Stone; Rock to Mud; Gaseous Form; Witch Fire Web; Tracker; Seal Portal; D. Undead; Weakness; Megaphone; Freedom; Body Heat; Decompression; Gold Cone; D. Demon; D. Curse; Create Dog; Black Bolts; Special Effects; Werelight; Float; Rot; Paralyze; Sonic Blast; Create Wind; Energy Ball; Gyration; Laser; Madness; Personal Wizard Lock; Poison Cloak; Shrink/Plants; Silver Stars; X-Ray Vision; Ball Lightning; Microscribe; True Infravision; Ultravision; Poison; Defense; Telepathy; Insensibility; Past Clairvoyance

Level 5 (Orange, 48 spells): Haste; Teleport; Hold Monster; Conjure Elemental; Telekinesis; Wall of Iron; Animate Dead; Contact Higher Plane; Pass-Wall; Cloudkill; Feeblemind; Growth/Animals; Stone-Flesh; Lower Water; MS III; Extension II; Pentacle; PW-Dispel; Masayuki's Mist; Rhyton's Release; Blinking; Ranging II; Regeneration; Selective Invisibility; Truth Call; Wings of the Wind; Expansion I; Withstand Cold; Withstand Heat; Shield II; Sewer; The Veil of Lan; Mind Mask; Reflect Gaze; Crystallize; Messenger Blip; Shatter Bones; Cast Illusions; Charge Wand; Escape; Reflect Laser to Source; Shrink/Animals; See Ethereal Objects; Sonic Ball; Sonic Bolt; Intangible Wall; Infrared Laser; Infravision Damper

Level 6 (Brown, 50 spells): Hallucinatory Terrain; Polymorph Others; Part Water; Projected Image; Anti-Magic Shell; Geas; Control Weather; Move Earth; Legend Lore; Repulsion; MS IV; Voodoo; Quicksand; Magic Jar; Red Death; Spell of the Spider Golem; Transform Others; Read Clerical Magic; Read Druidic Magic; Etherealness; PW-Believe; Man to Jello; Mind over Body; Summon Mount; Water Walking; The Deadly Bubbles Spell; Skywriting; The Pillar of Lenos; Detect Block; Create Tiger; Dispel Clerical Magic; Dispel Druidic Magic; Area Rot; Clumsy Field; Spell of True Seeing; Lead Spray; Rhoar-eee's Transit Spell; Charge Staff; Impact Resistance; Inversion; Prot/Death; Stalker Ball I; Censor Sphere; Blinder; Universal Detect; Personal Seal Portal; Sword of Paralysis; Transparency; Rock to Sludge; Lock

Level 7 (Darker blue, 38 spells): Reincarnation; Invisible Stalker; Death Spell; Disintegrate; DB Fireball; Reverse Gravity; PW-Stun; Phase Door; Charm Plants; Mass Invisibility; MS V; Extension III; Waragen's Wave; Falling for Forever; Star Bridge; Charm Demon; See & Handle Monofilament; Com-Link; Ranging III; Phase Etherealness; PW-Deafen; Spell of Burrowing; Prot/Energy Drain; Release Flame; Mule; Multi-Ball; Growth/Life; Black Mist; Spell of Scroll Protection; Mind Mask - Others; Locate Lair; Stayawake; Impact Resistance - Others; Charm of the Slow Hour; Excellent Green Spray; Maxivision; Ear Breaker; Shrink Life

Level 8 (White with black outline, 39 spells): Mass Charm; Clone; PW-Blind; Symbol; Mind Blank; Poly Any Object; MS VI; Immobilize; Maze; Prismatic Walls; Flames of Doom; Blaze of Glory; Create Trump; Shrinking Beauty; Shape Lock; Time Viewer; Regeneration II; PW-Gravity; Doppleganger [sic]; Spell of Guiding Blows; Growth/Minerals; Disintegrate Flesh; Disintegrate Steel; Suspend Animation; Vulnerability; Create Elephant; Control Water; Disguise Self; Infernal Barrier; Crack Walls; PW-Teleport; Doomkill; Forlorn Encystment; Inverse Clone; Devastate; Shrink Minerals; The Shrieking Cloud; Summon Ssherah; Clairvoyance of Owner

Level 9 (33 spells): Permanent Spell; Meteor Swarm; Shape Change; PW-Kill; MS VII; Restore Magic; Black Lightning; Extension IV; Ranging IV; Exorcism I; Lich; Tilt Gravity; White Dwarf; Red Giant; Anti-Radiation Shell; Manpit; Shield III; Mobile Phase Door; Anti-Teleport Field; Timestop; Unmask; Disguise Others; Change Sex; Duplicate Matter; Stalker Ball II; Survival; Trade Minds; Control Temperature; Sleep Field; Infravision Blinder; Expandable Fireball; Decontaminate; Power Telepathy

Level 10 (32 spells): Wish; Gate; Call of the Hell Spawn; Plane Travel; DB Meteor Swarm; Wishblock; Mindblank Any Object; Time Teleport; Spell of Spell Storing; Create Antilife; Steel Cord of Zindar; Shadow Demon; Telekinesis II; Anti-Magic Shell II; Expansion II; Air Walking; Astral Locator; Cloudkill II; Anti-Teleport Entrance Field; Star Thunder; Curse; Detect Lock; Minor Portal; Level Draining; Gray Hand; Summon Deathwind; Intangibility; Teleport Pads; True IR Blinder; UV Blinder; X-Ray Blinder; Dissapation [sic]

Level 11 (25 spells): Sleep 240'r; Prot/Missiles; Breathing; Trigger; Fireball Plus; Tracer Teleport; Flamespit; Coldspit; Shockspit; Extension V; Ranging V; PW-Cleanse; Animate Dead II; Antilife to Life; Destroy Monofilament; Dehydrate; One-Way Anti-Teleport Field; Disintegrate Magic; Variable Timestop; Create Familiar; Restore Parchment; Eternity; Silver Halo of Samarin; Magical Fog; Disintegrate Ball

Level 12 (21 spells): Demon Darkness; Teleport II; Fratz; Antigan's Shell; Anti-Fly Shell; Web of the Star Spider; Double Prismatic Wall; Area Dispel Magic; Exorcism II; The Curse of the Heart; Summon Demon; Fist of the Gods; Tribble Plague; Fog; Spell of Rotting Death; Ownership; Stalker Ball III; PW-Shapechange; Circle of Terror; Fear Field; PW-Invert

Level 13 (22 spells): Invisibility II; Wizard Eye II; Death Spell II; Create Monofilament; Destroy Magic Item; Extension VI; Ranging VI; Mindblank Area; Control Gravity; Area Feeblemind; Magic Lie; Withstand Vacuum; Spell of Mana Weakening; Shield IV; Anti-Teleport Field II; Ethereal Fireball; Forced Reincarnation; D. Trigger; Preemptive Prismatic Wall; Permanent MS I; DB Expandable Fireball; Vaporize

Level 14 (26 spells): Wall of Force; PW-Damn; Flying Leap; D. Curse; One-Way Teleportal; PW-Fratz; Anti-magic Shell III;  Recharge; Grazer; Magic Mouth II; Create Vacuum; Move Matter Parallel; Supermule; Anti-Teleport Entrance Field II; The Golden Cage; Personal Timestop; Time Barrier; Stasis; Invulnerability; Hellbox; PW-Timestop; Variable Area Dispel Magic; Permanent MS II; Zero Gravity Field; Rejuvenation; Solidify