Views : 195,877
Genre: Film & Animation
Date of upload: Apr 19, 2024 ^^
Rating : 4.989 (49/18,409 LTDR)
RYD date created : 2024-05-04T23:03:59.698455Z
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Top Comments of this video!! :3
I like to imagine Elminster or some old-ass dragons live on in 5e still knowing some of these "ancient" spells and reflect on "...how easy the scholars of today have it." and how back in their day, you had to "ferry everything on your floating disc both ways through the dungeon! And may the gods HELP you if you forgot your ladder for the pit traps!"
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AD&D 1st edition did have cantrips, as far back as 1982 (Dragon Magazine #52, article by E. Gary Gygax), added fully officially in Unearthed Arcana (1985). You could substitute up to four for a 1st level spell slot. You automatically know as many of the 20 "Useful" cantrips as you have points of Intelligence and get to choose from the list, and you know 2-8 (2d4) from each of Person (person-affecting), Personal (handy little tricks, e.g. Firefinger is a short little jet of flame up to 6 inches long sufficient to light a candle or ignite kindling, Spider summons a random type of normal-sized spider native to the area (which will be irritated and isn't under the caster's control, etc), and Reversed (reversed versions of Useful cantrips, such as Tarnish vs Polish, or Spill vs Gather), and 2-5 (1d4+1) Legerdemain (minor "magic trick" style effects like Change (an alteration that can make a small object or creature be another of roughly the same size for up to about 10 minutes, within the same kingdom of animal or general type of material -- for instance, make a sheet of paper into a linen handkerchief, or a mouse into a bat) and Haunting (makes real or illusory sounds useful for simulating haunting or the presence of someone unseen, like Footfall, Tap, Groan, etc).
So, you could potentially have a 1st-level Wizard with 15 Intelligence know up to 15 Useful cantrips, 8 Person, Personal, and Reversed, and 5 Legerdemain and Haunting, for a total of 49 cantrips. They could could only cast 4 of them per 1st-level spell slot they allotted for cantrips, though, but 4 handy little "0-level" spells would be handy during downtime.
It was a pretty common house rule to add the cantrips at 4 per 1st-level spell slot, so if you could cast two 1st-level spells per day, you could also cast 8 cantrips per day, instead of having to trade. Most of them were handy for roleplaying and hard to abuse.
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Interesting. This immediately recalls to me one of the original inspirations for the magic system: Jack Vance's "Dying Earth" setting. For a wizard who's generally acting as a solo adventurer exploring the lost ruins of an ancient civilization. and who's so very limited in both access to spells and the ability to have them ready to cast that any sane wizard will train in physical combat just to reduce how often they'll need to save precious mental space for an attack spell, a near-certain bypass for any inscribed spell would be a vital tool.
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@davidreno6
2 weeks ago
So fun thing about AD&D spells is that there's the player-facing rules in the PHB, but there's also the spell's description in the DMG as well which hides additional rules about a spell. This is to not "spoil" creative uses of the spell which Erase does have! If you don't care about the spoiler, Erase removes Glyph of warding as a first level spell which makes it a tool for higher level casters to remove Glyphs of Warding from trapped spell books or a trapped dungeon that you have the ability to leave and come back to. Is it great in general or for level 1 wizards? No. Is it way cheaper than preparing dispel magic if you know there's a glyph of warding in your way? Absolutely.
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