RPG Horizon

Spell and Spell-Like Effect Interpretations for Read Magic, Continual Light, and Turn Undead

This article is an intentionally published draft, pending improvements.

Some parts of this article are

designed for use with Old-School Essentials

There are a few spells and mechanics in Basic D&D which present rules and descriptions that do not match up with how people commonly interpret them.

By looking at old play-examples, and the original wording of these rules, we can get a better understanding of what may have been the authors intent, and can attempt to build an interpretation which is practical and useful to use at gaming tables today.

Contents

  1. Read Magic
  2. Continual Light
  3. Turn Undead
  4. OGL & OSE 3PL

Read Magic

The topic of discussion that always follows Read Magic is it's status as touch spell and its duration of 1 turn. One might intuitively expect that read magic would be cast on a piece of magical text, and it allows the caster to read that magical text. This isn't an interpretation backed up by the wording of the rules.

Read Magic

Range: 0

Duration: 1 turn

By casting this spell, magical words or runes on an item or scroll may be read. Without this spell unfamiliar magic cannot be read or understood, even by a magic-user. However, once a scroll or runes are looked at with a read magic spell, the magic-user becomes able to understand and read that item later without the spell. A magic-user's or elf's spell book is written so that only the owner may read them without using this spell.

— Basic Dungeons & Dragons (1981)

The range on this spell is listed as "0", which is distinct from "0 (caster only)", and would imply the spell is a touch spell like Cure Light Wounds and Remove Fear. However, both of these spells explicitly call out that a touch is required in their spell descriptions, which is not stated in Read Magic.

This leads to a strange interpretation that the spell is cast by touching an item or scroll, and allows the caster to read them. One might argue that the spell could be cast on others through touch, allowing them to read magic, but it specifies "the magic-user becomes able to understand".

This means that Read Magic is cast on an object, it allows the caster to read any magical writing on that object for the next 10 minutes. Once they have read the magical writing they are able to re-read it without the spell being active.

This interpretation was clarified in BECMI.

Read Magic

Range: 0

Duration: 1 turn

Effect: The magic-user only

This spell will allow the magic-user to read, not speak, any magical words or runes, such as those found on magic scrolls and other items. Unfamiliar magic writings cannot be understood without using this spell. However, once a magic-user reads a scroll or runes with this spell, that magic can be read or spoken later (without) using a spell. All spell books are written in magic words, and only their owners may read them without using this spell.

— Basic Dungeons & Dragons (1983)

The spell here is clarified to be a spell which is range 0 and only effects the spellcaster, which in 1981's Basic D&D would have been called "0 (caster only)", and is consistent with abilities like shield and protection from evil.

This change shifts how the magic is used. Now, read magic is cast on the spellcaster themselves, and allows them to read any magical writing for the next 10 minutes. Once they have read the magical writing they are still able to re-read it without the spell being active. This is a significantly more powerful version than the one presented in 1981, as it allows the magic-user to potentially read multiple magical texts in quick succession.

Read Magic

Duration: 1 turn

Range: The caster

By means of read magic, the caster can decipher magical inscriptions or runes, as follows:

  • Scrolls: The magical script of a scroll of arcane spells can be understood. The caster is then able to activate the scroll at any time in the future.
  • Spell books: A spell book written by another arcane spell caster can be deciphered.
  • Inscriptions: Runes or magical words inscribed on an object or surface can be understood.
  • Reading again: Once the caster has read a magical inscription using read magic, they are thereafter able to read that particular writing without recourse to the use of this spell.

— Old-School Essentials (2019)

This presentation of the rules lines up more closely with the 1983 version, not the 1981 version that Old-School Essentials is based on. If we look in the Author's Notes on the rules we find no clarification on this rules interpretation being changed.

It thus seems that this interpretation change was unintentional by Necrotic Gnome, and may have been caused by a simple misreading of the original rules. Or a difference in interpretation of "0" without "(caster only)" specified.

This does change the power level of the spell substantially though. If you wish to go with the more traditional version of the spell, consider using the following form instead.

Read Magic

Duration: 1 turn

Range: The caster or a creature touched

By touching a scroll of arcane spells, another magic-users spell book, or a surface with magical inscriptions, the caster can decipher it as follows:

  • Scroll The magical script of the scroll of arcane spells can be understood. The caster is then able to activate the scroll at any time in the future.
  • Spell book: The spell book written by another arcane spell caster can be deciphered.
  • Inscription: Runes or magical words inscribed on the object or surface can be understood.
  • Reading again: Once the caster has read the magical inscription using read magic, they are thereafter able to read that particular writing without recourse to the use of this spell.

— This RPG Horizon Article (2023)

Continual Light

Confusion about continual light often comes from how it differs from the light spell, and the nature of the light being cast. To get a full understanding, we must contrast both light and continual light in Basic Dungeons & Dragons.

Light

Range: 120'

Duration: 6 turns + the level of the caster, in turns

The spell casts light in a circle, 30' in diameter. It is bright enough to read by, but not equal to full daylight. It may be cast on an object. The light may be cast at a creature's eyes. The creature may make a saving throw vs. Spells, but if it fails, the victim will be blinded for the duration of the spell. In D&D BASIC rules, a blinded creature may not attack. The effects of the spell will last for 7 turns if a first level magicuser casts the spell, 8 turns for a second level magic-user, and so forth.

— Basic D&D (1981)

Continual Light

Range: 120'

Duration: permanent

The spell creates a globe of light 60' in diameter (not equal to full daylight) which will continue to shed light forever (or until it is dispelled). When cast a creature's eyes, blindness may result (see light).

— Basic D&D (1981)

The core difference of wording between these two spells arise in the distinction between "casts light in a circle, 30' in diameter" and "a globe of light 60' in diameter which will continue to shed light". The first speaks of light being cast as if from a source, and is the same wording used in Expert D&D (1981) to talk about the light of a torch.

Torch A torch casts light in a 30' radius for one hour (six game turns).

— Expert D&D (1981)

Continual light is not casting rays of light, but instead creating a globe of illumination. It notes that it is not equal to full daylight, so it is clearly not an impenetrable globe of blinding white light. This leads to the natural interpretation that the spell indicates a region 60' in diameter centered on the location or object the spell was cast on is simply illuminated. This sourceless illumination could not be blocked, and so will pass through obstructions such as walls and doors. In addition, anything within the orb would have no shadow as it is being lit from all directions evenly.

This interpretation bucks scientific understanding of light, but from a perspective of interpreting magic seems quite sensible. It explains the distinction between 'casting light' and 'a globe of light', and it also provides a built in balancing mechanism to the permenance of the continual light spell. Because it cannot be obstructed, one using an object lit by continual light is essentially unable to effectively hide in dark locations, where someone using a more temporary light spell or torch could either extinguish it or cover the light source.

Light

Duration: 6 turns + 1 per level

Range: 120

This spell has three usages:

  1. Conjuring light: In a 15’ radius. The magical light is sufficient for reading, but is not as bright as daylight. The spell may be cast upon an object, in which case the light moves with the object.
  2. Blinding a creature: By casting the spell upon its eyes. If the target fails a saving throw versus spells, it is blinded for the duration. A blind creature cannot attack.
  3. Cancelling darkness: Light may cancel a darkness spell (see below).

— Old-School Essentials (2019)

Continual Light

Duration: Permenant

Range: 120'

This spell has three usages:

  1. Conjuring light: In a 30’ radius. The magical light is sufficient for reading, but is not as bright as daylight. The spell may be cast upon an object, in which case the light moves with the object.
  2. Blinding a creature: By casting the spell upon its eyes. If the target fails a saving throw versus spells, it is blinded. A blind creature cannot attack.
  3. Cancelling darkness: Continual light may cancel a continual darkness spell (see below).

— Old-School Essentials (2019)

Here, old-school essentials simply speaks of the spells 'conjuring light', and does not speak to the nature of the light being cast as if by a source, or simply eminating through the Lumineferous aether. I would propose the following rewrites to each spell for clarity.

Light

Duration: 6 turns + 1 per level

Range: 120

This spell has three usages:

  1. Casting light: In a 15’ radius. The magical light is sufficient for reading, but is not as bright as daylight. The spell may be cast upon an object, in which case the light moves with the object. The light originates from the object or location, and may be obstructed.
  2. Blinding a creature: By casting the spell upon its eyes. If the target fails a saving throw versus spells, it is blinded for the duration. A blind creature cannot attack.
  3. Cancelling darkness: Light may cancel a darkness spell (see below).

— This RPG Horizon Article (2023)

Continual Light

Duration: Permenant

Range: 120'

This spell has three usages:

  1. Conjuring light: In a 30’ radius. The magical light is sufficient for reading, but is not as bright as daylight. The spell may be cast upon an object, in which case the light moves with the object. The light in this sphere is sourceless, passes through obstructions, and does not cast shadows.
  2. Blinding a creature: By casting the spell upon its eyes. If the target fails a saving throw versus spells, it is blinded. A blind creature cannot attack.
  3. Cancelling darkness: Continual light may cancel a continual darkness spell (see below).

— This RPG Horizon Article (2023)

Turn Undead

Turn Undead is one of the most consistently debated abilities in D&D, perhaps second only to the proper application of thief skills. It is also one of the most tampered with and changed abilities across all editions of dungeons and dragons, with every single edition altering it slightly from previous ones.

Because of this, we will not look at every version of this ability in this article, simply the 1981 rules and Old-School Essentials. To quickly summarise the differences between each edition:

Edition Year Name Trigger / Timing Frequency Mechanic Mixed Groups / AOE Result Extra
D&D 1974 Clerics vs Undead Unknown Unknown Lower 2d6 Table "Turned away"
D&D 1977 Clerics vs Undead Automatic when Ccnfronting Every encounter 2d6 Table Unknown "Turned Away"
AD&D 1977 Turn Undead As spellcasting Once per group per encounter until failed d20 Table - to check
D&D 1981 Turn Undead / Clerics vs undead When encountering Once per encounter 2d6 Table Weakest HD first Turn away and flee
D&D 1983 & 1991 Turn(ing) Undead In place of an attack Unlimited until failed 2d6 Table - Turn away and flee
AD&D 2e 1995 Turn Undead One action Once per encounter d20 Table Weakest HD first Flee the area or cower no closer than 10 feet
D&D 3e 2000 Turn Undead One attack Three plus charisma modifier times per day d20 Charisma Check Closest first Flee or cower for 1 minute
D&D 3.5e 2003 Turn Undead One attack Three plus charisma modifier times per day d20 Charisma Check Closest first Flee or cower for 1 minute Bonus to roll from religion skill
D&D 4e 2008 Channel Divinity: Turn Undead One standard action, as a power Once per encounter d20 Wisdom vs Will Attack AOE burst knockback and stun
D&D Essentials 2010 Channel Divinity: Smite Undead One standard action, as a melee weapon attack Once per encounter d20 Wisdom vs Will Attack Knockback and stun
D&D 5e 2015 Channel Divinity: Turn Undead Action Once per short rest Undead make saving throw Flee for one minute beyond 30 feet

As you can see, there are a huge range of mechanics at play when it comes to turning the undead. For our specific example of building a system for OSE, it is most beneficial to look at the 1981 basic and expert editions. They are listed in the above summaries, but the full text of their rules follows.

When a cleric encounters an undead monster, the cleric may attempt to "Turn" (scare) the monster in stead of fighting it. If a cleric Turns an undead monster, the monster will not touch the cleric and will flee from the area if it can.

When a cleric attempts to Turn one or more of the undead, consult the Clerics vs. Undead table (page B8). Cross-index the cleric's level with the type of undead encountered. The result will be "no effect", a number, or a T.

  • No effect" means that the cleric cannot Turn that type of undead monster (the cleric has not yet gained enough experience to do so).
  • A number means that the cleric has a chance at Turning some or all of the undead monsters. If the player rolls the given number (or greater) on 2d6, then some of the undead monsters are Turned. If the cleric rolls less than the given number, the attempt to Turn the undead monsters fails (as in "no effect").
  • A "T" means that hte cleric automatically Turns some or all of the undead monsters.

If a cleric is successful at Turning some undead monsters, the player must roll 2d6 to find how many hit dice of undead monsters are Turned. A successful attempt at Turning undead will always affect at least one undead monster, no matter how few hit dice are affected.

Cleric's Level Skeletons Zombies Ghouls Wights Wraiths
1 7 9 11 No effect No effect
2 T 7 9 11 No effect
3 T T 7 9 11

— Basic D&D (1981)

The expert set builds off the above rules with the following.

When a cleric attempts to Turn one or more of the undead, consult the Clerics vs. Undead table (page X5). Cross-index the cleric's level with the type of the undead encountered. The result will be a dash ("—"), a number, a *T, or a D.

  • "" means "no effect"; the cleric cannot Turn that type of undead monster.
  • A number means that the cleric has a chance of Turning some or all of the undead. If the player rolls the given number (or greater) on 2d6, then some of the undead monsters are Turned. If the cleric rolls less than the given number, the attempt fails.
  • A "T" means that the cleric automatically Turns some or all of the undead monsters.
  • A "D" means that the cleric automatically Dispels (destroys or disintegrates) some or all of the undead monsters.

A cleric may Turn or Dispel 2–12 (2d6) hit dice of undead. If the hit dice total of the undead is greater than the number rolled by the cleric, those undead whose hit dice are totally cancelled by the cleric's roll (the weakest) will be affected first. At least 1 creature will always be affected.

Level of Cleric Skeleton Zombie Ghoul Wight Wraith Mummy Spectre Vampire
1 7 9 11
2 T 7 9 11
3 T T 7 9 11
4 D T T 7 9 11
5 D D T T 7 9 11
6 D D D T T 7 9 11
7 D D D D T T 7 9
8 D D D D D T T 7
9 D D D D D D T T
10 D D D D D D D T
11+ D D D D D D D D

— Expert D&D (1981)

Both sets have play examples, which speak of characters using the ability the moment they encounter undead. This is also consistently worded with the encounter procedures, where the rules determine that characters may take actions when encountering monsters (as a separate system to combat).

In Old-School essentials, these rules were presented as follows:

Turning the Undead

Clerics can invoke the power of their deity to repel undead monsters encountered. To turn the undead, the player rolls 2d6. The referee then consults the table below, comparing the roll against the HD of the type of undead monsters targeted.

Successful Turning

If the turning attempt succeeds, the player must roll 2d6 to determine the number of HD affected (turned or destroyed).

Turned undead: Will leave the area, if possible, and will not harm or make contact with the cleric.

Destroyed undead (result of D): Are instantly and permanently annihilated.

Excess: Rolled Hit Dice that are not sufficient to affect a monster are wasted.

Minimum effect: At least one undead monster will always be affected on a successful turning.

Mixed groups: If turn undead is used against a mixed group of undead monsters of different types, those with the lowest HD are affected first.

Level of Cleric 1 2 2* 3 4 5 6 7-9
1 7 9 11
2 T 7 9 11
3 T T 7 9 11
4 D T T 7 9 11
5 D D T T 7 9 11
6 D D D T T 7 9 11
7 D D D D T T 7 9
8 D D D D D T T 7
9 D D D D D D T T
10 D D D D D D D T
11+ D D D D D D D D

— Old-School Essentials (2019)

The above rules are clear on the topics they touch on, but leave many questions unanswered. Common questions after reading the above rules are:

And these are all reasonable questions. The following is a rewritten version of turn undead, designed around compatability with the rules of and examples of play given in the 1981 basic and expert sets, and which answers these questions.

Turning the Undead

When encountering undead monsters, instead of taking the common actions of combat, evasion, or parley (see Encounters in Old-School Essentials), a Cleric can instead invoke the power of their deity to repel undead monsters encountered. As this requires reciting scripture and channeling divine power, it cannot be done if combat has already been initiated by either side.

To turn the undead, the player rolls 2d6. The referee then consults the table below, comparing the roll against the HD of the type of undead monsters targeted.

Successful Turning

If the turning attempt succeeds, the player must roll 2d6 to determine the number of HD affected (turned or destroyed).

Turned undead: Will act as if they had failed a morale check (see Morale in *Old-School Essentials) and will leave the area, if possible, and will not harm or make contact with the cleric.

Destroyed undead (result of D): Are instantly and permanently annihilated.

Excess: Rolled Hit Dice that are not sufficient to affect a monster are wasted.

Minimum effect: At least one undead monster will always be affected on a successful turning.

Mixed groups: If turn undead is used against a mixed group of undead monsters of different types, those with the lowest HD are affected first.

Level of Cleric 1 2 2* 3 4 5 6 7-9
1 7 9 11
2 T 7 9 11
3 T T 7 9 11
4 D T T 7 9 11
5 D D T T 7 9 11
6 D D D T T 7 9 11
7 D D D D T T 7 9
8 D D D D D T T 7
9 D D D D D D T T
10 D D D D D D D T
11+ D D D D D D D D

Frequency

A cleric may attempt to turn undead once during each encounter. Any undead the attempt fails to turn or destroy will behave as if the combat action was taken, thus preventing any further attempts.

— This RPG Horizon Article (2023)

This limits the power of the ability substantially compared with other editions, allowing it to be effectively used once per encounter with undead, only at the start of the encounter, only if the players win initative or if for some reason the undead monsters do not take the combat action.

This power limiting is not without good reason though, turning undead is still extremely powerful and can negate encounters with monsters that otherwise often cannot fail morale (as they will have a morale rating of 12).

If you would like to use the amended descriptions I put in this article, they are open game content, per the OGL underneath. The sections I took from Old-School Essentials are also obviously Open Game Content. The sections I took from the older D&D rules are not open game content, but are used under fair dealing in UK law (my jurisdiction) for the purposes of review and quotation, and fair use in US law (the rights holders jurisdiction) for the purposes of commentary.

Old-School Essentials is a trademark of Necrotic Gnome. The trademark and Old-School Essentials logo are used with permission of Necrotic Gnome, under license”


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Author: Lucille L. Blumire

Published: Thu, 05 Jan 2023 18:36:00 GMT