“One good thing about music, when it hits you, you
feel no pain.”
―
Otto, upon the Guild's Stage |
I might suggest that if you cannot hold a tune, that you
should be very careful in articulation when casting Otto’s spells, lest all manner of foul happenstance fall upon your person.
Here’s a list of those we know of. I’m sure he’s researching
more, even as I write this.
Otto’s Chime of Release
Level Two
Otto’s Soothing Vibrations
Otto’s Tones of Forgetfulness
Level Three
Otto’s Crystal Rhythms
Otto's Imperative Ambulation
Otto’s Sure-Footed Shuffle
Level Four
Otto’s Drums of Despair
Otto’s Rousing Anthem
Otto’s Silver Tongue
Otto’s Tonal
Attack
Otto’s Tin
Soldiers
Otto’s Warding Tones
Level Five
Otto’s Gong of Isolation
Level Six
Otto’s Triple Chime
Level Eight
Otto’s Irresistible Dance
[GA - 128/Complete Mage 3e – 112/PHB 1e – 90]
No description:
Otto’s Imperative Ambulation
Otto’s Chime of Release (Alteration)
Level: 1
Components: V, S, M
Range: 60 yds
Casting Time: 1 segment
Duration: 1 segment
Saving Throw: None
Area of Effect: One creature
Explanation/Description: When this spell is cast, a
delicate chime rings out, the vibrations of which will release any form of
nonmagical bonds holding a single creature or person. Ropes will be untied,
chains and shackles loosened, leather straps unbound, a gag undone, or a wooden
stock will be opened by the chime. The spell can even be used to release a bit
and bridle on a horse, freeing the mount from a rider’s direct control. The
material component is a small brass tubular chime, which disappears when the
spell is cast.
[GA – 65]
A Lulling Effect |
Level: 2
Components: V
Range: 60yds
Casting Time: 2 rounds
Duration: 1 round/level
Saving Throw: Special
Area of Effect: 20’ radius sphere
Explanation/Description: As the mage casts the spell,
all creatures in the area of effect begin to hear soothing vibrations that
cause them to pause and listen. As the music continues, the creatures feel the
mage broadcasting peaceful, kindly thoughts to them. The creatures will do
nothing for one round until the mage is finished casting the spell. Thereafter,
all animals in the area of effect of semi-intelligence or lower will feel
kindly to the mage, and show no aggression or fear unless attacked first. All
other creatures are entitled to a saving throw at +2 to avoid the spell’s
lulling effect. All animals and those creatures who fail the save are more
susceptible to charm spells cast before the spell’s duration ends, and suffer a
-2 penalty against any charm spell cast upon them, such as animal friendship,
charm person or mammal, or charm monster: There is no somatic or material
component to the spell, just the soothing, vibrating voice of the caster.
[GA – 65]
“I… I love the colorful clothes she wears
And the way the sunlight plays upon her hair
I hear the sound of a gentle word
On the wind that lifts her perfume through the air.”
Good Vibrations—Beach Boys, 1966
[Sorry, I couldn't help myself.]
Otto’s Tones of Forgetfulness (Enchantment/Charm)
Level: 2
Components: V, S, M
Range: 10 yds/level
Casting Time: 2 segments
Duration: 1 turn/level
Saving Throw: Special
Area of Effect: One creature
Explanation/Description: When the mage casts this
spell, the ears of the target creature are filled with exotic tones no one else
can hear. Unless the creature makes its saving throw, the creature will lose
all memory of non-weapon proficiencies known by the creature, and any attempt
to use such a proficiency will meet with automatic failure. If the creature’s
save is successful, the creature merely suffers a + 2 penalty to the chance of
success with a non-weapon proficiency for the duration of the spell. The
material components are a string from a sitar and a wooden mallet.
[GA – 65]
Otto’s Crystal Rhythms (Enchantment/Charm)
Level: 3
Components: V, S, M
Range: 10 yds/level
Casting Time: 3 segments
Duration: 2 rounds/level
Saving Throw: Negates
Area of Effect: One creature
Explanation/Description: Unless the victim of this
spell makes its saving throw, the creature’s ears will be filled with the sound
of energetic crystal chimes that no one else can hear. The creature will
immediately drop anything in its hands and begin clapping, so the creature cannot
use its hands for anything else. Spells requiring a somatic component cannot be
cast, thieving skills cannot be performed, tools cannot be used, and weapons
cannot be wielded by the clapper. Obviously, only creatures that have hands
will be affected, and any creature with more than one pair of hands will clap
along with as many hands as the creature has. The material components for the
spell are a pair of crystals worth 500 g.p. that vanish after the spell is
cast.
[GA – 65]
Otto’s Imperative Ambulation (Enchantment (Compulsion)
[Mind-Affecting])
Level: Bard 3
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/3 levels
Saving Throw: Will negates
Spell Resistance: Yes
With seemingly no regard for his safety, your target
begins moving around the battlefield. For the duration of the spell, the
subject must begin each of its turns by taking a move action to move at least
10 feet (provoking attacks of opportunity as normal). The subject has full
control over where it moves, as long as it ends up at least 10 feet from where
it started. If it is incapable of moving at least 10 feet with a move
action—due to terrain or other obstacles—it is dazed for 1 round instead.
[Complete Mage 3e – 112]
Level: 3
Components: V, S, M
Range: 30 yards
Casting Time: 3 rounds
Duration: 1 turn
Saving Throw: None
Area of Effect: All creatures within range
Explanation/Description: When this spell is cast, the
listeners hear fiddle music for one round. Thereafter, the creatures are given
the walking agility and sure-footedness of a mountain goat. The creature can
climb an incline of up to 50 degrees with no trouble. In any situation where
the creature might trip, slip, stumble, or lose his footing or balance, the
creature is allowed a +4 bonus to a saving throw or -4 modifier to the
creature’s dexterity check to avoid falling, using whichever roll is
applicable. The material components are a fiddle string and a sliver from the hoof
of a mountain goat.
[GA – 65]
Otto’s Drums of Despair (Enchantment/Charm) reversible
Level: 4
Components: V, S, M
Range: 20 yds/level
Casting Time: 4 segments
Duration: 2 rounds/level
Saving Throw: Special
Area of Effect: 400 square feet/level
Explanation/Description: This spell will create the
sound of oppressively loud war drums in a large area, filling all creatures in
the area of effect with feelings of dread and despair. The spell will cover an
area at the direction of the caster, so a 10th level mage could affect an area
200 feet by 20 feet, 100 feet by 40 feet, or 50 feet by 80 feet. All affected
creatures will be -2 on all attack, damage, and saving throws, and will suffer
a - 2 morale penalty. Creatures of 2 hit dice or less are not entitled to a saving
throw to avoid the enchantment. Creatures of 2 + 1 to 4 hit dice make their
save at -2, and creatures of 4 + 1 hit dice and higher roll an unmodified save.
The material components are a pair of miniature bronze drums with onyx
decorations, worth 1,000 g.p. in materials and workmanship, that vanish after
the spell is cast.
The reverse of the spell, Otto’s rousing anthem,
produces a loud trumpet call that raises the spirits of all allied creatures in
the same-sized area of effect. All affected creatures will be +1 on attack and
saving throws, and NPCs will receive a two-point bonus on morale checks. The
material component for the anthem is a set of four miniature silver trumpets
trimmed with lapis lazuli, worth a total of 5,000 g.p., which vanish after the
spell is cast.
[GA – 65,66]
Otto’s Silver Tongue (Enchantment/Charm)
Components: V, S
Range: 0
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: The mage
Explanation/description: When this spell is cast, the
mage’s voice takes on an enthralling sing-song tone that instantly catches the
ear of any listener. Anything said by the caster will sound very convincing, as
if the mage had a 19 charisma (+ 40% reaction adjustment). Any half-truth
spoken by the caster has a 75% chance of sneaking past the notice of a listener
using a detect lie spell and an outright lie has a 50% chance of not being
discovered by detect lie.
[GA – 66]
Otto’s Tin
Soldiers (Alteration)
Level: 4
Components: V, S, M
Range: 10 yds
Casting Time: 1 round
Duration: 5rounds + 1 round/level
Saving Throw: None
Area of Effect: Special
Tiny Tin Soldier |
7th level caster—two heavy infantryman: AC 4 (chain
mail and large shield); Move 9’’ ; HD 1 + 2; hp 8; #AT 1; Dmg 1d6 (spear or
short sword); THACO 18; AL N.
9th level caster-two heavy foot archers: AC 5 (chain
mail); Move 9”; HD 2 +2; hp 15; #AT 2 or 1 (long bow or short sword); Dmg 1d6
(arrow or short sword); THACO 16; AL N.
12th level caster-two light cavalrymen (if there is
room for the horses): AC 6 (ring mail); Move 12”; HD 3 +2; hp 23; #AT 2 or 1
(composite short bow or broad sword); Dmg 1d6 or 2d4 (arrow or broad sword);
THACO 16; AL N. They are riding light warhorses: AC 6 (leather barding); Move
21”; HD 2; hp 14; #AT 2; Dmg 1d4/ld4; THACO 16; AL N.
14th level caster—two foot knights: AC 2 (plate mail
and large shield); Move 6”; HD 4 +2; hp 30; #AT 1; Dmg 1d10 + 3; THACO 15; AL
N.
The material components are the pair of soldiers worth
100 g.p. in workmanship and a miniature brass bugle worth 50 g.p., which vanish
after the spell is cast.
[GA – 66]
Otto’s Tonal Attack (Enchantment/charm)
Level: 4
Components: V, S, M
Range: 20 yds/level
Casting Time: 4 segments
Duration: 1 turns/level
Saving Throw: Special
Area of Effect: One creature
Explanation/Description: This spell will cause a spell-using
creature to temporarily lose the knowledge of how to cast all spells unless a
saving throw is made. Clerics and druids make their saves at +2. If the save is
successful, then any spell cast by the affected creature is reduced in
effectiveness, as if the spell were cast by a character two experience levels
lower for figuring spell range, area of effect, duration, or damage. The
material components are a sitar string and a crystal mallet (1,000 g.p.1, which
vanish after the spell is cast.
[GA – 66]
Level: 4
Components: V, S, M
Range: 120 yds
Casting Time: 4 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: 50’ by 50’ square
Explanation/Description: All creatures affected by
this spell will have their ears filled with loud tones only they can hear. The
notes will drown out all other sounds, effectively making the creatures deaf,
but also rendering the creatures immune to all sonic attacks, such as sirens’
song, a banshee’s wail, drums of panic, drums of deafening, or the first use of
a horn of blasting. The material components are two lumps of bee’s wax and a
string from any orchestral string instrument.
[GA – 66]
Otto’s Gong of
Isolation (Enchantment/Alteration)
Level: 5
Components: V, S, M
Range: 10 yds/level
Casting Time: 5 segments
Duration: 1 turn/level
Saving Throw: Negates
Area of Effect: One creature
Explanation/Description: When this spell is cast upon
a creature, the mind-numbing sound of an extremely loud gong fills its mind. If
the creature makes a saving throw at - 2, the creature is only stunned for one
round. But if the save fails, the creature loses all normal sensory input into
the mind. The creature cannot see, hear, feel, taste, or smell, effectively
making the creature helpless. If the creature engages in melee, all attacks are
made at -6 to hit, but the creature has no idea of what it is attacking or even
if the attack succeeds. Telepathic communication with the creature is still
possible, and the creature might receive information about the world through
such a link. A wish, heal, or restoration spell will completely cure the
condition. The material components are a miniature gold gong and tiny gold
striker with a jade stone as its head, together worth 7,000 g.p. in materials
and workmanship, which vanish after the spell is cast.
[GA – 66]
Otto's Irresistible Dance (Enchantment/Charm)
Level: 8
Components: V
Range: Touch
Casting Time: 5 segments
Duration: 2-5 rounds
Saving Throw: None
Area of Effect: Creature touched
Explanation/Description: When Otto's Irresistible
Dance is placed upon a creature, the spell causes the recipient to begin dancing,
feet shuffling and tapping. This dance makes it impossible for the victim to do
anything other than caper and prance, this cavorting lowering the armor class
of the creature by -4, making saving throws impossible, and negating any
consideration of a shield. Note that the creature must be touched - possibly as
if melee combat were taking place and the spell caster were striking to do
damage.
[PHB 1e – 90]
“Jump around!
Jump around!
Jump around!
Jump up, jump
up and get down!
Jump! Jump!
Jump! Jump! (Everybody jump)”
—House of Pain,
1992
“And those who were seen dancing were thought to be
insane by those who could not hear the music.”
―
One must always give credit where credit is due. This piece is made
possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard
Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E.
Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining.
The list is interminable.
Special thanks to Jason Zavoda for his
compiled index, “Greyhawkania,” an invaluable research tool.
The Art:
Falstaff und sein Page, Adolf
Schrödter, 1866
Bigby and Otto of the Circle of Eight, by David Roach, from The Adventure Begins, 1998
Bigby, by Sam Wood, from Living Greyhawk Journal #0, 2000
Bigby, by Ken Frank, from WGA4 Vecna Lives!, 1990
Bigby, by Sam Wood, from Living Greyhawk Journal #6, and Dragon #290, 2002
Bigby's Irresistible Dance, by David C. Sutherland III, from PHB 1e, 1978
Sources:
2010 Players Handbook 1e,
1978
011A Dungeon Masters Guide,
1st Ed., 1979
2011 Unearthed Arcana, 1985
2023 Greyhawk Adventures,
1988
Complete Mage 3e, 2006
Dragon Magazine
You crack me up! I really liked this spotlight on Otto, he is underrated so I hope this post turns more DMs onto him as a benefactor NPC. Also, love the quotes!
ReplyDeleteIn college, our epic year-long D&D game came to a head with the ultimate showdown of Good Hero just ascending to godhood against Ultimate Evil God. A fight of godly powers took place, no spell off limits, but we were losing because the Evil God could resist every spell and was a slightly better fighter.
ReplyDeleteWe desperately thought - what spell can't he resist?
Otto's Irresistible Dance was the answer. The world was saved by Shuffling Off To Buffalo.