Saturday 5 March 2022

Otiluke’s Spells

 

“Standing on the defensive indicates insufficient strength; 
attacking, a superabundance of strength.”
― Sun Tzu, The Art of War


Otiluke
If I were to sum up the nature of Otiluke’s repertoire of spells I would describe their total as offensive.
Some might describe the man himself in the same way, if by a different definition of that very same word.
Young, short, and puny, Otiluke has overcompensated for his drawbacks by being overly aggressive and abrasive. Unlike the older and contemplative members of the Circle, Otiluke believes in the use of offensive firepower. Uncertain of his standing in the Circle, he wonders if it is only his political role as an Oligarch of Greyhawk that causes the others to tolerate him. [WGA4 - Vecna Lives! – 86]

Level One
Otiluke’s Bubbling Buoyancy
Otiluke’s Smoky Sphere

Level Two
Otiluke’s Boiling Oil Bath

Level Three
Otiluke’s Acid Cloud

Level Four
Otiluke’s Force Umbrella
Otiluke’s Resilient Sphere
Otiluke’s Steaming Sphere
Otiluke’s Suppressing Field

Level Five
Otiluke’s Dispelling Screen
Otiluke’s Electrical Screen
Otiluke’s Polar Screen
Otiluke’s Radiant Screen

Level Six
Otiluke’s Diamond Screen
Otiluke’s Excruciating Screen
Otiluke's Freezing Sphere
Otiluke’s Orb of Containment

Level Seven
Otiluke’s Death Screen
Otiluke’s Fire and Ice
Otiluke’s Siege Sphere

Level Eight
Otiluke’s Telekinetic Sphere
[PHB 1e – 85 / UA – 57 / GA – 128 / Dragon #68 – 58 / Complete Mage – 112]

As you will see the above description is not very far off the mark. But not entirely. There are a number of decidedly defensive spells, as well.

Otiluke’s Bubbling Buoyancy (Alteration)
Level: 1
Components: V, S, M
Range: 20 yds/level
Casting Time 1 segment
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 100 pounds/level
Explanation/Description: By the use of this spell, the mage can allow normally non-buoyant objects to float upon a layer of small crystal bubbles filled with air. Up to 100 pounds of matter per level of the caster can be made to float, including gold, lead, stone, or a living creature. An object that has sunk can be raised to the surface if the object is within the spell’s range. The material components are a small cork and a pinch of bromine salt.
[GA – 61]

Otiluke’s Smoky Sphere (Evocation)
Level: 1
Components: V, S, M
Range: 60 yds
Casting Time 1 segment
Duration: 1 round
Saving Throw: Negative
Area of Effect: 10’ radius globe
Explanation/Description: This spell summons into the caster’s hand a small crystalline sphere filled with a gray, hazy mass. The smoke sphere can be thrown as far as 60 feet away from the caster as a grenade-like missile. The sphere shatters when it hits, filling an area 10 feet in radius with harsh, irritating smoke. Unless a save versus poison is made, all creatures within the area of effect will suffer a fit of coughing, gasping, and choking for 1d4 + 1 rounds. The affected creatures attack and make saving throws with a -2 penalty until the fit passes, and any spell with a verbal component has a 30% chance of failure when cast by a coughing spellcaster. The smoke cloud disperses and becomes harmless after one round. The sphere must be used within three rounds of casting or the substance becomes inert and useless, and the crystal sphere disintegrates. If the smoke sphere is shattered before it is thrown, the smoke cloud will affect the caster. The material component is a charred stick or piece of charcoal and a small, hollow glass ball.
[GA – 61]

Otiluke’s Boiling Oil Bath (Evocation-Conjuration)
Level: 2
Components: V, S, M
Range: 60 yds
Casting Time: 2 segments
Duration: 1 segment
Saving Throw: Negative
Area of Effect: One creature
Explanation/Description: This spell creates a cauldron-shaped container of force filled with boiling oil, which appears over the target’s head. The cauldron will dump its contents onto the creature unless a save versus spells is made. Success with the saving throw means the creature is aware of the cauldron’s sudden appearance and leaps clear before the oil is poured. A creature who fails the save takes the full dose of boiling oil, suffering 3d4 heat damage. The material components are a few drops of oil and a pinch of sulfur.
[GA – 62]

Otiluke’s Acid Cloud (Evocation)
Level: 3
Components: V, S, M
Range: 60 yds
Casting Time: 3 segments
Duration: 1 round/2 levels
Saving Throw: Special
Area of Effect: 30’ diameter globe
Explanation/Description: This spell creates a small crystalline sphere filled with a yellowish-brown mist. The crystal can be held for as long as the caster likes, but the contents become useless after three rounds. The sphere can be thrown up to 20 yards as a grenade-like missile. When the sphere shatters, the mist is released, filling the air in a 30-foot radius with yellowish acid fumes. Everything within the area of effect is affected as if placed in an acid bath. All creatures within the fumes will take 4d4 points of acid damage immediately, with no save allowed, and will suffer ld4 points of damage for every additional round of exposure to the fumes. All objects touched by the acid fumes must make a saving throw versus acid or be eaten away. For every additional round of exposure to the fumes, an item must save again. The atmospheric acid bath will remain in existence for one round for every two levels of the caster, but any winds or rains or turbulent atmospheric conditions will negate the spell. The material component is a small vial of diluted aqua regia (“royal water”).
[GA – 62]

Otiluke’s Force Umbrella (Evocation)
Components: V, S, M
Range: 50 yds
Casting Time: 3 segments
Duration: 1 turns/level
Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell creates a broad, bowl-shaped dome of force over the caster’s head, 10 feet in radius, shimmering violet in appearance. The dome will follow the caster wherever he or she travels. The dome will not only shield the caster from rain, sleet, or snow, but also against physical or magical attacks from above, such as siege missiles, giant-hurled boulders, or a breath weapon from a flying dragon. The force umbrella provides a +4 saving throw bonus against magical attacks from above, and a - 6 armor class bonus against physical attacks from above. The umbrella will also deflect 75% of arrow or bolt attacks from above or a high angle of indirect fire, such as a volley of arrows. It will conform to restricted spaces and allow the caster to move through narrow openings. The material components are a miniature umbrella made of wood and leather and a pinch of diamond dust.
[GA – 62]

Otiluke’s Resilient Sphere (Alteration - Evocation)
Level: 4
Components: V, S, M
Range: 2"
Casting Time: 4 segments
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: 1 ft. diameter sphere per level of caster
Explanation/Description: When this spell is cast, the result is a globe of shimmering force which encapsulates the subject creature - if it is small enough to fit within the diameter of the sphere and it fails to successfully save versus spell. The resilient sphere will contain its subject for as long as its dweomer persists, and it is not subject to damage of any sort except from a rod of cancellation, a wand of negation, or a disintegrate or dispel magic spell. These will cause it to be destroyed without harm to the subject. Nothing can pass through the sphere, inside or out, and the target can breathe normally. The subject may struggle, but all that will occur is a movement of the sphere. The globe can be physically moved either by people outside the globe, or by the struggles of those within. The material components of the spell are a hemispherical piece of diamond (or similar hard, clear gem material) and a matching hemispherical piece of gum Arabic.
[UA – 57]

Otiluke’s Steaming Sphere (Evocation)
Level: 4
Components: V, S, M
Range: 60 yds
Casting Time: 4 segments
Duration: 1 round/2 levels
Saving Throw: Special
Area of Effect: 30’ radius globe
Explanation/Description: This spell creates a small crystalline sphere filled with hot steam in the caster’s hand. The mist within the sphere will remain active for three rounds. The sphere can be hurled up to 60 yards away from the caster. When the sphere hits a solid surface, it instantly shatters, freeing the contents and filling an area 30 feet in radius with thick steam. It does 4d4 points of heat damage per round of exposure to the steam, with no save permitted.
The steam totally obscures vision, reducing visibility to only 30 feet in front of an affected creature. Creatures within the area of effect of the steam bath will also be disoriented, making it difficult for creatures to find their way out of the steam bath. Each round a creature is within the steam cloud, the creature must make a save versus spells to escape from the cloud. A creature who saves will emerge from the steam bath in a random direction; Imagine a clock face and roll 1d12 to find the direction in which the creature escapes. If the saving throw is failed, the creature stumbles around in the steam bath for another round. The material components are a few drops of pure water, a pinch of dust, and a bit of sulfur.
[GA – 62]

Otiluke’s Suppressing Field (Abjuration)
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 full round
Range: 20 ft.
Area: 20-ft-radius emanation, centered on [the caster]
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
Explanation/Description: Your skin tingles as you radiate a field of powerful magic.
When you cast this spell, designate either a school of magic or a subtype of magic (such as evil spells or fire spells). Spells of that type are suppressed within the area of your spell. Anyone attempting to cast such a spell in (or into) the area must succeed on a caster level check against a DC of 11 + your caster level. (Abilities and feats that improve the ability to defeat spell resistance, such as Spell Penetration, apply here as well.) Anyone attempting to activate an item that produces a spell or effect of that type must make a similar roll, using the item's caster level for the level check. Constant items or pre-cast effects make this check when first exposed to your suppressing field. If they succeed, they remain unaffected for the duration. If they fail, they are suppressed for the duration, resuming function (if their duration has not expired) when they leave the area.
[Complete Mage 3e – 112]

Otiluke’s Dispelling Screen (Evocation-Abjuration)
Components: V, S, M
Range: 5 yds/level
Casting Time: 5 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: 20‘square
Explanation/Description: This spell creates a shimmering screen of violet energy. As with other such screens, the dispelling screen can be shaped as the caster wishes. Any creature passing through the screen is affected by dispel magic with the same level of effectiveness as that spell cast by the mage, and is affected by dispel illusion as if cast by a mage two levels of experience lower than the caster. Thus, creatures possessing some form of enchantment who pass through the dispelling screen often come out weaker than when they started. The material components are a sheet of fine lead crystal and a chrysolite gemstone worth 1,000 g.p., which vanish after the spell is cast.
[GA – 62]

Otiluke’s Electrical Screen (Evocation)
Level: 5
Components: V, S, M
Range: 5 yds/level
Casting Time: 5 segments
Duration: 5 rounds/level
Saving Throw: Special
Area of Effect: 20’ square/level
Explanation/Description: This spell creates a shimmering screen of electrical energy that can be shaped into a wall, hemisphere, or sphere, with a 20-foot diameter, as the caster wishes. It is always immovable. Any creature passing through the electrical screen will suffer a strong shock. Unless the creature makes its save, it will suffer ld4 points of damage, lose any dexterity bonuses for 1d4 + 1 rounds due to numbness, and suffer a -2 penalty on attack rolls for an equal amount of time. Creatures who make their saving throw take no damage and suffer no penalty on their dexterity, but are mildly numbed and hit at -1 for 1d4 + 1 rounds. Creatures wearing metal armor save at -4 when passing through the screen. The material components are a bit of fur, a glass rod, and a thin sheet of fine crystal, all of which vanish after the spell is cast.
[GA – 62,63]

Otiluke’s Polar Screen (Evocation)
Level: 5
Components: V, S, M
Range: 5 yds/level
Casting Time: 5 segments
Duration: 5 rounds/level
Saving Throw: Special
Area of Effect: 20’ square/level
Explanation/Description: This spell creates a misty, bluish-white screen of energy that can be shaped to form a wall, hemisphere, or sphere dimension. Any creature passing through the polar screen will be affected as if the creature suddenly passed through a freezing blizzard. Any creature who fails a saving throw versus spells will be coated with ice crystals for 1d4 + 1 rounds until the crystals melt away, during which time the creature suffers one point of cold damage per level of the caster. The creature is also severely chilled, suffering a -4 attack penalty until the ice melts. A creature who makes the saving throw is only affected by the ice crystals for one round, but is affected in the same way as those who fail the save. A melt spell will dispel the ice crystals from a creature’s body, while a fireball, but no other flame, will destroy the polar screen. The material components are a thin sheet of fine lead crystal and a few bluish-white quartz crystals, all of which vanish after the spell is cast.
[GA – 63]

Otiluke’s Radiant Screen (Evocation)
Level: 5
Components: V, S, M
Range: 5 yds/level
Casting Time: 5 segments
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: 20’ square
Explanation/Description: This spell creates a screen of energy drawn from the quasi-elemental plane of radiance. The screen can be up to 20‘square, and can be shaped into a wall, hemisphere, or sphere as the caster orders. The radiant screen can be one of the seven colors of the rainbow, each color exhibiting a different form of energy identical to the colors of Nystul’s radiant baton.
Red energy: cold energy (+ 1 damage to fire-based, none if cold)
Orange energy: heat energy (+ 1 damage to cold based, none if fire)
Yellow energy: acid damage (save vs spells or take +2 splash)
Green energy: neutralize poison
Blue energy: electrical energy (+ 10 damage to metal armored)
Indigo energy: undead specific (only undead harmed)
Violet energy: vegetation specific (only plants harmed)
The screen will affect anything passing through it as if the creature were being attacked by energy or matter of the type determined by the screen’s color. The caster can change the color of the screen from round to round at will, but only one color per round can exist. The radiant screen will inflict two points of damage per level of the caster. Cold-based creatures will take three points of damage per level of the caster when passing through the orange screen, while fire-based creatures will suffer three points of damage per level from the red screen. The material components are a crystal prism, a beryl gemstone worth at least 500 g.p., and a thin sheet of fine crystal colored the seven colors of the rainbow, all of which vanish after the spell is cast.
[GA – 63]

Otiluke’s Diamond Screen (Evocation)
Components: V, S, M
Range: 5 yds/level
Casting Time: 6 segments
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: 20' square
Explanation/Description: This spell creates a glittering screen of energy of any color chosen by the caster. All creatures passing through the screen will be attacked by a multitude of razor-sharp blades made of substance drawn from the quasi-plane of mineral. Each creature suffers 3d20 points of damage no matter what its armor class. The spell can be shaped into anything the caster wishes. The material component is a collection of sharp diamond chips worth at least 5,000 g.p., and these vanish after the spell is cast.
[GA – 63]

Otiluke’s Excruciating Screen (Evocation)
Level: 6
Components: V, S, M
Range: 5 yds/level
Casting Time: 6 segments
Duration: 3 rounds/level
Saving Throw: Special
Area of Effect: 20’ square/level
Explanation/Description: This spell creates a misty grey screen which can be shaped into a wall, hemisphere, or sphere, within the designated dimension, as the caster directs. Any creature passing through this screen is affected as if the creature were momentarily transported to one of the four negative quasi-elemental planes. The plane which will affect creatures touching the screen must be chosen when the spell is memorized. Any creature passing through the excruciating screen must make a save versus death magic. Those who fail will be stunned for 1d4 rounds and suffer 4d4 points of damage due to the shock and pain. Creatures who make the save suffer a -1 on all saves for 1d4 rounds. The four planes that can be simulated by the screen and the screen’s particular effect are described below.

Vacuum: The shock caused is due to asphyxiation. Creatures who do not need to breathe are unaffected by the screen.
Salt: The shock is the result of body moisture drawn from the creature. Creatures without body fluids will not be affected, such as golems, undead, or beings from the elemental planes of earth, fire, or air.
Ash: The shock is caused by a loss of the creature’s body heat. Undead and cold-based creatures are unharmed by the screen.
Dust: The shock is produced by having part of a creature’s solid body mass dispersed. Creatures of a gaseous or liquid form will not be harmed by this screen.

The material components are a crystal sheet and a hollow sphere, lump of salt, pinch of ash, or bit of dust, depending on the type of screen.
[GA – 63,64]

Otiluke's Freezing Sphere (Alteration-Evocation)
Level: 6
Components: V, S, M
Range: Special
Casting Time: 6 segments
Duration: Special
Saving Throw: Special
Area of Effect: Special
Otiluke's Freezing Sphere 
Explanation/Description: Otiluke's Freezing Sphere is a multi-purpose dweomer of considerable power. If the caster opts, he or she may create a globe of matter at absolute zero temperature which spreads upon contact with water or liquid which is principally composed of water, so as to freeze it to a depth of 6 inches over an area equal to 100 square feet per level of the magic-user costing the spell. The ice so formed lasts for 1 round per level of the caster. The spell can also be used as a thin ray of cold which springs from the caster's hand to a distance of 1" per level of the magic-user; this ray will inflict 4 hit points of damage per level of the caster upon the creature struck, with a saving throw versus magic applicable, and all damage negated if it is successful (as the ray is so narrow a save indicates it missed), but the path of the ray being plotted to its full distance, as anything else in its path must save (if applicable) or take appropriate damage. Finally, Otiluke's Freezing Sphere can be cast so as to create a small globe about the size of a sling stone, cool to the touch, but not harmful. This globe can be cast, and it will shatter upon impact, inflicting 4-24 hit points of cold damage upon all creatures within a lo' radius (one-half damage if saving throw versus magic is made). Note that if the globe is not thrown or slung within a time period equal to 1 round times the level of the spell caster, it automatically shatters and causes cold damage as stated above. This timed effect can be employed against pursuers, although it can also prove hazardous to the spell caster and/or his or her associates as well. The material components of the spell depend upon in which form it is to be cast. A thin sheet of crystal about an inch square is needed for the first application of the spell, a white sapphire of not less than 1,000 g.p. value for the second application of the spell, and a 1,000 g.p. diamond is minimum for the third application of the spell. All components are lost when the spell is cast.
[PHB – 85]

Otiluke’s Orb of Containment (Evocation)
Level: 6
Components: V, S, M
Range: 30 yds
Casting Time: 1 round
Duration: Special
Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell is used to create a useful container for very dangerous substances. When the caster has an object or substance to be contained, the spell can be cast to create a crystal sphere 6 inches in diameter, up to 30 yards away from the caster. The crystal orb will surround the object or part of a semi-liquid substance and hold it securely. The interior of the orb has the hardness of adamantine steel, so even the most volatile or corrosive of substances will be held safely. Time within the orb is frozen, so the substance held will not age. The orb cannot be shattered by physical force or most magical attacks, although a dispel magic or disintegrate spell can destroy the orb and free its contents.
The orb of containment will exist for one day, after which it fades out, freeing the contents. If the spell is cast again before the orb fades, the spell will be renewed and the orb will continue for an additional day without disturbing the contents. The material components are a diamond worth 1,000 g.p. encased in glass, both of which shatter when the spell is cast.
[GA – 64]

Otiluke’s Death Screen (Evocation-Alteration)
Level: 7
Components: V, S, M
Range: 5 yds/level
Casting Time: 7 segments
Duration: 1 rounds/level
Saving Throw: Special
Area of Effect: 20' square
Otiluke’s Death Screen
Explanation/description: This spell calls into existence a grey, misty screen shaped as the caster wills. Any creature passing through the screen will suddenly find itself trapped in a mysterious zone of nil-space where the creature is subject to anti-energy drawn from one of the four negative quasi-planes. For every round the creature is trapped, it will lose 25% of its current hit point total, dropping to 0 hit points at the end of the 4th round if the creature fails to escape. The creature will be dead with - 10 hit points at the end of the 5th round. For every round a creature is trapped, it is entitled to a saving throw versus death magic. Success indicates the creature escapes back into the prime material plane, emerging from the side of the screen opposite the side entered. The saving throw to escape is made at - 1 in the 1st round, -2 in the 2d, - 3 in the 3d, and -4 in the 4th round.
If the spell ends before a creature escapes or dies, the creature is released onto the material plane as the screen disappears, as if the creature had escaped on its own. A creature re-emerging onto the prime material plane, injured but alive, is stunned for ld4 rounds as it recovers from the effect of the life-draining zone. Those imprisoned in the zone may heal themselves and use any other magics, but can’t escape unless they make saving throws for the zone. The material components are a sheet of lead crystal, earth from a vampire’s coffin, and a hollow sphere (for vacuum).
[GA – 64]

Otiluke’s Fire and Ice (Evocation)
Level: 7
Components: V, S, M
Range: 50 yds
Casting Time: 7 segments
Duration: Instantaneous
Saving Throw: Special
Area of Effect: 30’ radius globe
Explanation/Description: When the spell is cast, a red crystal sphere immediately appears before the caster, then flies away at great speed toward an area targeted. A split second later, a blue crystal sphere appears and quickly follows behind the red sphere. When the red sphere reaches the area chosen by the caster, it explodes in a fireball 30 feet in radius, inflicting 4d4 points of fire damage to all within the area of effect. A successful saving throw will reduce the damage by one-half. A split-second later, the blue sphere explodes in the same area of effect, causing 4d4 points of cold damage to all within a 30 foot radius. Those who made the save versus fire will also take only one-half damage from the cold blast, but those who failed the save take full damage from the cold. The greatest effect of the one-two attack combination is the tremendous shock inflicted on inanimate objects by the radical change in temperature. All items in the area of effect must save as nonmagical items. Failing this save will probably cause the materials to crack or shatter. The material components are a pinch of phosphorus and a small quartz crystal.
[GA – 64]

Otiluke’s Siege Sphere (Evocation)
Level: 7
Components: V, S, M
Range: Touch
Casting Time: 1 round
Duration: 1 turn
Saving Throw: None
Area of Effect: Special
Explanation/description: This spell creates a large, boulder-sized sphere of force that can be fired by a catapult. The siege sphere will last for one complete turn before it fades out of existence, so it must be fired within one turn of the spell’s casting. The siege sphere can take several different forms, and the type of sphere to be created must be decided when the spell is memorized. The siege sphere is as hard as adamantine steel before it is launched, and can only be destroyed by a wish, dispel magic, or disintegrate. After the sphere is fired, it will take on a different form that depends on the attack type of the sphere. Regardless of the form that the attack takes, the siege sphere is dispelled after it performs its attack. Different types of siege spheres are described below.

Liquid Fire: When the sphere strikes its target, it instantly shatters, spraying a mass of liquid fire over an area 30 feet in radius. All combustibles in the area of effect will be ignited. Any creature struck by the liquid fire will take 2d4 points of damage per round for 2d6 rounds unless the fire is doused or the burning fluid is washed off. The material components for this form are a drop of pitch, a bit of phosphorus, and a pinch of diamond dust.
Crystal Shards: This siege sphere splinters apart 30 feet above the ground, raining down crystal shards in a 20-foot radius circle. Each creature in the area affected will take 5d6 points of damage regardless of its armor class. The material component is a sample of sharp diamond flakes.
Wrecking Ball: Upon nearing its target, the sphere’s density dramatically increases so it strikes with three times the impact (and damage) of a heavy catapult.

The material components are a lodestone and a pinch of diamond dust.
[GA – 64]

Otiluke’s Telekinetic Sphere (Evocation-Alteration)
Level: 8
Components: V, S, M
Range: 2”
Casting Time: 4 segments
Duration: 1 round/level
Saving Throw: Neg.
Area of Effect: 1’ diameter sphere per level of caster
Explanation/Description: This spell is exactly the same as the 4th level magic-user spell, Otiluke’s Resilient Sphere, with the addition that the interior of the globe is virtually weightless; i.e., anything contained within it weighs only 1/16th of its normal weight. Any subject weighing up to 5,000 pounds can be telekinetically lifted in the sphere by the caster. Range of control extends to a maximum distance of 1”/level after the sphere has actually succeeded in encapsulating a subject or subjects. Note that even if more than 5,000 pounds of weight is englobed, the essential weight is but 1/16th of actual, so the orb can be rolled without exceptional effort. Because of the reduced weight, rapid motion or falling within the field of the sphere is relatively harmless to the object therein, although it can be disastrous should the globe disappear when the subject inside is high above a hard surface. In addition to the material components for the resilient sphere, the caster must have a pair of small bar magnets to effectuate this spell.
[Dragon Magazine #68 – 58 / UA - 64]




The years have not been kind to Otiluke. Indeed, the years have not been kind to any of the Greyhawk mages. Their spells, having waxed within the Greyhawk Adventures tome, have since withered away. While Otiluke’s Freezing, Resilient, and Telekinetic Sphere’s survived into 2nd Edition, only his Resilient Sphere made the cut for the 5e Players Handbook, with his Freezing Sphere added in Tasha’s Cauldron.
Granted, Otiluke was granted a new spell in 3rd Edition’s Complete Mage, as was Otto.
Personally, I find the D&D universe lessened by their lack and can only hope that these imaginative spells will find their way back into print, one day.



“He who does not walk against the arrows cannot talk about the strength of his shield!”
― Mehmet Murat ildan




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:

 
Sources:
3010 Players Handbook 1e, 1978
011A Dungeon Masters Guide, 1st Ed., 1979
2017 Unearthed Arcana, 1985
2023 Greyhawk Adventures, 1988
9309 WGA4 Vecna Lives, 1990
Complete Mage 3e, 2006
Dragon Magazine, 68

3 comments:

  1. Thanks for blogging this David. Exposing the roots of Greyhawk to new players is a good deed that will be rewarded by Boccob in this life or the next! Just one question: why did you go to the Sorcerer's Scroll for the TK Sphere instead of just continuing with the UA citation? Thanks for the Suppressing Field from 3e; one I wasn't aware of until your post today.

    ReplyDelete
    Replies
    1. Why the Dragon Magazine inclusion? I don't know, why not? Maybe to include its initial publication. I've edited the notation to include both. :-)

      Delete
  2. Great post! If I were to play a Circle of 8 wizard, Otiluke would probably be a solid choice based on these spells.

    ReplyDelete