# Spell System Overhaul for Original D&D or White Box

At  low  levels,   traditional  Vancian  magic  can   get  a  little
stale. Most 1st  level Magic-Users (MUs) memorize  sleep, rarely any
other spells. Who can blame the  player for this? They get to choose
one spell and sleep is the nuke in old-school games. This might even
have  a subtle  impact on  the  way referees  design adventures,  so
wouldn't it  be cool if the  referee could feel free  to add tricks,
traps or  loot that  could be  defeated or detected  by some  of the
utility spells like  _read languages_ or _detect magic_?  So how can
we  encourage the  use  of some  of  these spells?  Here  is such  a
system. None of  the ideas are new - but  taken together they should
make the spellcaster much more useful.

## Spell Study Scrolls

At 1st  level spellcasters are assumed  to have a _study  scroll_ of
all available  1st level spells.  They gain study scrolls  of spells
for each  level as they are  able to learn  them (so a 3rd  level MU
would be  gifted another study scroll  of all 2nd level  spells from
his guild or  master). MUs or Clerics must study  or pray over these
scrolls each  morning for one  hour to  prepare for the  day's spell
use. Note these  are not typical scrolls and  the spellcaster cannot
cast  spells from  them directly.  Any new  spells or  study scrolls
beyond those given are per the  magic research and book rules (Men &
Magic [M&M] p. 34).

Study scrolls are of high  quality, but still fragile and vulnerable
to   damage  or   destruction   by  liquid   spills,  crushing   and
fire.  Because  of  this,  many  spellcasters  seek  out  waterproof
satchels,  sturdy tubes  or stronger,  magical protection  for their
study scrolls.  Due to  the risk  of theft, it  is not  uncommon for
spellcasters  to  carry  their  study   scrolls  with  them  at  all
times. Higher  level MUs will  have magical wards and  deceptions in
place to protect their study scrolls, which will be safely hidden in
their strongholds.

Read magic is required for a MU to read the study scroll of another,
but once read  it is not required again. Clerical  study scrolls are
written  in scripture  specific to  a  Cleric's church,  and so  are
readable  only by  Clerics of  that church,  but any  clerical study
scroll can be deciphered by a  Cleric of another church given enough
time (one week per spell level).

## Casting Spells

Characters have a  number of spell slots as per  the spell tables in
M&M, modified by  the table below for INT or  WIS. Casting is 'free'
for all  spell-using classes,  meaning the  player can  choose which
spell to cast at the time of casting. However, spells take one round
to prepare before they can be  cast. One spell can be prepared ahead
of time  and held in memory  indefinitely, but any break  in the PCs
concentration (e.g. if they enter melee,  flee or are hit by a spell
or melee attack) causes the spell and associated slot to be lost for
that day.

Also see the  important note on M&M  p. 19 - "A spell  used once may
not be  reused in  the same  day" (although this  does not  apply to
Clerical casting or to the use of _casting scrolls_ by MUs).

Once prepared, spells go off first  in the combat round, (along with
gaze and breath attacks or use  of any casting scrolls or spell-like
devices). Compare DEX scores if it  is important to know which spell
or effect goes off first among members of the same side.

## Casting Scrolls

MUs  can prepare  _casting scrolls_  of  spells they  know (i.e  are
already on on their study scrolls) and  are of a level they can cast
for a cost of 100gp per level and one week of time per level. Spells
can be  cast from these  scrolls directly, with no  preparation time
required. Read  magic is not required  for a MU to  identify or make
use of such a scroll.

Clerical casting scrolls, however, are extremely rare and the method
of  scribing such  scrolls has  been lost  to time,  although it  is
thought to include a ritual collaboration with one's deity.

## Bonus spells for Clerics (WIS) or MUs (INT)

Clerics or  MUs of above average  WIS or INT, respectively  gain the
bonus spell  slots as listed  in the table  below. Note this  is not
cumulative, for example a Theurgist (4th level MU) with a 16 INT who
normally has four  1st and two 2nd level spell  slots would gain two
bonus  1st  level  spell  slots   and  two  bonus  2nd  level  spell
slots. This would  give them a total  of six 1st and  four 2nd level
spell slots.

```
+-------+-----+-----+-----+-----+
|INT/WIS|1st  |2nd  |3rd  |4th  |
+-------+-----+-----+-----+-----+
|13     |1    |     |     |     |
+-------+-----+-----+-----+-----+
|14     |2    |     |     |     |
+-------+-----+-----+-----+-----+
|15     |2    |1    |     |     |
+-------+-----+-----+-----+-----+
|16     |2    |2    |     |     |
+-------+-----+-----+-----+-----+
|17     |3    |2    |1    |     |
+-------+-----+-----+-----+-----+
|18     |3    |2    |1    |1    |
+-------+-----+-----+-----+-----+
```

## Final Notes

While this system does increase the power of low-level spellcasters,
it  is offset  by the  need to  prepare spells,  the possibility  of
losing a prepared  spell, the inability to cast the  same spell more
than once per day, and the fact that enemy spellcasters will use the
exact same  rules. The  prohibition on casting  the same  spell more
than once per day for MUs also encourages creative spell use.

It  also makes  describing  and playing  NPC  spellcasters easier  -
rather than having  to list the NPC's memorized  spells, the referee
can simply  note how many spell  slots of each level  are available,
and can improvise what is cast as needed during play.