Tag Archives: 1970s


The tagline of this site is “Old School Attitude, Modern Rules”. (Not, as some would have it, “Updates on a roll of 18+ on 2D10”) A big part of the feel of “Old School” is “Anything that’s cool is included”, and “cool” usually meant whatever was in the movies or at the top of the nerd reading list for that week. Dungeons & Dragons campaigns in the 1970s and 1980s were full of wookies and kzinti, phasers and lightsabers, aliens and predators, ninjas and more ninjas. A lot of that great and glorious wahooness has been lost in recent decades, or is brought back only so that it can be snickered at with a superior attitude and/or played purely for laughs (see the execrable “Castle Greyhawk” module published by TSR for AD&D 2e, as repugnant an attempt to piss on Gary’s legacy as I can imagine).

Me, I prefer unironic, unexamined, embrasure of the 14 year old within. Since Doctor Who hadn’t made it across the pond in most of the early era of D&D, or was sneered at by the kind of Very Serious Fans who might have heard of it (if they watched anything British, it would be Blake’s Seven), there was very little inclusion of Dr. Who material in things like Arduin or All The World’s Monsters. So, we set the gaming TARDIS to take the “That which is cool, rules” attitude of the 1970s and merge it, via a chronal transpacial rift in idea space, with the mechanics of the 2010s, and I present the first of several Daleks, statted for 4e. (There will be at least one solo “Dalek Commander”, and probably a non-elite, maybe two, but I wanted to get one mid-range “model” out first.)


Necromican, Level 5

The Necromican

Level 5



And so, at long last — and thanks to someone actually asking for it — we get to Level 5 of my walk through the dire and dread pages of the Necromican (note: Not Necronomicon), a classic late 1970s supplement for Dungeons & Dragons published by Fantasy Art Enterprises, and featuring some great gonzo art by Erol Otus, and great gonzo ideas by, I assume, both Erol Otus and Paul Reiche III. (BTW, if anyone is in contact with either of those fine gentlemen, please, point them this way, as I’d love any feedback (even “Dude, why are you wasting your time on this stuff we wrote thirty years ago?”) they might wish to offer. (You can see the first part here and the second part here.)

First, though, I need to fulfill a promise. Here is the illustration for the path of the Daemon’s Disk spell, discussed back in the prior article.

The Path of Daemon's Disk

Sucks to be "b"

Fifth Level Spells

Just in case anyone was wondering, a)No, these aren’t all the spells — just some highlights I found amusing/interesting/useful fodder for jokes, and b)They are noted in the order they appeared in the text, “alphabetizing” being the sort of thing done only in later years. You kids with your “indexes” and “layout”! You have it easy!

Opportunity Dispell(sic)

This spell, which lasts apparently indefinitely until needed (Duration: Variable), negates the next spell cast at the mage “as per his ability”, ¬†whatever that means — presumably, it acts like a Dispel (or Dispell) Magic as if cast by the mage. There was a spell like this in Ultima Online; people habitually used extremely weak spells to wreck the wizard’s protection and then used their highest level spells once the one-shot defense was gone.

Disanimate Dead

Otherwise known as “Who needs a cleric?” Well, it only affects skeletons and zombies, and, by 9th level, which is when you’d get this spell, such lowly creatures tended to be inconsequential anyway.

Trap Neutralizer

Otherwise known as “Who needs a thief?” Except, again, you’re wasting a fifth level slot (which could hold cloudkill, fer cryin’ out loud!) , and this was in the days before cheap wands and scrolls, and it only disables the trap for a single round, making it a nice way for the wizard to race ahead with the loot and then let the trap take care of his buddies. It’s how we rolled back then.

Mental Transferrance (sic)

Swap minds with the target, apparently with no saving throw, permanently until dispelled. I wrote something like this up for D&D Third Edition, but it was ninth level and had a few hundred words of detailed rules and limits. This is fifth level and takes up about three lines of large-font courier.

Withering Kiss

This spell allows the mage to kiss someone, aging them 10 years per level. So, assuming a ninth level mage, about ninety years, enough to kill a human or make an elf get a little gray. There’s plenty of interesting fodder here, such as if the mage has to kiss the ogre right on the lips, perhaps with a little tongue, or if a quick peck on the cheek will do. I’m half surprised this spell isn’t limited to female casters, as it seems to draw from the “Girls are scary” meme that permeates an awful lot of the stuff from this era.

Deception Detection

When cast, the mage knows if the answer given to a true or false question he’s asked is true or false… er, that is, if he’s being lied to. It doesn’t tell him the correct answer, and it lends itself to all sort of verbal warfare as the DM and player duel over whether or not a question asked was “true or false”, so the players spends most of his time rephrasing the question to limit the answer to a simple binary, until the spell finally wears out. (For example, “What’s behind that door?” is not a yes/no question, so you might try “Is there a monster behind that door?”, which could then lead to whether something qualifies as a “monster”. Likewise, you could end up with “Yes, there’s a monster behind that door”, but that could mean anything from a 1 HD kobold to a 40 HD dragon. The spell doesn’t provide any knowledge, it’s supposed to be used when you’re questioning someone, and that, of course, leads to whether or not it works when the person being questioned¬†believes they’re telling the truth but they’re wrong.)

Coming soon….ish: Sixth level spells, featuring one of Erol Otus’ best. Illustrations. EVAR.