Showing posts with label Abjuration. Show all posts
Showing posts with label Abjuration. Show all posts

Monday, June 16, 2025

d100 Woefully Encysted Creatures

When I first read Jack Vance's Tales of the Dying Earth (and other Appendix N literature) and became familiar with Mazirian the Magician, Cugel the Clever, Rhialto the Marvelous, and other ne'er-do-wells, I finally "got" D&D. Rogues and wizards are not scrappy heroes who go into dungeons and battle dragons to save goodly villages out of nothing but the kindness of their hearts - they are self-interested bastards who lie, cheat, and steal their way across the land, absconding to the next domain of strange peoples just in time to escape the consequences of their actions.

Wizards are powerful, yes, but they don't wield their power benevolently, banishing aberrations of the multiverse back from whence they came. They grow women in cloning vats to be their girlfriends. They plant parasitic aliens inside of would-be burglars' abdomens. They summon huge demon birds to fly their enemies across the world and drop them in some unknown land to achieve an impossible task of sheer whimsy and spitefulness. They shrink their rivals down into miniature form, trap them in a maze, and force them to flee from dragons the size of rats. They are petty, vindictive, megalomaniacal nerds with obscene power and little regard for human life.

Mazirian the Magician traps his rival in miniature form with a fearsome lizard.

Enter the Charm of Forlorn Encystment, a spell "which constricts the subject in a pore some forty-five miles below the surface of the earth". Why? It's not because you're a supernatural evil which needs to be contained at all costs - it's because you annoyed or inconvenienced an antisocial godlike being, the wizard. Alongside the Excellent Prismatic Spray and the Spell of the Macroid Toe, it is a quintessential Vancian spell, utterly powerful and wielded in a horrifically capricious way. It should be apparent that the Charm of Forlorn Encystment is a great inspiration to me. 

You won't find the Charm of Forlorn Encystment in D&D - at least, not if you go looking for that - but you will find imprisonment. From the AD&D DMG:

The spell has even survived throughout the editions and appears in the 2024 rules for 5th edition, greatly expanded:

The spell now allows not only constriction in a pore beneath the earth, but other evocative means of "imprisonment", including chaining the target to a location, trapping them in a maze (sound familiar?) or a gem, or causing them to fall into a Sleeping Beauty-esque magical slumber.

Unfortunately, the modern version of the spell omits its best quality, which is that in AD&D, you're always stepping on 1d100 woefully encysted creatures - an unsuccessful attempt to reverse the spell has a 10% chance of unleashing 1 to 100 previously imprisoned creatures. At any time in a D&D world, you're standing atop strata upon strata of creatures who have earned the ire of Vancian tyrants - a magical maximum security prison of fickle fancy.

(Another drawback of the modern version is that it's expensive to cast this spell. It necessitates forethought, as the spell requires an intricately crafted likeness of the target. Spellcasters in modern D&D are putting a lot more effort into imprisoning their foes, which suggests deliberate purpose rather than casual use. This is surely meant to achieve some form of game balance, as many DMs probably don't want their players going around imprisoning their important monsters and NPCs willy nilly. Like most refinements made in the name of "balance", it comes at the unfortunate cost of perverting the intended feel of the game artifact's fictional inspiration.)

But just because modern iterations of the game disregard certain idiosyncracies that made past editions so charming, that doesn’t mean we have to. Regardless of what edition I play, wizards employ the imprisonment spell liberally, and the earth is full of encysted beings, like a Reese’s Big Cup with the confetti sprinkles in it.

But who exactly are these encysted creatures? Luckily, AD&D 2nd edition's version of the spell helps determine not just how many creatures there are in any given location, and not just how many of them may appear when the reverse of the imprisonment spell is unsuccessfully cast, but also what manner of creatures they are:

The average value of a percentile die roll is 50.5, so the average number of creatures released is, depending on how you round, 25 (.505 x .505 = .255025), which means 2 or 3 will be in the vicinity of the caster. Thus, you could simply prepare three or so creatures to be released at any given time. Even if you roll 100 on both percentile dice, the greatest number of creatures that can be released in the player characters' vicinity is 10, so at most you need a list of 10 creatures. Whenever the reverse of imprisonment is miscast, you can pull from the list of 10, then fill it back in later using the procedure above for determining released creatures.

That's what you would do if you were smart. After all, this situation is admittedly very rare. How often will the player characters need to free a creature from imprisonment? How often will they be capable of casting the spell in that situation? How often will they actually know whereabouts the creature is imprisoned? How often will they know all of this information and somehow still mess up the name and background of the creature to be freed? Even if all those factors align, there is still only a 10% chance that other creatures are released.

I, however, am not smart. I thought it would be helpful to have a big table of 100 imprisoned creatures, for some reason. I got more than 50% through it before I realized it made a lot more sense to just have a d10 table. But I put too much work into this at that point to not post it. And I think I came up with some pretty amusing and occasionally actually interesting encounters. My drudgery is a gift to you! Presenting…

d100 Woefully Encysted Creatures

  1. Cerebral Parasite: Imprisoned by the wizard Mornchal for intellectual insult. It is invisible unless magical or psionic means of detection are employed. If any creatures in the party have psionic abilities or potential, it infects their brain. Otherwise, left undisturbed, it floats away to find a suitable host.
  2. Xilphine Dewbeam: A Chaotic Evil elf fighter 1/magic-user 1/thief 1 imprisoned by the wizard Rintham Phel for being a lackadaisical apprentice. She is unfriendly towards the party, threatening to battle them, cast a spell upon them, or rob them (being equally "good" at all three, she cannot quite decide which). If relations are improved, she can be recruited as a henchman by a non-Lawful non-Good character of 3rd-leve or higher.
  3. Filchgut: A giant rat imprisoned by the wizard Calibrifax the Odor-Averse for rummaging in the latter's garbage bins. Filchgut is hostile towards the party, leaping and snarling at their throats.
  4. Whiskerjack: A giant rat imprisoned by the wizard Tharbus Dillweather for repeatedly finding his way into the latter's pantry and eating all of the candied ginger. Whiskerjack is friendly towards the party, climbing harmlessly onto the nearest person and attempting to find his way into their bag in search of candy.
  5. Thissk: A tween imprisoned by the wizard Aelvyn Meridrome for attempted mimicry. Thissk is hostile towards whoever freed it, choosing them as its host. Unlike most tweens, who benefit their host and impede those around them, Thissk does the opposite, decreasing its host luck and slowing their movements, while doing the opposite to all within 50' of the host. Thissk communicates telepathically with the host, sarcastically bemoaning their misfortune and chastising their lumbering movements.
  6. Gabriel: A 2nd-level Chaotic Good human cleric of a goddess of wandering kindness, imprisoned by the wizard Quintanax for acts of frivolous goodwill. Gabriel is helpful towards the party and eager to aid them in any way. He happily joins as a henchman any non-Lawful and non-Evil character of 5th-level or higher.
  7. Naeva: A 2nd-level Neutral human fighter imprisoned by the wizard Mordrul for besting his sword homunculus in single combat before the Guild of Judges. She is friendly towards the party, and can be recruited as a henchman by any character of 5th-level or higher. She possesses potions of super-heroism and animal control and a scroll of protection from magic.
  8. Coffer Corpse: The necromancer Velthur sent this "certified non-animate" cadaver to his colleague Gorandel the Beige for anatomical study. Little did Gorandel know that his black-humored contemporary had conspired to play a sinister prank upon him. When the corpse suddenly sat up on the table as Gorandel prepared his instruments, the fearful wizard's instincts kicked in, and he imprisoned it for all eternity. The corpse is indifferent to the party, but can't help that it is in its nature to play pranks. It still bears the "certified non-animate" stamp of Velthur, but when approached it suddenly sits up, forcing all nearby to save versus fear or flee in panic. It then shambles off. Is it...laughing? No, surely not.
  9. Coffer Corpse: The necromancer Velthur intended to send this cadaver to his colleague Gorandel the Beige, unfortunately once animate it immediately began throttling Velthur's assistant. After waiting long enough such that the assistant pledged their mortal soul to Velthur in exchange for aid, Velthur imprisoned the corpse and moved on to the next. It is hostile to the party, immediately attempting to strangle the caster who freed it.
  10. Dreth: A skulk imprisoned by the wizard Vorbino for the crime of loitering. It is hostile towards the party, but won't attack if it is outnumbered and out-armed. Since there is only a 10% chance of spotting Dreth, the party may not even know that they've freed it. It will wait for them to go on their way, follow at a distance, and attempt to murder any unsuspecting stragglers or ambush the party in their sleep.
  11. Perrin Vale: A 3rd-level Neutral Good human illusionist imprisoned by the wizard Thaumagrave for incessant mirth. Perrin Vale is a cheerful and quick-witted traveling performer and ambassador of good will. He is friendly towards the party, with a good-natured attitude towards his imprisonment, and can be recruited as a henchman by a non-Evil character of 8th-level or higher.
  12. Globthrax: A lemure devil imprisoned by the wizard Yndross for farting softly. Globthrax is friendly towards the party, believing that it is in Hell and that the individual who freed it is its master. It follows them like a puppy, gurgling sadly.
  13. Velxiryn Auvryndar: A Neutral drow imprisoned by the high elf wizard Xeruun the Pale for, you know...it was basically a hate crime. Velxiryn is indifferent towards the party, treating them as though they are beneath his notice before wandering off. If when freed he is exposed to the light of day, he instead hisses curses and seeks the nearest shelter.
  14. Ringing Bell: A 3 HD kenku imprisoned by the wizard Myrosk Thale for incessant mimicry and distribution of fool's gold. Ringing Bell is indifferent towards the party. It makes the sound of a ringing bell, hands the individual who freed it a palm full of gold coins as "thanks", and wanders off. The gold coins crumble into dust at dawn the next day.
  15. Blurt Grubstomp: An ogre imprisoned by the wizard Theophrax for stomping around the valley chasing a goat while Theophrax tried desperately to focus on his latest composition for the theremin. Blurt is hostile to the party, immediately attempting to stomp and eat them.
  16. Snarlith: A caterwaul (AC 6, 1 attack/round) imprisoned by the wizard Eddovarn for howling at all hours of the day. If there is anywhere to hide at the location in which the caterwaul is freed, it will attempt to do so (75% chance of success). It is hostile towards the party, and will ambush them from hiding once the opportunity presents itself.
  17. Jessa: A 4th-level Chaotic Neutral human thief imprisoned by the wizard Tablivast Norr for stealing a single quill pen from his desk on a drunken dare. As she has been in suspended animation all this time, she is still quite drunk. She is indifferent to the party, stumbling about asking what year it is. She can be recruited as a henchman by a non-Lawful character of at least 9th-level.
  18. Mosscreech: An owlbear imprisoned by the wizard Varnix the Showman. Mosscreech was the grand reveal at Varnix's Parade of Nature and Nightmare, but broke loose of her restraints and devoured a prince's favorite nephew before Varnix could imprison her. When freed, she is hostile, exploding with the confused fury of multiple eons at all in the vicinity.
  19. Gnarlchatter: A su-monster imprisoned by the wizard Darnavos for unbalancing the black phlegm of Darnavos's soul. After his dreams were repeatedly disturbed by thoughts of primal filth, Darnavos found the mildly psionic creature nesting in the rafters of his library and promptly banished it. Gnarlchatter is indifferent to the party and simply sits staring at them, its psychic presence lurking just behind its eyes like a storm about to break. Harmless mental noise creeps into their minds - the sway of the branches of half-remembered trees, the sound of bones cracking, and water dripping in places deep.
  20. Festerplop: A giant poisonous toad imprisoned by the wizard Aelric for eating several of his prized warblers. Festerplop is indifferent to the party. Its skin is very dry, and it seeks out the nearest body of water in which to moisten itself.
  21. Sister Morwenna: A 7th-level Lawful Good human cleric of the goddess of compassion, imprisoned by the wizard Relvidoss Charn for interrupting one of Relvidoss's spell duels to heal a wounded bystander (which he objected to as a breach of the nonintervention clause). She possesses potions of extra-healing, polymorph (self), healing, and giant strength, and a ring of protection +1. She is helpful to the party, offering to heal their wounds or, if none are injured, give them magic items as thanks. She will eagerly serve as a henchman to any non-Chaotic non-Evil character of at least 11th-level.
  22. Za'uth Tal-mhar: A 6th-level Lawful Neutral githzerai monk imprisoned by the wizard-countess Yrissile Varn for refusing to aid the countess in opening her "fourth" eye. Za'uth is unfriendly, curt, suspicious, and contemptuous of the party. He possesses potions of extra-healing and polymorph (self), a ring of mammal control, and a dagger +2. If his disposition is improved, he can be recruited as a henchman by a non-Chaotic character of at least 9th-level.
  23. Gristlechew: A leucrotta imprisoned by the wizard-horticulturist Vellatrix for lurking insidiously within her hedge maze. Gristlechew is hostile towards the party, attacking with its badger jaws and cloven hooves while using its knack for mimicry to imitate the voice of Vellatrix, angrily scolding the party for intruding upon her topiary menagerie.
  24. K'rzach: A giant spider imprisoned by the wizard Moramunt because, um, it's a giant spider...yuck! K'rzach is unfriendly towards the party. It raises its forelegs up in the air, displaying its black fangs, hisses, and slaps the ground in front of it until the party leaves it be. If attacked it flees, kicking urticating hairs behind it, which blind and choke all caught in the cloud.
  25. Skroggat: A tentamort imprisoned by the wizard Quintessivar. Skroggat escaped from containment within its master's menagerie, and Quintessivar didn't much care for the way it drank his cat's internal organs. Skroggat is indifferent towards the party. It roots itself in place and then tentatively uses its dual tentacles to examine its surroundings in search of danger or food. 
  26. Sluthrix: A carrion crawler imprisoned by the wizard Kraedilin Skont for feasting upon the compost in Skont's fungal garden. It did not get a chance to eat its full. It is hostile and hungry.
  27. Vandessa: An 8th-level Chaotic Neutral human magic-user imprisoned by the wizard Zorvandel for trampling the shingles atop Zorvandel's tower. Vandessa possesses a wand of illusion, a wand of negation, and boots of striding and springing. She is unfriendly, and uses her wand to summon phantasmal warriors to engage in psychic battle with the party. She then strides and springs away with her magical boots while the party is preoccupied.
  28. Ragthul: A manticore imprisoned by the wizard Telvarin for refusal to serve as a loyal mount. Ragthul is eager to reassert his dominance once freed. He is hostile, firing volleys of iron tail spikes before closing into melee with his jaws and claws.
  29. Ashes After Midnight: A nightmare imprisoned by the wizard Lorulvan for refusing to breed with his prized mare. Ashes After Midnight is confused and startled when freed. It is unfriendly, neighs hellishly, bucks, and kicks flaming clods of earth in the party's direction.
  30. The Violent Gale: A wind walker imprisoned by the wizard Iolken for keening at a frequency which shattered all of the flasks in Iolken's urinarium, spoiling decades of work and causing a terrible stench to seep into the flagstones on the floor. The Violent Gale is as violent as ever when freed, howling towards the party and blasting them with forceful currents.
  31. Old Saltscales: An old bronze dragon imprisoned by the wizard Vaelmont Skerrik in order to lay claim to the dragon's life-sized ship in a bottle. Old Saltscales was asleep when imprisoned, and he sleeps still! His tail sweeps restlessly back and forth as he slumbers, and there is a 1-in-6 chance each round that he will experience a fit of snoring then bellow forth either lightning or repulsion gas (50% chance of either). Old Saltscales is friendly, but does not speak the language of men. If awakened, he will peer about, confused, then fish a 500 gp pearl out of his scales and gift it to the party before wandering away.
  32. Gitarhun the Vainglorious: An efreeti imprisoned by the wizard Omur al-Din for attempting to organize a planar servitor uprising. Gitarhun is unfriendly. He carries himself with haughty arrogance and expects his liberators to kowtow to him. Efreet custom dictates however that Gitarhun grant the party three wishes or 1,001 days of service and, the latter being too long a term for Gitarhun's taste, he begrudgingly informs the party of the former. He is nonetheless unwilling, and will seek to pervert the intent of the party's words lest they are chosen carefully.
  33. Barbegora: A seven-headed pyrohydra imprisoned by the wizard Nehzpal once it grew too large to live comfortable inside his bathtub. It is unfriendly, stomping its feet, bellowing, and threatening to breathe flames so long as the party remains in the area.
  34. Shade of Sir Halven Marr: The spectre of a human knight imprisoned by the wizard Senrevan. Sir Halven is unfriendly, accusing the party of breaking oaths and committing dishonorable crimes. The spectre follows the party to judge their conduct, shouting everywhere they go that a band of turncloaks and scoundrels approaches, alerting all creatures to the party's presence and worsening monster and NPC reaction rolls. 
  35. Garahargava: A hieracosphinx imprisoned by the wizard Narzherem Klee. Garahargava was intended to be a mere fearsome decoration in Narzherem's stronghold, and was imprisoned after devouring one too many diplomats. It is indifferent towards the party, and flies off once it has asked some routine questions.
  36. Cerebral Parasite: Imprisoned by the wizard Jollerec for infesting the brain of his most promising apprentice (the implication being, of course, that the apprentice's brain was more desirable than Jollerec's own). It is invisible unless magical or psionic means of detection are employed. If any creatures in the party have psionic abilities or potential, it infects their brain. Otherwise, it infects the brain of the most intelligent creature present. It drains 1 point of Intelligence per day until it is removed.
  37. Thalraxus Verdigris: A very old copper dragon imprisoned by the wizard Calyphor for basking atop a promontory on which Calyphor wished to build his tower. Thalraxus is asleep when freed from imprisonment. His tail sweeps restlessly back and forth as he slumbers, and there is a 1-in-6 chance each round that he will experience a fit of snoring then bellow forth either acid or slowing gas (50% chance of either). If awakened he is unfriendly, attempting to frighten the party with his fear aura. He breathes on those that remain with slowing gas, collects any treasure dropped by those that fled, then leaves the area.
  38. Xhal’thorrin: A mind flayer imprisoned by the wizard Paroxil for telepathically transmitting a most confounding haiku as the two passed each other on the Astral Plane. Xhal’thorrin is friendly, and offers to use its powers of probability travel to transport one or more members of the party to the Outer Planes as thanks. 
  39. Trapper: Imprisoned by the wizard Therin-Moss for the unauthorized devouring of a visiting dignitary's dog. If freed in a subterranean area with a stone floor, there is a 95% chance that the trapper will be impossible to detect by normal means. Either way, it will lay flat on the ground with a chest-shaped protuberance at its center and wait for unsuspecting prey to walk into its trap, at which time it will strike.
  40. Morruph the Vein-Seeker: A xorn imprisoned by the wizard Izekian Qhlarn for devouring his prized tesseract. It is indifferent to the party, but becomes interested if it smells rare metals or gemstones, pleading that it is hungry from its long imprisonment and requires sustenance. If the party refuses to feed it, it is 90% likely to attempt to acquire such sustenance by force.
  41. Eldric: An 11th-level Lawful Good human cleric of a sun god, imprisoned by the wizard Halzren Voss for inspiring hope in the destitute. Eldric possesses potions of extra-healing and polymorph (self), an augury scroll, a mace +1, a cloak of elvenkind, and a figurine of wondrous power (serpentine owl). He is friendly towards the party, and is willing to trade spells and magic items in exchange for information or other assistance. He can be recruited as a henchman by a non-Chaotic non-Evil character of at least 17th-level.
  42. Shaar-Khul: A purple worm imprisoned by the wizard Cintaril for collapsing his prized diamond mine. Shaar-Khul is indifferent to the party, burrowing into the ground and leaving the area. This may cause a cave or tunnel collapse if the party is underground at the time.
  43. Gruhk: An umber hulk imprisoned by the wizard Zarvash. Gruhk's befuddling gaze caused Zarvash to become lost in his own basement complex (into which Gruhk had entered uninvited) for several minutes. When Zarvash came to his senses and tracked Gruhk down, he found the umber hulk feasting in his purple worm nursery. Rude! When freed, Gruhk is indifferent towards the party. It is still digesting the several purple worm hatchlings it ate, and their mild venom is not agreeing with Gruhk's stomach. It wanders off to lay down, although the party may still be subjected to its confusing gaze if they happen to lock eyes with it.
  44. Flickerhex: A will-o-wisp imprisoned by the wizard Edril for repeatedly waking him in the night to attempt to lure him into the Forbidden Swamp (Edril visited the Swamp regularly and did not worry for his safety there - it was the attempt at manipulating his free will with which he took offense). Flickerhex is hostile, incensed by the fact that Edril was not a good sport, and takes its frustrations out on the party, attacking them with electrical shocks.
  45. Thryxaval of the Mid-deep: A xorn imprisoned by the wizard Maerod for peeling away and eating the gold leaf lining his scrying chamber. Thryxaval is unfriendly towards the party, claiming that they are trespassing in its domain and owe it a tithe of precious metals and gems. If the party possess such materials and refuse to hand them over, Thryxaval is 90% likely to attempt to acquire them by force.
  46. Ebravask the Uncertain: A beholder imprisoned by the wizard Haron for nagging questions. Its eyes are half closed and unfocused, and it mutters "Why?" over and over again. Its central eye projects a cone of confusion, and its death ray eyestalk instead causes a feeblemind effect. Ebravask lost its faith in reality, and its probing questions caused philosophical divides which resulted in the mass suicide of at least one holy order. It is unfriendly, assailing the party with thought-provoking questions about truth and reality. It abhors absolutes and certainty, which may cause it to become hostile.
  47. Gluthar, Harbinger of Harmony: A beholder imprisoned by the wizard Frasht for incessant song. Its body is covered in toothy mouths which sing in perfect harmony. Its central eye projects a cone of silence, and its wounding ray eyestalk instead shoots a supersonic blast which deafens its target. After eons of hearing only its own voices, Gluthar cannot tolerate the sound of others. It is hostile, and it attacks the wizard who freed it unless the party is able to harmonize with it perfectly.
  48. Nymburion the Benevolent: A beholder imprisoned by the lich Dejall Gancho for unwanted medical attention. It has a serene, wise demeanor. Its cause serious wounds eyestalk instead cures serious wounds, but the healing magic causes cancerous tumors and mutations to manifest in the target. It is friendly, and eagerly tries to "heal" whoever freed it.
  49. Urzok the Somnambulant: A beholder imprisoned by the wizard Chana Dothon for loud snoring. It is seemingly asleep, snoring loudly and drooling, with all eyes closed and crusted over with dried goo. It is indifferent, drifting lazily in a random direction without regard to whoever freed it. If followed closely without waking, it mutters prophetic information in its sleep as with a contact other plane spell. It believes that waking reality is a nightmare and, if awakened, attempts to destroy all in its vicinity.
  50. Xarthan the Self-Obsessed: A beholder imprisoned by itself by accident. Its body is perfectly smooth and round, and each of its eyestalks are identical in appearance. Its flesh to stone eyestalk instead turns flesh into reflective glass. Its death ray eyestalk is instead capable of imprisonment, and it accidentally imprisoned itself while admiring its own image in the reflection of the "petrified" wizard Renoras of Omur. It is hostile, and attempts to "petrify" the wizard who freed it in order to gaze upon its own reflection once again.
  51. Zhagulax, the Archivist-Sphere: A beholder imprisoned by the archmage Mouyan for intellectual property theft. It appears as a glyph-covered metallic sphere and constantly dictates its observations. It central eye projects a cone which releases the magical energies stored in its targets' heads, forcing its targets to cast random spells so that Zhagulax may document the results. Its metal shell shields it from the effects of all magic. It does not intend to harm the party, but cannot help but carry out this function.
  52. Bellagra, the Strange Companion: A catoblepas imprisoned by the wizard Thasala for pissing on the carpets of Thasala's foyer. It is a pygmy catoblepas (size M) with blinders on its eyes. It follows the individual who freed it like a confused puppy.
  53. Gralloch, the Breath of Death: A catoblepas imprisoned by the wizard Nurotz for bad breath. Its body is bloated and oozing. Its breath blackens plants and rusts metal. It is hostile, and will attempt to batter those in its vicinity with its tail. If it can raise its head to focus its gaze, it targets the individual who freed it.
  54. Mulb, Lurker Beneath the Roots: A catoblepas imprisoned by the wizard Samar for spitting on Samar's satin slippers. Its body is covered in moss and carnivorous plants which have taken root in its flesh, and it chews a cud of plant matter. It is unfriendly, slapping its tail and bellowing to drive threats away.
  55. Suth, the Unmoving: A catoblepas imprisoned by the wizard Thosi for being in the way of Thosi's palanquin. It has patchy fur and is asleep. It is indifferent to its surroundings, being asleep, and simply wanders away if awakened. It swipes its tail back and forth in the throes of a nightmare. It weeps a noxious slime from its eyes which, if gathered, can be used in the creation of magic items related to death magic. Every turn there is a chance that it suddenly and briefly opens its eyes, killing any who are gazing upon it (25% chance on the first round plus 15% chance each round thereafter if the party remains in the vicinity).
  56. Kaetra Bloodwroth: An 8th-level Chaotic Evil human fighter imprisoned by the wizard Xor Merjara for being "just a bit too much". She possesses potions of climbingflyinghumanoid control, and levitation, a sword +1, a rod of cancellation, and a cloak of displacement. She is a reaver of an ancient blood cult. She is hostile, attacking viciously and without mercy upon being freed ("Blood for the blood god!" and all that). She can be convinced not to attack if the party are themselves covered in blood and convince her of their devotion to the blood god. She can be recruited as a henchman by non-Lawful and non-Good characters of 12th-level or higher.
  57. Ared Holt: An 11th-level Neutral human fighter jointly imprisoned by the wizards Khinoshan and Agazin for refusing to choose a side in their most recent squabble at the time. She possesses potions of climbingflyingsuper-heroism, and animal control (all), a mace +1, and a defender +4. She is at times frustratingly neutral, but is helpful towards the party, seeking to pay off her debt of obligation to her liberators by way of service. If the characters are at least 17th-level she will offer to join them as a henchman. Otherwise, she gifts them her defender, considers the debt repaid, and wanders off.
  58. Varkem the Turncloak: An 11th-level Neutral Evil human fighter imprisoned by the wizard Vali for suspicion of traitorous intent. He possesses potions of halfling control and levitation, a dagger +2, a mace +1, a staff of striking, a sword +3, and a ring of spell storing (animate dead, exorcise). He is a mercenary general of considerable skill who betrayed every client he ever had. He is indifferent, questioning the party about his current location, the nearest active war, and which side in the war is richer. He can be recruited as a henchman by non-Good characters of 17th-level or higher.
  59. Demogorgon, Prince of Demons: A demon prince imprisoned by the Seven of Siral: Drosita of Rinaras, Echali, Gunti, Iltheen Garius, Ojanth of Ladasa, Orelu, and Zoluma - not for benevolent reasons, of course (they were the ones who summoned him to begin with, each individually attempted to wield Demogorgon against the others, and when it became clear that all were failing, they combined their powers to seal him away for defying them collectively). Demogorgon is hostile once freed, attacking with all of its power anyone nearby. Demogorgon is especially wrothful if the party consists of seven members, believing them to be some cosmic descendants of those wizards who sealed it away.
  60. Quoralyth the Sagacious: An ancient gold dragon imprisoned by the wizard Phandelmor Quinx for mild criticism of the keynote address at Phandelmor's Symposium of the Planes. When freed, Quoralyth is in the form of a golden-haired, golden-eyed androgynous human in simple robes and bare, unwashed feet. Quoralyth can cast the following spells: bless, cure light wounds, hold person, know alignmentslow, suggestioncommune, quest, globe of invulnerabilityword of recall. Quoralyth is friendly and thanks the party for freeing them. They use know alignment to discern the party's nature. If the party is not Chaotic or Evil, Quoralyth will offer their spellcasting services as thanks. Otherwise, they offer measured chastisement and recommend that the party change their ways, then cast word of recall to return to return to their lair.
  61. Scathryx the Verbose: An ancient green dragon imprisoned by the wizard Nualvar for ad hominen attacks. It is indifferent towards the party, questioning them to gain its bearings before leaving the area to find Nualvar and finish their heated debate.
  62. Ashranzhul: An ancient red dragon imprisoned by the wizard Pnatum in order to bathe in the sulfur hot springs of her lair. She is sleek, with a blackened underbelly and broken horn. She is unfriendly towards the party, demanding information about Pnatum's current whereabouts as well as tribute. She becomes hostile if lied to, disrespected, or denied, but leaves the area to exact her revenge once she has been satisfied.
  63. Vemberthraxis: An ancient red dragon imprisoned by the wizard Zerin for regarding Zerin as one would an ant. He is iron-scaled, with blackened wings and eyes of flame. He is indifferent towards the party, being aloof and disinterested in mortals and considering them unworthy of his vengeful power. He will ask cryptic questions in order to ascertain his bearings, then leave the area to reclaim his domain elsewhere.
  64. Yan-C-Bin, Prince of Evil Aerial Creatures: An Elemental Prince of Evil imprisoned by the wizard Thasselant Yr for blowing Thasselant Yr's carefully organized papers all over his study. Yan-C-Bin is indifferent to the party and invisible. He flies away to establish a court of storms on the Material Plane. The party may be entirely unaware of the evil they've unleashed.
  65. Grimblecud's Golem: An iron golem created by the wizard Grimblecud to thwart the ascension of would-be gods. It was imprisoned by the wizard Nadrax when it wouldn't attempt to thwart his schemes, the implication being that Nadrax was not destined to become a god (he was not). The golem is unfriendly towards the party. It senses that their current quest is related to some deific destiny, following and attempting to inconvenience them at every turn.
  66. Kidor's Golem: An iron golem created by the wizard Kidor of Skoun in the Golem Wars and imprisoned by Kidor's rival, the wizard Melena. It ignores the party and attempts to carry out its master's last orders: crush Melena into goo.
  67. Ozmourin's Golem: An iron golem created by the wizard Ozmourin to guard multiple demiplanes simultaneously. It was imprisoned by the wizard Quintessa Rime for crimes against geometry. It is able to distort time and space, gaze into multiple planes simultaneously, and attack creatures on any plane. It is unfriendly towards the party for past extraplanar trespass (real or imagined) and follows them, distorting time and space at the most inconvenient moments for them.
  68. Solun-Veth's Golem: An iron golem created by the wizard Solun-Veth to guard her chapel of forbidden oracular devices. The wizard Cladrix seized control of the chapel and imprisoned the golem for its habit of smashing his scrying devices. The golem is indifferent to the party unless divination magic is used in its presence, in which case it attempts to subdue the perpetrator.
  69. Vexillor's Golem: An iron golem created by the wizard Vexillor Mannayne to memorialize lost cities of the past. It was imprisoned by the wizard Saphelyne of the Mirror Eyes for being a buzzkill. The golem is indifferent towards the party, reciting in a hollow voice the names of ancient streets and rivers. Perhaps it has information about a city with which the party is familiar.
  70. Calarithe: A female lamia noble imprisoned by the wizard Yrvelo Quen, not for infiltrating and subverting the Kingdom of Dral with her enchantments and illusions (which she did), but for inundating the kingdom's laws and policies with Lamian grammar, which Yrvelo found to be of the most offensive sort. She appears as a noblewoman in silk and silver. She is hostile towards the party, attempting to ensorcel them with charm person. If a party member passes their saving throw to resist the charm, or once at least half of the party is charmed, she attacks. She is a 3rd-level magic-user and can cast magic missile, shocking grasp, and invisibility.
  71. Azenwyll the Thrice-Laved: A lich imprisoned by the wizard Glarnax for issuing a minor correction to Glarnax's star charts. She speaks as if mid-lecture and is indifferent towards the party, treating them as she would inattentive students. Attentive listeners are rewarded with eldritch lore about the cosmos. Those who disrespect her or ask incessant questions are punished with the knowledge of forbidden coordinates, which shatter the minds of those who comprehend their portent (as per a feeblemind spell).
  72. Eirenqhotl the Eternal: A lich imprisoned by the necromancer Tundrolax for refusing a joint grimoire collab, The Ten Thousand Pacts of Smoke and Flesh, calling it "theory-mongering drivel". Eirenqhotl is hostile, mistaking the party for agents of Tundrolax, attempting to destroy them.
  73. Old Luthwin the Bronze: A lich imprisoned by the wizard Herovant for creating the Spell of the Flatulent Soul, which humiliated Herovant before an audience of his peers. He is friendly towards the party, being of a cheerful and talkative disposition, and may offer helpful guidance pertaining to ruins and magic, although his knowledge is outdated by roughly 20 eons. Those who dare to point this out to him share the same fate as Herovant of old.
  74. The Purple Hermit: A lich imprisoned by the wizard Merzatho for critiquing Merzatho's latest treatise on color theory and illusory magic. The Purple Hermit is indifferent towards the party, eager to return to his lair to catch up on all the research articles that have been published during his lengthy imprisonment.
  75. Grondash: A purple worm imprisoned by the wizard Fendrel for swallowing whole multiple caravans of precious reagents. It is unfriendly to the party, sickened by its consumption of magic. It thrashes about, threatening to skewer those nearby with its venomous stinger. There is a 1-in-6 chance each turn that it belches forth a torrent of mutagenic acidic slime, after which its disposition markedly improves.
  76. Ikhazar: A purple worm imprisoned by the wizard Vorlen for devouring a herd of prized horses. It is hostile, attacking the party on sight (especially those with delicious horses).
  77. Khalazuur the Underwarden: A purple worm imprisoned by the wizard Darnis Villeth for thwarting mining operations (thereafter Darnis Villeth's mining servitors dug too deep, unleashing a creature of shadow and flame which spelled the wizard's doom). It is an awakened worm enchanted to guard the overworld from the perils of the veins of the earth. Rather than venom, its stinger discharges a sweet blue milk, a thimble of which can sustain a creature's need for food and water for an entire day.
  78. Molkrith the Metroworm: A purple worm imprisoned by the wizard Vaelatrix. Molkrith is a Metroworm - a specially engineered biomechanical purple worm designed to carry passengers inside its body and transport them through the underworld. It ran one minute late and caused Vaelatrix to miss an important ritual, earning her ire. It is helpful to the party when freed, opening its door flaps to welcome them aboard. After waiting for a short period, it continues on its way along its usual route.
  79. Shaak-Taruun: A purple worm imprisoned by the wizard Zorban. Its subterranean rumblings caused Zorban's palantir to roll from its pedestal to the floor, upon which it suffered a minor crack. It is indifferent to the party, burrowing away immediately. Its rumblings are sufficient to make walls and ceilings in the area collapse.
  80. Thurundel: A purple worm imprisoned by the wizard Xargalum. Thurundel's burrowing beneath Xargalum's tower caused the structure to sink into the earth an entire inch! Thurundel is indifferent to the party, burrowing away immediately. Its rumblings are sufficient to make walls and ceilings in the area collapse.
  81. Vorrugaleth: A purple worm imprisoned by the wizard Mallaera for digging up her garden of arcane vegetables. It is unfriendly to the party, shrieking and threatening to skewer them with its venomous stinger. Due to its diet of arcane roots and vegetables, its venom imparts chaotic enchantments and curses on those who aren't outright slain.
  82. Yrrith-Halud: A purple worm imprisoned by the wizard Grellin for waking him in the night with its mating song. It is friendly towards the party and becomes docile if sung to in the language of the deep earth.
  83. Zhaal-Khud: A purple worm imprisoned by the wizard Eshara for toppling her cosmic dominoes, causing unseen tragedy on some unknown world. It is indifferent to the party, burrowing away immediately. Its rumblings are sufficient to make walls and ceilings in the area collapse.
  84. Chaos Knight Thazrogg: A death slaad imprisoned by the wizard Ozarion. Thazrogg traveled the mortal world in the guise of Ozarion himself, challenging Ozarion's colleagues to all manner of inane and deadly magical duels. Thazrogg (and thus Ozarion) developed a reputation for simply hacking his opponents to death with his icy sword (a frost brand +3). Very unwizardlike behavior! When freed, Thazrogg is still disguised as Ozarion, and is curious about the party. If they prove to be boring or stodgy, he quickly becomes unfriendly, using his magic to inconvenience (but not necessarily kill) the party as he wishes (for example, fear, symbol, or power word, stun, but probably not cloudkill or fireball). He will steal any treasure or magic items dropped as a result, then become invisible and flee.
  85. Brontakles, Father of Laughter: An elder titan imprisoned in the Dawn Age by the gods themselves. His laughter shook the mountains and collapsed a cliff, destroying the god of wine's favorite monastery. When freed, he demands to be entertained with jokes. Should the party succeed in amusing him, his fits of laughter shake the earth and collapse structures and caverns in the area.
  86. Dioneion, the Clay Prince: An elder titan imprisoned in the Dawn Age by the gods themselves. He attempted to mold a perfect race of mortals to rival the gods themselves. When freed, he views the party as imperfect creations, and seeks to mold them into their best selves. He restores lost limbs and other injuries, but also changes the party's shapes to reflect his own image. He may change characters' ability scores, race, and class as suits his tastes.
  87. Eirenessa, the Dreamweaver: An elder titan imprisoned in the Dawn Age by the gods themselves. To end a war, she created a dream so magnificent that mortals refused to wake, and the gods anguished in the absence of their worship. During her imprisonment, her fascination with dreams turned towards the macabre. When freed, she makes the party's greatest fears into reality, forcing them to do battle with monsters from their worst nightmares. If they survive, she may eventually take an interest in more uplifting fare, manifesting the party's greatest desires (as a wish spell).
  88. Heliandros, Son of the Sun: An elder titan imprisoned in the Dawn Age by the gods themselves. His passion for the goddess of love caused the mountains to ignite, sowing destruction across the gods' carefully sculpted peaks. In his heartbroken state, he is hostile towards the party, bellowing, attempting to smash them, and unleashing all the power of his spells and psionics upon them. His anger causes his surroundings to burst into flames.
  89. Lysiphane, Mother of Feasts: An elder titan imprisoned in the Dawn Age by the gods themselves. During a feast of the gods, she was a bit too friendly with the goddess of the hearth's husband. When freed, she is gregarious and interested in tales of the party's heroic deeds. If pleased, she seeks to lift the party's spirit with a feast fit for heroes.
  90. Nymirion, the River Father: An elder titan imprisoned in the Dawn Age by the gods themselves. He urinated into a fertile valley, creating a river which washed away an entire civilization. His bladder is full after eons of imprisonment, and once freed he begins to relieve himself. The party risks being washed away or drowned in the resulting torrent.
  91. Tarthalion, Bard of the Mountain Wind: An elder titan imprisoned in the Dawn Age by the gods themselves. He gifted a mortal bard with a fragment of the song of creation, and the boastful bard's resulting ballad was heard all the way on Olympus itself. The gods were not pleased with such power handed out so freely. Tarthalion either learned little from his long imprisonment or seeks to get even with the gods by defying them again - if a bard or other musician is in the party, he will bestow upon them the various power word spells in the form of song.
  92. Lord Caradoc: A vampire and 9th-level magic-user imprisoned by the wizard Ellindra for feeding on several guests during Ellindra's masked ball. Lord Caradoc's mouth is still covered in blood, and his hunger has not been sated. He attacks the party, eager to feast upon their essences.
  93. Lady Senara: A vampire and 9th-level magic-user imprisoned by the wizard Thalrion for shattering several expensive floor-to-ceiling mirrors in his house of tricks. She is indifferent to the party, treating them with cold detachment. She abhors reflective surfaces, and becomes incensed if the party's arms and armor are exceedingly well-polished.
  94. Magister Dren: A vampire and 10th-level magic-user imprisoned by the wizard Lireya for summoning a swarm of plague rats to invade a lecture of hers, causing all in attendance to flee in a panic. He is hostile, but bides his time until his rats arrive before attacking.
  95. Countess Mirelle: A vampire and 10th-level magic-user imprisoned by the wizard Veltarn Dusque for drinking the blood of his familiar, a raven named Quill, during a dinner party at Veltarn's manse. Mirelle is an avid drinker of beast blood (which is considered by most vampires to be noxious behavior). She is indifferent towards the party unless they possess familiars, pets, or other accompanying beasts. She pretends to admire such creatures and calls them to her (her gaze is able to charm beasts as well as people), stroking them lovingly before engaging in a hideous feast.
  96. Baroness Drazhena: A vampire and 11th-level magic-user imprisoned by the wizard Horvath. The two entered into a dispute when Horvath's shipment of magically enriched soil became confused with Drazhena's own shipment of blasphemous grave earth. Horvath visited the Baroness's new estate to correct the issue but, unaware that the Baroness was a vampire, ate a large meal of garlic butter quail before arriving. The Baroness recoiled, which Horvath took as a slight against the smell of his breath (about which he was very sensitive) - imprisonment, of course, was the only way to correct the insult to his personage (and this way, he got to keep both shipments of earth, so it was a no brainer). The cyst which imprisoned Drazhena managed to include a whiff of Horvath's garlic breath, and she has only become more incensed with the eons. When freed, she attacks immediately. She has built up a tolerance for garlic and no longer recoils from it.
  97. Duchess Serethin: A vampire and 11th-level magic-user imprisoned by the wizard Iskavar. Iskavar slew Serethin in combat, at which time she assumed gaseous form and attempted to return to her resting place. Rather than find her resting place and destroy it, Ikavar felt it would be more prudent to simply imprison her in her gaseous state. Serethin is still in gaseous form when freed. She ignores the party and slowly floats away to seek out her resting place (whether it is still available to her is left to the DM's discretion).
  98. Baron Velemir: A vampire and 11th-level magic-user imprisoned by the wizard Thesselaine. Velemir preferred the form of a large bat to his true countenance, and delighted in terrorizing women in this form, swooping down upon them and becoming tangled in their hair. Thesselaine was one such victim, and the last that Velemir would harass in such a manner...until now. Velemir remains in bat form when freed, and immediately endeavors to engage with the member of the party with the most elaborate and voluminous hair. If none such are present, he merely flies off, relieving himself as he leaves without regard for who may be under him when he does so.
  99. Count Dragomir: A vampire and 12th-level magic-user imprisoned by the wizard Thelyron for describing Thelyron's blood as "too vinegary". The taste has lingered on Dragomir's tongue throughout his imprisonment, and he is eager to cleanse his palate with something richer.
  100. Ser Talavar: A vampire and 12th-level magic-user imprisoned by the wizard Meldrith for seducing the latter's simulacra. Talavar is a hopeless romantic and will fixate on a party member determined at random, attempting to charm them with his gaze or otherwise employ his magical abilities. Failing that, he will attempt to court them by more mundane means, becoming irritable if they rebuke his advances. If successful, he will want to whisk the party member away to his castle (whether his castle still exists is left to the DM's determination).

Aside from the obvious caveat that I do not recommend doing this and in some ways regret committing to the bit without thinking it through, I have some thoughts about this process. 

I used the AD&D 1e Dungeon Random Monster Tables from the Fiend Folio (for variety's sake, as there are more monsters therein), which have ten levels of monster, rather than nine (as described in the 2e version of the spell). Thus, a roll of 1-10 on d20 indicated a monster from the corresponding dungeon level's encounter table, and rolls above 10 all indicated a monster from Monster Level X. That means that 55 of the entries are from Monster Level X, which is why there are so many beholders, catoblepases, dragons, iron golems, liches, purple worms, elder titans, and vampire spellcasters in the latter half of the list (I kept the reaction rolls of each varied to make multiple encounters with the same type of creature interesting):

55 is a lot of encounters for a table without that many monster types!

At first I thought it a bit odd that so many imprisoned creatures would be so powerful. Normally I'm of the opinion that low-level monsters should be more common than high-level ones, and usually this is the case (in the wilderness, for example). Thinking about it, I considered the fact that only high-level magic-users can cast imprisonment. Would it not then follow that these individuals would in turn be imprisoning high-level creatures? Sure. I had to do some intellectual stretching to determine why so many catoblepases, iron golems, and purple worms might be imprisoned, but such practice is good for the Dungeon Master's brain.

Why does almost everything have a name, including unintelligent creatures? Because it's fun! And in D&D, you can talk to almost anything, so I think everything deserves a name. Name your giant spiders, people! Shout out to Fantasy Name Generators and Dying Earth Name Generator, without which none of this would be possible.

I wouldn't do this again, and I'm not particularly glad that I did do it, but there is some feeling of accomplishment at having completed such a monumental undertaking. Shout out to the real ones consistently churning out behemoth d100 tables. It is not easy! 

Maybe someday I'll actually get to use this thing. The mere possibility, and the comfort I can take in knowing that I have this table should I ever need it, is enough to make it all feel kind of worth it. If you actually read all the entries in the list, comment down below! Let me know which ones stood out. I certainly have my own favorites - but I'll never tell! Unless you ask, then maybe I will.

Friday, March 21, 2025

Spell Research: Knock and Wizard Lock

The knock spell first appears in original D&D's Book I: Men & Magic. It is a 2nd-level magic-user spell. The description is as follows:

A few things about this are immediately interesting to me. First, the spell opens secret doors, obviating the need to puzzle out how the secret door is intended to be opened. It also means that secret doors which are designed to open from only one side can be opened from the unintended side using this spell. I had always intuited that the purpose of this spell was to unlock doors, not open them, so this is a bit surprising to me on a close read.

I am also surprised to see that knock is a ranged spell. I had always assumed that the magic-user had to physically knock on the door for the magic to work. Since the spell doesn't simply unlock but instead opens such doors, that means doors can be opened at range, allowing any traps triggered by opening the door to be triggered while the magic-user is at a distance.

Interestingly, if we read the spell literally, it does not open doors that are not secret, held, locked by magic, barred, or otherwise secured, so the PCs will still have to risk opening those doors themselves.

No discussion of knock is complete without looking at its counterpart, the other 2nd-level magic-user spell, wizard lock:

Wizard lock has another counterpart alluded to here: hold portal. This post will not cover hold portal because it is not consistently represented in all editions of D&D. It is very similar to wizard lock except that its duration is shorter (think of a magic-user magically warding a dungeon door against an ogre attempting to batter it down, versus a magic-user permanently securing an important door in their inner sanctum).

Knock suppresses wizard lock only temporarily, and does not remove it. The magic-user must cast knock each time they wish to pass through the wizard lock. This makes me want to make the occasional wizard lock door trapped such that it automatically swings shut after a certain number of individuals pass through it, separating the party unless the wizard can open it again.

Interestingly, the magic-user seemingly cannot open their own wizard lock without a knock spell. That seems horribly inconvenient!

Since this is our introduction to the spell, I feel this is a good time to link to Designing Obstacles for OSR Play, which contains some interesting discussion about "Hard Locks" and "Soft Locks" and about knock and the problems posed by "skeleton key" spells like it and dispel magic. The post criticizes the use of wizard lock in published adventures and the tendency of adventure authors to take the ubiquity of knock for granted, rather than including more interesting ways of bypassing wizard lock and related obstacles. I don't see this as being an inherent problem with either spell so much as a flaw in the design culture surrounding these particular obstacles. 

As the post explains, there are much more interesting ways to integrate locked doors and their keys into adventures. The existence and implementation of knock does not offend my sensibilities. If I've designed a truly interesting magically locked door with an ingenious puzzle that needs solving to open it, but the player characters happen to have knock and can bypass it with a single spell, more power to them. It is less interesting, but I'm not always prioritizing what's interesting above all other considerations, such as rewarding players for being well-prepared.

I'm also not entirely sure whether wizard lock would be considered a Hard or Soft Lock. Is it a Hard Lock because it identifies specific means of bypassing it (the implication being that there are no other means of doing so)? Or is it a Soft Lock because there are multiple ways of bypassing it (knock, dispel magic, or the service of a higher-level magic-user)? This issue will only become muddier as we dig into different iterations of the spell.

Another common criticism of knock in particular is that it allows the magic-user to be a better thief than the thief. I will point out that at the time of original D&D's publication, the thief did not exist. The magic-user is not yet stepping on those particular toes. That is about to change.

Knock appears again in AD&D:

This being AD&D, the spell has been complicated quite a bit! It is classified as an alteration spell for the first time. Alteration (later called transmutation) is the school of magic concerned with the alteration of a thing's properties. In this case, the locked object is being magically transmuted into an unlocked object. Sure. That works I guess.

Knock now has an area of effect of 10 square feet/level of the caster. What exactly this means isn't at all made clear. Perhaps it will be clarified in the future, in some sort of updated version of the AD&D rules?

AD&D's version of knock also opens stuck doors (the original D&D version of the spell isn't explicit about this - my interpretation is that it doesn't affect stuck doors, unless a stuck door qualifies as "otherwise secured") and locked or trick-opening boxes or chests (in hindsight, it's interesting that the original spell only works on doors), and loosens shackles or chains. The description also specifies that knock does not open portcullises (the original version's "otherwise secured gates" language may or may not include portcullises). Lastly, each casting of the spell removes only two impediments to opening the door (i.e., a lock and a bar, but not a lock, a bar, and a spell like hold portal or wizard lock).

The thief is now a class. They are pretty bad at the things they're supposed to be good at. Knock, among other spells, allows the magic-user to automatically succeed at the things the thief is supposed to be good at, albeit a limited number of times per day. Similarly, the magic-user also automatically succeeds - again, just a few times a day - at opening stuck doors, which is one of the things the fighter is supposed to be good at. At least the magic-user can't bend bars/lift gates!

I personally am not really bothered by the toe-stepping. The magic-user only has so many spells per day, and if they want to cast knock multiple times they have to use multiple spell slots to prepare it. The magic-user is sacrificing a significant amount of utility just to open the occasional door. There is no on-demand magic (i.e., cantrips) in AD&D like would come in later editions, so the magic-user is making a choice to specialize their loadout for the day and then be limited to throwing their darts or whatever.

I think it's more likely that the party explores the areas of the dungeon that can easily be explored, the fighter and thief try their luck at any stuck or locked doors they come upon, take note of those they can't open, and the magic-user then prepares accordingly for the next delve into the dungeon to open any doors that continue to confound the rest of the party. 

That too comes with tradeoffs. The party may have random encounters as they retreat from the dungeon. If they make camp outside the dungeon - which they would be wise to do - they may have to fend off a dangerous wilderness encounter. While they're gone, the rooms they explored may be reoccupied. They may have more random encounters while traveling back to where the offending doors are. The party can make short excursions into the dungeon to achieve a straightforward goal such as this, but it's simply not an efficient way to explore.

In a world where any magic-user of 3rd-level (which is considered low-level in all versions of the game) can magically open almost any door, you also have to imagine that most important things are going to be behind several secured doors. Or, maybe, just one really secure one.

Each casting of knock only foils two "locks" on a given door. Imagine a huge vault door with multiple complex locking mechanisms and magic wards. The magic-user can get through two at a time. A 3rd-level magic-user can get through two locks per day. At 4th- through 6th-level, they can get through four locks per day. At 7th- through 9th-level they can get through six locks per day. And on and on. Suddenly the thief doesn't seem so superfluous (but you should probably make them more competent somehow - there are far more blog posts on the subject than I care to wrangle right now).

I also like how the spell suppresses a wizard lock for 1 turn specifically. In my world, doors with wizard locks are on a timer - after the turn is up, the door swings closed! I really like the idea of the party breaking into a magic-user's vault with their one use of knock, only to neglect to spike open the door and end up trapped inside.

The AD&D version of wizard lock similarly adds a number of specifications:

Like knock, wizard lock is an alteration spell, has the same unexplained area of effect, and specifies the types of objects it affects. The wizard lock can now be bypassed by breaking the affected object (the Lock is becoming Softer). However, magic-users now need to be one additional level higher than the original caster (i.e., 4 or more levels higher compared to the original spell's 3 or more levels higher).

The bit at the end is referring to the fact that hold portal can be shattered at will by any extra-dimensional creature (demons, devils, elementals, etc.). In other words, wizard lock is a permanent version of hold portal that also effectively keeps out such creatures.

AD&D 2e's version of knock cleans up the 1e version:

First, I love that the spell is now reversible. OD&D and 1e both had reversible spells, but knock wasn't one of them. We don't need a knock spell and a lock spell. They're the same spell. You just flip 'em! 

...Is what I would say, if it weren't for the fact that 2e still has a wizard lock spell! We'll get to that in a moment.

This version of knock makes the odd specification that the spell does not affect "ropes, vines, and the like." Okay. Why would it? It also specifies that the location of a secret door must be known in order for knock to open it. This sounds like common sense to me, but in hindsight one could read the original D&D and 1e descriptions as allowing the spell to open undiscovered secret doors (the 1e version in particular "causes secret doors to open", which is vague wording).

The 2e version also elaborates on the area of effect - delightfully, in my opinion. The intention is, apparently, for more powerful wizards to be able to open larger doors! A 20th-level wizard can knock a 200-square-foot door. How big are a giant's doors? If a standard human-sized door is 4' x 7', a 26-foot-tall storm giant (assuming similar proportions) would use a door that is roughly 15' x 26' (though probably even bigger than this). That would require a 39th-level wizard to open! Does the spell assume the caster is human-sized? Can giant wizards easily knock open their own doors? Much to think about!

2e's version of wizard lock is much the same as 1e's, albeit with an important quality of life change:

The caster can now open their own wizard lock! This feels like it should have always been the case. It also introduces an interesting possibility: If the wizard who originally cast wizard lock is at hand, the party could take the wizard hostage and force them to open all of their locks! I could imagine this happening if the party is raiding the wizard's stronghold and is able to neutralize the wizard, but still needs to gain entry into the vault. The Lock gets Softer yet again!

The description does not clarify the area of effect, but we can intuit that it is similar to knock. Interestingly, a 20th-level wizard can knock a 200-square-foot door, but wizard lock a 600-square-foot door. Such a door would require a 60th-level wizard to knock it open!

So what is the point of the reverse of knock, lock? Well, it only affects doors that have a physical locking mechanism. Because of knock's smaller area of effect, is also affects smaller doors than wizard lock. I have no idea why one would prepare lock rather than wizard lock. Making knock a reversible spell was a good idea, but it ultimately feels like a missed opportunity.

Surprisingly, the 3e version of knock is largely unchanged:

This version specifies that the spell only loosens welds, shackles, or chains which "serve to hold closures shut." I think what it means is that it loosens, for example, chains that block a door or bind a chest, but not shackles restraining an individual. There's a very minor change to its range (most likely accounted for by D&D switching from yards to feet as the standard measurement at the time). Very powerful wizards (and sorcerers) can now unlock very large doors from very far away!

Annoyingly, the description for arcane lock is split onto two pages:

First, the name change. Locking doors with magic isn't just for wizards anymore! Second, it's an abjuration now. This makes sense, as abjuration is the school of warding, protection, and negation. I like it better than magically altering the properties of a door from unlocked to locked. The spell also now requires a material component in the form of gold dust worth 25 gp. 

I like how the spell is integrated into 3e's skill system by specifying that it adds 10 to the normal DC to break open the door or portal. In AD&D, a mundane lock and a wizard lock are equally difficult to force. In 3e, each type of door has its own DC, mundane locks add to the DC, and arcane lock adds onto that, making it possible to create a door that is particularly hard to muscle open.

Importantly, this version no longer allows a higher-level caster to open the arcane lock at will. The Lock has become Harder. 

4e, unsurprisingly, changes knock more than any edition yet:

I don't care for the glowing blue key that floats into the door causing it to glow amber. It's weirdly specific and feels like a video game (a comparison no one has ever made with 4e). Otherwise this is interesting. 

In past editions, knock was a 2nd-level spell, which could be cast by a character of 3rd-level or higher. In 4e, knock is a 4th-level ritual, which means the character must be at least 4th-level to cast it (i.e., it is not comparable in power to a 4th-level spell in other editions). Knock is unlocked (haha) for player characters slightly later in 4e than in other editions.

Since knock is now a ritual, it's not tied to spell slots or to 4e's system of at will/encounter/daily powers. If the party has a knock scroll, they can cast the ritual once. If they have the ritual in a book, they can cast it as much as they want, if they have the necessary components.

This is the first time knock has a component cost. I think this is just because all rituals in 4e have a component cost (have to limit them somehow I suppose - 5e would change this, IMO for the worse). It also makes sense considering that 3e introduced a component cost for arcane lock.

I like the idea of the spell requiring a key carved from bone and etched with arcane symbols (a literal skeleton key) which crumbles into dust after the spell is cast. I suppose the ritual requires a healing surge because it's draining for the caster or their assistants (either can provide the necessary healing surge). I really like 4e's use of healing surges as meta currency and wish 5e did more with its hit dice.

I also like how opening a lock is now a skill check, with multiple locks or closures requiring multiple checks. If the rogue has to do it, the ritual caster should too! The description points to the Thievery skill for its DCs, which are 20 (Heroic tier), 30 (Paragon tier), and 35 (Epic tier). It doesn't seem fair that the ritual caster then gets a bonus to the check, presumably preserving their better-than-the-rogue abilities, but maybe there's something about the math that I'm not accounting for due to my unfamiliarity with 4e.

Knock no longer automatically opens the door, chest, gate, etc.! You still have to physically open the thing. It also destroys an arcane lock, which is too bad. No more automatic door traps.

It's important not to miss what the description is omitting! The range isn't specified (I assume it's roughly equivalent to every other version of the spell). Knock doesn't affect secret or stuck doors or chains anymore. The chains thing always seemed weird to me. The secret doors change is a good one. Players should have to figure out how to open those! Unfortunately, the days of more powerful spellcasters being able to open bigger doors are also at an end.

4e's version of arcane lock is similarly interesting:

Now, the Arcana check of the caster sets the DC to open the lock. This is an elegant solution to the "a wizard X or more levels higher than the the one casting the spell" mechanic. Now, the arcane lock caster sets the DC, and the creature trying to beat the lock has to beat the DC. Simple.

Let's not miss perhaps the most important change: You can now open an arcane lock with Thievery! Rogues and the like are not rendered useless by an arcane lock. The way that I read it is that arcane lock can magically reinforce an existing physical locking mechanism on the door, making it more challenging for a Thievery-using character to open. If the door has no physical locking mechanism and arcane lock is instead simply magically holding the door shut, I don't think Thievery would apply.

In addition, the caster can now designate specific individuals or categories of creatures who can open the door at will. The caster can also set a password, which introduces yet another way to bypass the lock.

In addition to now being destroyed by knock, arcane lock is now also destroyed by a successful Thievery check. The caster also knows instantly when the arcane lock is defeated, meaning it doubles as an alarm spell. That makes it a lot more difficult to break into the wizard's vault.

5e rolls back many of 4e's changes and adds a new spin to the spell:

No longer is knock a ritual. Its range is shorter than ever (unless I'm missing something about the 4e version) - 5e took the 60 yard range from pre-Wizards of the Coast D&D but kept feet as the standard unit of measure from 3e, resulting in a range of 60 feet. The spell once again does not require costly components. It affects any "object that contains a mundane or magical means that prevents access". It affects stuck doors again. It only unlocks one lock at a time. It once more only temporarily suppresses an arcane lock.

The author of the spell saved my favorite change for last. A real juicy sucker punch of a sentence: "When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object." 

Aside from more powerful spellcasters being able to open bigger doors (no I won't let that one go), this is my favorite change yet. This is the best disincentive to using knock. How badly does the party need to open this thing? Are they willing to alert potentially all of the dungeon's inhabitants? What if those inhabitants come looking for them? They'll have to loot the vault quickly and then make a run for it. Can they use the spell as a diversion? Can they use it to set a trap? Should they cast a silence spell first?

It's fantastic.

The 2024 version of the spell is identical, albeit written more tersely and with Game Terms capitalized according to that style. 

5e's arcane lock preserves some of 4e's changes and blends in a bit of 3e:

You can still designate creatures that can bypass the lock, and you can still set a password. Knock only temporarily suppresses the lock. Instead of setting the DC with a spellcasting check like in 4e, you simply add 10 to the existing DC like in 3e. 5e still allows for the possibility of picking a magically augmented lock. 

The 2024 version doesn't seem to change much:

Unfortunately, you can no longer pick a lock affected by arcane lock. It reads as if you can still destroy the door or force it open, but no guidelines are given for modifying the DC. As seems to often be the case with the 2024 rules, this version offers only (often detrimental) simplification without clarity or innovation.

What's your favorite version of knock? How about wizard/arcane lock? The original versions are short and simple, AD&D's are more complex, 3e doesn't change much, 4e totally reworks both spells, and 5e brings them back to their roots with at least one brand new twist. 

Personally, I like some combination of AD&D's weird specificity, 4e's skill contests with a cost, and 5e's clever complications. There's just one problem that no version of knock has ever solved. The caster should have to physically knock on the door! That really grinds my gears. 

Here's my own version of knock, combining some of my favorite elements from several iterations:

Knock
2nd-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Target: A stuck door or a door, box, chest, set of manacles, or other closed object secured with a lock, bar, arcane lock, or other means preventing access, with a surface area no larger than 10 square feet x your spellcaster level
Components: V, S, M (a key carved from bone and etched with silver-inlaid arcane symbols worth at least 25 gp, which the spell consumes)
Duration: Instantaneous
Classes: Bard, Sorcerer, Wizard 
 
Make a spellcasting ability check with proficiency against the lock, stuck, or barred door's DC. On a success, a target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, you may continue to make spellcasting ability checks until all locks are unlocked or until you fail.
 
If you choose a target that is held shut with arcane lock, make a spellcasting ability check against the DC set by the caster of arcane lock. On a success, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
 
If you know the mage hand spell, you can use your mage hand to deliver the knock. 

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

(Written for 5e, but you could easily use it with almost any edition by just changing or omitting certain details.)

The spell is now a ritual, which increases its utility, for better or worse. It has a component cost however, so it isn't necessarily spam-able (not that the 25 gp will be much to player characters for long). The caster has to physically knock on the object (unless they have mage hand, which I thought was a fun twist). We're also bringing back the limitation on the size of the target object, because of course we are. 

Because expert characters like rogues are likely to have expertise with thieves' tools, and the knock spell only grants proficiency on the spellcasting check, rogues are still likely to be better lockpickers than their spellcasting counterparts, but a spellcaster remains a viable substitution if a rogue isn't around. If the target is affected by an arcane lock, it triggers a skill contest, which I feel better represents the different capabilities of more or less powerful spellcasters accounted for in arcane lock's early iterations.

And here is my version of arcane lock:

Arcane Lock
2nd-level abjuration (ritual)
Casting Time: 1 action
Range: Touch
Target: A closed door, window, gate, chest, or other entryway, with a surface area no larger than 10 square feet x your spellcaster level
Components: V, S, M (gold dust worth at least 25 gp, which you use to etch arcane glyphs on the object's surface, and which the spell consumes)
Duration: Until dispelled
Classes: Artificer, Wizard 

The target becomes locked and held fast for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. 

When you cast this spell, make a spellcasting ability check with proficiency. The result of your check determines the DC required for a knock spell to suppress your arcane lock.

While affected by this spell, the object is more difficult to break or force open, and any physical locks on it are more difficult to pick. The object's AC increased by 2, and it is treated as one size larger for the purposes of determining its hit points. The DC to force the object open or pick any locks on it increases by 10. If the object's locks are successfully picked, the spell continues to hold the object shut.

As with knock, I made arcane lock a ritual and added the limit on the area of effect (couldn't help myself). I made the arcane lock tougher to physically destroy and clarified that picking the locks still requires the door to be forced. 

In my mind, the spell is both making the lock tougher and physically reinforcing the door. Picking the lock doesn't remove the spell, but it makes forcing the door easier than if you were to try forcing the door with multiple locks in place. Hopefully that makes sense.

And that's knock and wizard/arcane lock! They're two classic spells that have gone through a variety of iterations. I am surprised by both the similarities and differences from one version to another, and delighted by the little intricacies and the ways in which each edition's quirks manifest in the spells' descriptions. They are interesting and iconic spells which are often written off for causing problems, but which I personally feel are just additional magical tools - one most likely to be used by the players to solve problems, and another to be used by the DM to cause them (in a good way).