![]() In AD&D, legend lore had the following text: One way of keeping the lid tight on your information is to make this spell harder to cast if the characters have precious little starting information, and make it easier to cast if they have a wealth of knowledge or a direct connection to the legendary character, location, or item that they’re trying to learn more about. Both versions contain useful bits of information that you can use as guidance, or discard in favor of your own ruling. ![]() For aid, we turn to two older versions of the spell: its original printing in the AD&D 1st edition Player’s Handbook, as well as the text of the spell from the 3rd edition Player’s Handbook. ![]() If you want more guidance, we can take inspiration from the rules of previous editions of Dungeons and Dragons. In fact, rejoice! The fact that your players are using this spell at all means they care about your world! The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known.” If you’re concerned that this spell will drain the mystique from your game world, don’t be. A wizard who casts of legend lore and names your main villain, or the location of their world-ending ritual, or their mythical weapon (and so on) could feel like the players trying to snip the Gordian knot of your plot.īut this doesn’t have to be the case! The amount of information a character can learn from a single casting of this spell is ultimately left up to the Dungeon Master, though the spell vaguely suggests the character learns “a brief summary of the significant lore about the thing named. Sometimes the best part of a long-term D&D campaign is doling out little bits of cryptic lore at the end of each dungeon, slowly giving the players all the pieces to a vast puzzle that sits at the heart of the main villain’s plot. If you feel like this spell will ruin your campaign’s plot, you’re far from alone. Thus, the DM must perform a difficult balancing act whenever the players use it: how do you deliver enough information to make your players feel like their investment was worth their while, without giving so much that you drain your campaign setting of all mystery? Adjudicating Legend Lore for Dungeon Masters A 5th-level spell slot is quite powerful, and spending it only to get a paltry rumor can lead to a disappointed spellcaster. ![]() This lore can stretch from modern rumors to long-lost myths-at the Dungeon Master’s discretion.Īs an incredibly open-ended spell, it can be a tough one for DMs to adjudicate-and thus, a risky one for players to use. It allows characters capable of casting it to flood their mind with legends of any person, place, or object that they name. Legend lore is a 5th-level divination spell that becomes available to a number of different spellcasting classes as most D&D characters emerge from being local heroes to adventurers known across the land. How do you improvise all that lore? How much information to give? How can you say it in a suitably cryptic manner? Let this installment of Spell Spotlight set your fears to rest. Today, we’re looking at an iconic spell that can unwind the mysteries of figures of legend, mythic magic items, and places of long-forgotten power: legend lore! Available to bards, clerics, wizards, and warlocks of the Undying patron, this spell is useful for characters that want to delve deep into a campaign’s lore, figure out cryptic puzzles in ancient dungeons, or learn the powers of magic items they’ve uncovered.įor Dungeon Masters, this spell can be scary when first deployed by your players. Spell Spotlight examines D&D’s best, worst, and most interesting spells, giving you the tools you need to play a spellcaster who knows exactly what they’re doing. ![]()
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