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Showing posts with label spells. Show all posts
Showing posts with label spells. Show all posts

Thursday, April 21, 2011

Wizards' Duels And Countering Spells

One of the great voids in Dungeons and Dragons is the absence of a spell-countering or wizard-dueling mechanic.

The current magical combat system is rolled in with the martial combat system, which is derived from the wargames antecedent to D&D.

Using that mechanic, spells are cast during that player's combat turn, and the effects are applied shortly thereafter (unless a saving throw negates the spell effect).

Saving throws, as a way of countering spells, is a free (to the defender) and adequate mechanic, for those spells that affect a character, but what of those spells for which no saving throw is permitted, or for spells that do not affect a member directly? Currently, there is no way to counter those spells within moments of their casting. One must wait until the next round to attempt some kind of response to the previously-cast spell. Unfortunately, at that point, it is often too late to actually counter the effects of the first spell.

Here's an alternative. Any time a spell-caster invokes a spell, any other spell-caster can use their turn (assuming they have not already taken their action) to counter the invoked spell.

In order to do so, the second spell-caster must either have memorized the same spell, or have a memorized spell sufficiently similar (or opposite) in effect that it can be used to counter the effect of the first spell cast by the attacker.

Since the second caster is reacting, in real time, to the initial spell, there is a chance that her spell-countering will fail. Rolling 2d6, the second caster must roll an 8+ to successfully counter the first spell, but that is modified (to the defender's benefit) by the number of levels the defender is above the attacker's level, and by the level of the spell being expended in that defence. I say to her benefit, because if the defender is a lower level, or uses an inferior spell, she still gets the minimum 8+ chance to counter. Call it the Harry Potter effect.

For example, the attacker, a 3rd level MU, casts darkness, a 1st level spell. The defender, a 6th level MU, uses her turn to cast a 2nd level spell, continual light, to counter. Since the defender is 3 levels higher than the attacker, and is casting a spell 1 level higher, the defender gets to add 4 (3+1) to her roll to successfully counter.

Whether or not the defender is successful, that memorized spell used for countering is gone from her memory, and she has used her turn for that round.

But what of situations where the defending MU have already taken her turn or wishes to counter multiple spells? In those cases, some alternative spell-casting cost could be imposed (for example, the MU takes d6 of fatigue damage for each additional spell she wishes to counter, should she have already taken her turn).

Wizards' Duels And Countering Spells

One of the great voids in Dungeons and Dragons is the absence of a spell-countering or wizard-dueling mechanic.

The current magical combat system is rolled in with the martial combat system, which is derived from the wargames antecedent to D&D.

Using that mechanic, spells are cast during that player's combat turn, and the effects are applied shortly thereafter (unless a saving throw negates the spell effect).

Saving throws, as a way of countering spells, is a free (to the defender) and adequate mechanic, for those spells that affect a character, but what of those spells for which no saving throw is permitted, or for spells that do not affect a member directly? Currently, there is no way to counter those spells within moments of their casting. One must wait until the next round to attempt some kind of response to the previously-cast spell. Unfortunately, at that point, it is often too late to actually counter the effects of the first spell.

Here's an alternative. Any time a spell-caster invokes a spell, any other spell-caster can use their turn (assuming they have not already taken their action) to counter the invoked spell.

In order to do so, the second spell-caster must either have memorized the same spell, or have a memorized spell sufficiently similar (or opposite) in effect that it can be used to counter the effect of the first spell cast by the attacker.

Since the second caster is reacting, in real time, to the initial spell, there is a chance that her spell-countering will fail. Rolling 2d6, the second caster must roll an 8+ to successfully counter the first spell, but that is modified (to the defender's benefit) by the number of levels the defender is above the attacker's level, and by the level of the spell being expended in that defence. I say to her benefit, because if the defender is a lower level, or uses an inferior spell, she still gets the minimum 8+ chance to counter. Call it the Harry Potter effect.

For example, the attacker, a 3rd level MU, casts darkness, a 1st level spell. The defender, a 6th level MU, uses her turn to cast a 2nd level spell, continual light, to counter. Since the defender is 3 levels higher than the attacker, and is casting a spell 1 level higher, the defender gets to add 4 (3+1) to her roll to successfully counter.

Whether or not the defender is successful, that memorized spell used for countering is gone from her memory, and she has used her turn for that round.

But what of situations where the defending MU have already taken her turn or wishes to counter multiple spells? In those cases, some alternative spell-casting cost could be imposed (for example, the MU takes d6 of fatigue damage for each additional spell she wishes to counter, should she have already taken her turn).

Tuesday, April 5, 2011

Spell Levels Are Broken

Why is no-one willing to admit this?

Everything else using the term "level" in Dungeons and Dragons makes sense. A third level character has three hit dice. A third level monster is typically found on the third level of a Dungeon. The third level of the dungeon is found beneath levels one and two.

So why does a third level wizard get one second level spell?

This really should not be that hard to fix. Simply take the first level spells, separate them, fairly evenly, between weaker and stronger spells (perhaps putting the combat spells in the stronger spell category) and re-label the stronger first level spells "level two spells". A first level magic user selects a spell from the weaker 1st level spell list. When the magic user reaches 2nd level, she can take a spell from either the first or second level spell lists.

Same with former second level spells. Separate them, and re-label the weaker as third level and stronger as fourth level spells. The 3rd level magic user takes a spell from the 3rd level spell list, and when she makes it to fourth level, takes one from the 1/2 list, and one from the 3/4 list.

The same applies to third level spells, which become fifth and sixth level spells, and so on, until we reach the ninth level spells, which are separated and become levels 17 and 18, respectively.

Spell Levels Are Broken

Why is no-one willing to admit this?

Everything else using the term "level" in Dungeons and Dragons makes sense. A third level character has three hit dice. A third level monster is typically found on the third level of a Dungeon. The third level of the dungeon is found beneath levels one and two.

So why does a third level wizard get one second level spell?

This really should not be that hard to fix. Simply take the first level spells, separate them, fairly evenly, between weaker and stronger spells (perhaps putting the combat spells in the stronger spell category) and re-label the stronger first level spells "level two spells". A first level magic user selects a spell from the weaker 1st level spell list. When the magic user reaches 2nd level, she can take a spell from either the first or second level spell lists.

Same with former second level spells. Separate them, and re-label the weaker as third level and stronger as fourth level spells. The 3rd level magic user takes a spell from the 3rd level spell list, and when she makes it to fourth level, takes one from the 1/2 list, and one from the 3/4 list.

The same applies to third level spells, which become fifth and sixth level spells, and so on, until we reach the ninth level spells, which are separated and become levels 17 and 18, respectively.

Sunday, December 5, 2010

New Spell: Larodrm's Leap Of Logic


Level: 2
Components: V,S,M
Range: touch
Casting time: 1 segment
Duration: special
Saving Throw: none
Area of Effect: creature touched

The arch-mage Larodrm, known for his laziness and fear of riding beasts, created a number of leaping and travelling spells to allow him to journey long distances with minimum effort. In addition to his Leap Of Logic spell, he also created the 9th level spell, Leap Year, which allowed him to leap, continuously for a year. Behind his back, the other arch-mages derisively named his Leap Of Logic spell, *LOL*, since the sight of Larodrm's leaping never ceased to fill them with great mirth.

Larodrm's Leap Of Logic spell allows the spell-target to leap a great distance. It is similar to the first level spell, Jump, but the distance leaped is equal to the throwing range of the creature affected.

The distance that can be leaped by the target is equal to the spell target's strength, times 10 feet (or yards, if outdoors) to a maximum of 140 feet (or yards, if outdoors). In order to use the Leap Of Logic spell, the target must toss a rock (properly ensorcelled and covered with runes) at the location he intends to leap to. The spell-target then leaps to that same location. The material component is a bag of ensorcelled rocks, with runes etched upon them.

This spell is similar to the 3rd level Cleric spell, Leap Of Faith, and the 3rd level Enchanter spell, Lover's Leap. The Leap Of Faith spell requires that the arrival location is in visual range and that the departure point is prepared with symbols of the deity of the person leaping the distance. The Lover's Leap spell requires that the person leaping can see their Lover to whose location they leap. Otherwise, the range is limited to the leaper's strength, times 10 feet (or yards, if outdoors) with the same maximum distance as the Leap Of Logic, and the leaper must imagine that his lover is at the location being leaped to.

New Spell: Larodrm's Leap Of Logic


Level: 2
Components: V,S,M
Range: touch
Casting time: 1 segment
Duration: special
Saving Throw: none
Area of Effect: creature touched

The arch-mage Larodrm, known for his laziness and fear of riding beasts, created a number of leaping and travelling spells to allow him to journey long distances with minimum effort. In addition to his Leap Of Logic spell, he also created the 9th level spell, Leap Year, which allowed him to leap, continuously for a year. Behind his back, the other arch-mages derisively named his Leap Of Logic spell, *LOL*, since the sight of Larodrm's leaping never ceased to fill them with great mirth.

Larodrm's Leap Of Logic spell allows the spell-target to leap a great distance. It is similar to the first level spell, Jump, but the distance leaped is equal to the throwing range of the creature affected.

The distance that can be leaped by the target is equal to the spell target's strength, times 10 feet (or yards, if outdoors) to a maximum of 140 feet (or yards, if outdoors). In order to use the Leap Of Logic spell, the target must toss a rock (properly ensorcelled and covered with runes) at the location he intends to leap to. The spell-target then leaps to that same location. The material component is a bag of ensorcelled rocks, with runes etched upon them.

This spell is similar to the 3rd level Cleric spell, Leap Of Faith, and the 3rd level Enchanter spell, Lover's Leap. The Leap Of Faith spell requires that the arrival location is in visual range and that the departure point is prepared with symbols of the deity of the person leaping the distance. The Lover's Leap spell requires that the person leaping can see their Lover to whose location they leap. Otherwise, the range is limited to the leaper's strength, times 10 feet (or yards, if outdoors) with the same maximum distance as the Leap Of Logic, and the leaper must imagine that his lover is at the location being leaped to.