Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Sunday, December 8, 2024

Experimental Counterspelling

Inspired by Beyond Vancian Magic: Skills for the Magic-User, here are my completely untested ideas for using Counterspells.



This is intended for a class and level type adventure game, where spells use slots or similar resource-based preparation.  If you need to roll a die to successfully cast a spell, this would probably have to get modified futher.

  1. Casting spells works as normal unless they are actively being countered.
  2. As their action, either by detection or declaration, a magician must decide to attempt to actively counter a spell. This does not take the place of a saving throw or similar mechanism, but rather reflects an opposing magician using their magical skills the prevent the attacker's spell from taking effect.
  3. Caster rolls 1d6 + Caster Level + Spell Level cast (if their spell is being actively countered).
  4. Counterer spends their round and rolls 1d6 + Caster level + (optionally) Spell Level of a prepared spell they wish to sacrifice to strengthen the attempt.
  5. Result:
    1. Caster higher: the spell takes effect as normal.
    2. Counterer equal or higher: spell is blocked, but is not lost. Another attempt to cast it can be made in subsequent rounds or later in the day.

If a spell is sacrificed to strength the counterspelling, it is lost regardless of whether the counterspell is successful or not.  It may not be the optimal use of resources, but requires the decision of "how badly do I want to block that fireball?".

Not sure if the math is too random or not random enough.  I may need to do some excel math-ing. Two casters of the same level, each casting and sacrificing a 1st level spell would be a 50/50 roll.

Why do defenders lose the spell if they attempt a counterspell, but not the attackers?  I'm still a little on the fence about this. If the defender doesn't actually lose the spell, the only thing they're sacrificing is their action.  In that scenario there is no decision to make - always "allocate" your highest level spell, since you don't lose it.

I also don't want to bork the attackers too easily and have you lose one of your few spells for the day just because someone gets a lucky roll, which is why my inclination is to say the attacker does not lose their spell if it is countered, and could try again the next round. Spells are a limited resource, so I'd feel bummed if my 1st level wizard lost his only Sleep spell because I rolled a 5 and the goblin sorcerer rolled a 6. If the goblin doesn't lose a spell he's not sacrificing anything. There's no decision to make beyond "spend my action and give it a try".

I don't know if I like the perpetual stalemate where the caster is countered, can try again the next round with the same spell, ad infinitum, but I think (so far from theorizing in my head) that the defender has a chance, but the attacker has the advantage.  As the counterspeller - you're holding off on the attack, making rolls, and hoping another party member can neutralize the caster permanently in the meantime.

In my (similarly experimental) Salutations ruleset, each class has a couple of "class skills" they can put points into at each level, similar to how some games handle Thief Skills.  I can imagine a counterspell class skill you can put points into to also modify that roll, and maybe an offensive equivalent to keep the counterspelling in check.

Sunday, June 2, 2013

Mindspur of the Depths

Mindspur of the Depths

The Mindspur is a tentacle segment one inch in diameter, from a creature deep below the surface.  Wizards and others of their ilk driven to knowledge have formulated a technique to alter the tentacle length to provide increase mental prowess typical of the species. A properly prepared tentacle with dig into the exposed flesh of a living beings head, worming it's way beneath the skulls.  The use of this item is not without cost, as the use gets a hunger for the brains of the sentient and under examination the presence of the tentacle can be seen writhing beneath skin.

Once in place the character gains a +1 to intelligence, but only as long as he consume the brain of another member of his species once a year.  Failure to consume the brainmeat results in a loss of the gained point of Intelligence and the doubling of the hunger (i.e., two brains a year).  The tentacle can only be removed through the use of magic or the death of the host.


Wednesday, October 10, 2012

Six Demon Bag

Six Demon Bag
GP Value: 3,000
XP Value: 20,000

The bag is the size of a large belt pouch, and is constructed of heavy black velvet with runes stitched in red.  When found, the Dungeon Master rolls 1d6 (in secret), representing the number of demons left in the Six Demon Bag.

If the the command word is utter and one reaches into the bag, a slimy fist-size blob is felt.  Upon pulling it out, it takes shape 10' away from the summoner.  The Dungeon Master rolls 1d6, representing the type (Type I through Type V, with a roll of "6" indicating a simple Manes demon) of demon summoned.  The demon will remain for 2 turns, otherwise acting as if summoned by Monster Summoning I.

Once summoned, a demon can not be returned to the Six Demon Bag.  Once all of the remaining demons have been summoned from the bag, the velvet fades to a dark gray and becomes inert.

Monday, October 24, 2011

Spell Components Revisited

By my unscientific survey, most DMs think spell components are a neat idea in theory, but a pain in the ass in execution. Players like them less. They get house ruled ("spell component packs"), hand-waved, or ignored all together.

For a time in high school I ran a campaign using the Best of Dragon IV Article, "It's a material world: Scrounging up spell components", which gave guidelines on the cost, source and availability of spell components. We were using AD&D second edition, so we didn't have to worry about swallowing live goldfish or keeping crickets alive, but it still made from an experience full of resource-tracking chaos. It was part of the fun, but we spent a lot of time shopping and searching, time in-session that me and my current players don't have in our adult lives.

My current methodology is to old worry about spell components unless they are expensive (more than 10GP) or particularly rare or cumbersome (black dragon's blood, canine statues). The key one for us has been the 100gp value pearl for identify. The necessity of the Identify spells has created an interesting economy, where players inquire if gems found are pearls, whether moneychanges have any 100gp pearls, and the use of the pearls as a shared party resource.

I've wondered how to create that similar economy and interest for the players for other spells, without the issue becoming a shopping headache. Conceivably we could use small red gems of fire spells instead of bat guano (rubies being inappropriately expensive for fireball), but I fear creating a logical system that overrides the beautiful Vancian incongruency. I do something simular for my ritual system to handle the economics and search procedure, but the form of the component remains to be determined.

Next up for me is a random chart of items, cross-referenced by spell level and school. It will contain a selection of items that seem plausible for regular play - a live cricket would be interesting for a rare ritual, but nothing a character could reasonably expect to use "in the field".
What should be on the list?

Wednesday, August 24, 2011

(Old Rules for) Rituals

Rituals

Almost any known spell can be performed in ritual form. This negates the needs for the normal method of memorization or preparation. A ritual requires three elements: time, space, and materials.

1. Time: A ritual will take 10 minutes (one turn) per level of the spell, or 6 times the normal casting length, whichever is longer. During this time the magic-user or cleric can take no other actions, just like normal spell casting.

2. Space: A ritual may require the celebrant to move in circles, make gestures, light candles, or face certain directions. 5 square feet of space per level of spell must be available and clear of obstacles or anyone not involved in the rituals. Other magic-users or clerics that know the spell may participate, but no bonus effects are granted.

3. Materials: Special materials, expended in the performance of the ritual are required. The cost of these materials is Spell Level squared x 100gp (thus 2nd level materials would cost 400 gp), and their encumbrance is equal to their cost. Ritual material have limited compatibility: they are specific to the school of magic, but can be used for rituals of a lower level. Thus a set of 3rd level Evocation ritual materials could also be used to perform 1st or 2nd level Evocation rituals, but not Necromantic rituals.

Table A1Cost MultiplierAvailable? Amount FoundTest Frequency Time to Find
Village90% 40% - 10%/level 1d4MonthlyOne hour
TownNormal55% - 5%/level1d6WeeklyOne hour/level
CityNormal100% - 5%/level 2d6WeeklyOne hour/level
Guild125%100% - 2%/level 3d6WeeklyOne hour
Wilderness10%25% - 2%/level1WeeklyOne Week

Availability of materials: Tests for the availability of materials are made on a school by school basis. You may find 2 sets of Alteration ritual materials one week, but no sets of Conjuration ritual materials. Time spent finding materials is NOT cumulative. Example: In three hours, a magic-user can make a test to find ritual materials for 3rd level spells and lower of any number of schools of magic. Acquiring materials at a Magic-User's guild requires membership in good standing. Acquiring materials in the wilderness requires an active search of a week's time.

Monday, July 18, 2011

Cantraps, not Cantrips

'Cantrap' is an accepted spelling and the form that Jack Vance used. I've decided on this form since Tactical Simulation Ruleset uses a slightly different system than AD&D. And I like taunting spell-check. These minor magical effects do not require spell learning checks, memorization, preparation, or inhabit spell books. They are the basics that each caster learns during training and apprenticeship. Purists may argue that they ease the "tough love" survival of low level magic-users, but I feel they're more in character for how a wizardly type "should act" than constant hurling of molotov cocktails. My goal is to add a little flavour to these characters and give the player an imaginative tool to use, not up the ante in the race/class arms race.

Cantraps can be used, without fatigue or ill effect, by Magic-Users and Illusionists with the following conditions:

1) No cantrap can directly interupt anothers concentration.
2) When influencing another or anothers possessions then that person is entitled to a save vs. spells.
3) Cantraps will not harm any magical item
4) No cantrap can be used more than 3 consecutive rounds in row.

I've stolen these ideas from elsewhere, with some modifications in effect and form. More of these to follow, when work interfere less with my blogging quest. Additions and ideas are welcome.

Ghostlight (Conjuration)
Level: 0 (Cantrap)
Range: 0
Duration: Concentration
Area of Effect: 1' diam. sphere
Components: V,S
Casting Time: 1 segment

This cantrap conjures a small sphere pale green light in the palm of the caster's hand. Only a wave of the hand and a command word are needed for this incantation. The light can not be see behind 50 feet, and only illuminates an area of 5' around itself. The ghostlight does not produce heat, shadow, or affects infravision.

Specter's Voice (Illusion)
Level: 0 (Cantrap)
Range: 30'
Duration: 1 segment
Components: V
Casting Time: 1 Segment

The caster creates a brief phrase, of whisper or howling volume that can be heard up to 30 feet away.

Thorn of Vril (Evocation)
Level: 0 (Cantrap)
Range: 25'
Duration: Instantaneous
Components: V,S,M
Casting Time: 1 Segment
Saving Throw: Saves negates all damage

A bolt of energy flies from caster towards a single target, hitting automatically for 1 hp of damage. The target can make a save vs spells, which completely negates damage. Note: even if damage occurs, the thorn will not disrupt the concentration of the target's spell casting.

Material Component: An item of power (a consececrated wizard's staff, for example) bound to the caster. It is not consumed by casting.

Base Dweomercraft (Alteration,Illusion)
Level: 0 (Cantrap)
Range: 10'
Casting Time: 1 Segment

This cantrap can perform a variety minor magical effects:

Create a small illusion for 5 minutes.
Clean or change the appearance of a cubic foot of material for an hour.
Extinguish or light a candle.
Change the flavour or temperature of a cubic foot of food or other item for an hour.
Write or scrawl a single letter or sign for one hour.
Create a puff of smoke.




Wednesday, February 9, 2011

(Old Rules for) Rotes

Rotes represent the tutelary incantations taught taught to Magician and other spellcasters during training sessions with their mentor and other masters. These spells and rites form the core of the magical skills during segments of the practictioners expanding knowledge and can easily be called back during times of need.

Rotes can be cast without preparation or prayer. They still expend the requisite energy of a prepared spell of the same level. If call spells of that level have been cast, the practitioner has no energy left to cast the rote. Note that rotes require the same casting time, somatic and material components, or any other requirement of a normal spell, except for the lack of preparation.

Example: Amrikol is a 3rd level magician. He therefore knows all the First and Second level rote spells. While exploring a dungeon, Amrikol and his companions run out of torches. He can cast the 1st level Rote spell "Light" by sacrificing the Sleep spell he prepared that morning. He has already cast his single prepared 2nd level spell, so he could not have cast a 2nd level Rote.

Sample 1st Level Magician Rotes: Affect Normal Fires, Detect Magic, Light, Mending, Protection from Evil, Read Magic, Shield, Ventriloquism

Thursday, June 3, 2010

Wizard Spells, 1st Level, 1st Draft

Spells
Alarm, Armor
Burning Hands
Charm Person, Comprehend Languages
Dancing Lights, Detect Magic
Enlarge, Erase
Feather Fall, Friends
Grease
Hold Portal
Identify
Jump
Light
Magic Missile, Melt, Message, Mount
Nystul's Magic Aura
Protection from Evil, Push
Run
Shield, Shocking Grasp, Sleep, Spider Climb
Taunt, Tenser's Floating Disc
Unseen Servant
Wizard Mark, Write

Rituals
Find Familiar
Read Magic