Saturday, 28 December 2013

Counter spelling and magical interference part 1





So I was thinking about counterspelling and how some people allow is and others don’t (or systems have it as a part of their game like 3.x), and how it would work with a bit of a common sense/real world approach (which is how I like to game, as you probably know from either gaming with me or by reading my random mumbelings). Then while I was thinking about it I was also thinking about how magical interference or something similar would be put into place (as either a spell/potion/scroll/whatever) and if a “normal person” (read: non magic user) could do it or employ it somehow, sort of like chaff (link)

I chucked it up on my google plus account to see what other people might have thought about it, and after a bit of a chat with them, basicly being told to remember things like the globe of invulnerability and the antimagic field for the magical interference and got a few links for people blogs and what they thought about counter spelling. It was good to see what other people thought about this and how some other systems that I haven’t read (like DCC) run it. Then I decided that I would do some stuff for my home game, because that way I have made it up and as such I hope its eaiser to remember.

So here is how I will be doing

COUNTERSPELLING:
Magic is an amazing and wonderful thing, it can not only make things easier (cleaning up your mentors basement by animating some brooms and mops to do the work for you), it can also be a deadly weapon use to inflict pain and suffering upon others (a fireball to the face tends to do this job fine). But magic is a fickle thing, and sometimes even the simplest things can undermine it. When magic users are first being taught how to do magic, they are taught how to summon the basics and control them, it is by employing these simple techniques that someone can interrupt or cancel a spell entirely. But to be able to do this you first must understand how the spell works, for if you don’t it could become even more powerful or deadly. This is why magic user study magic for years, and why they can attempt to disrupt someone else’s spell.   

The magic user who decides to counterspell must first of all not made an action this turn (readying a action doesn’t count, initiative doesn’t count for this) and have as a minimum an unused spell (just one that they haven’t cast yet), if they don’t have one of these they must make a “im a fucking wizard check” (roll under INT – spell level being cast) otherwise they cant counter the spell, if they fail this check they take 1D4 temporary INT damage (regain 1 point per week) and have to make a roll on the “failed wizard roll table”. Passing this check or spending a spell they haven’t cast means that they can attempt to counter the spell. To make a counterspell attempt you must have the spell that you are attempting to counter in your spell book, or you must roll on “unknown spell table”. A counter spell attempt is made by making an attack roll with the magic users INT bonus in the place of BAB/THAC0, its made against an unarmoured opponent (AC 10/12 +/– levels caster is above counterer, depending upon whatever system you are using). If the attack roll is successful then the spell is countered, if it is unsuccessful then the spell still happens as normal and the spell that is changed to a counter is wasted.

Failed wizard roll table
Roll 2D20
2-3 you cant cast spells for the next 1D3 days
4-5 you cant cast spells for the next 1D4 weeks
6 you suffer an additional 1D6 damage
7 you suffer an additional 1D8 damage
8-10 your remaining prepared spells no longer function as normal (roll on wild magic table when casting) for the rest of the day
11-14 your magic doesn’t work as normal (roll on wild magic table) for the next 1D6 days
15-18 your magic doesn’t work as intended (roll on wand of wonder table) for the next 1D8 days
19-20 your next spell is actually a fireball (2D6 damage) regardless of if you know it or not
21-30 nothing happens
31-32 you cant read magic for the next 1D6 days
33 you lose an extra 1D4 INT points temporally
34 you lose an extra 1D4 INT points permanently
35 you lose an extra 1D8 INT points temporally
36 you lose an extra 1D6 INT points permanently
37 you gain 1 sanity point
38 you gain 1D6 sanity points
39 you gain a temporary insanity
40 roll twice (reroll if you get this a second time)

Unknown spell table
Roll 1D30
1 the spell is magnified 25%
2 the spell is magnified 50%
3 the spell is magnified 75%
4 the spell is magnified 100%
5 the spell is magnified 150%
6 the spell is magnified 200%
7 the spell resolves twice
8 the spell resolves thrice
9 the spell gains an extra effect (roll on wand of wonder)
10 the spell gains an extra effect (roll on each wand of wonder table)
11 the spell targets a secondary person
12 the spell does an extra 1D6 damage (even if it normally didn’t)
13 the spell does an extra 2D8 damage (even if it normally didn’t)
14 the spell does an extra 3D12 damage (even if it normally didn’t)
15 the spell effects an extra 3D4 HD worth of creatures
16 the caster doesn’t use a spell slot when casting this spell (can cast it again today)
17 the caster also casts “sleep” it affects 3D6 HD of creatures starting with counterer
18-27 nothing extra happens
28 roll again twice on the table (reroll if gotten a second time)
29 roll again three times on the table (reroll if gotten a second time)
30 a powerful being now knows your true name



if you have any ideas or thoughts hit me up on here or my g+

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