Sunteți pe pagina 1din 2

DUNGEON CRAWL CLASSICS RPG

- SPELL DUELS BREAK DOWN PPOSSIBLE SPELL DUEL PARTICIPANTSS Any caster (Wizard, Elf, Cleric, scroll-reading Thief) can participate in a spell duel if they have the right counter spell. MULTIPLE CASTERS? If multiple Defenders counter an Attack spell, the individual outcomes are resolved one pairing at a time in the initiative order. The Attacking Casters Spell Check is not re-rolled for each defender, but may be worn down as a result of successive counter spells. SSTEP 2 - REGULAR INITIATIVE ORDER PAUSESS The Defending Caster sacrifices his own actions this round in the Initiative Order, jumping temporarily ahead to meet the Attacking Caster in the cue. The Defending Caster does not get any additional actions later in this round.

SSTEP 3 START THE MOMENTUM TRACKING DICEE Momentum in spell duels creates an algorithmic wobble that can increase the intensity of the spell duel results over time. Each participant places a d20 in front of their character sheet. Each casters score begins at 10.

PPOSSIBLE COUNTER SPELLSS Only certain spells can counter certain other spells. Use common sense. EXAMPLES OF COUNTER SPELLS Magic Shield counters Magic Missile, Scorching Ray, Fireball, and Lightning Bolt. Fire Resistance counters Scorching Ray and Fireball. Dispel Magic can counter any spell. Any Spell can counter the exact same spell. Invoke Patron counters Invoke Patron by casting for either the same patron or a different one. >> If invoking the same patron and both Spell Checks succeed, they cancel each other. The Patron is not invoked. >> If invoking different patrons, resolve as per the normal spell duel rules.

SSTEP 4 MAKE OPPOSING SPELL CHECKSS Each caster makes their standard spell check. Wizards, Elves & scroll-reading Thieves = Action Die + (Level + Intelligence.) Clerics = Action Die + (Level + Personality) >> IF THE SPELL CHECK RESULTS IN A SPELL FAILURE If the Attackers Spell succeeds but the Defenders Counter Spell fails the Attack Spell goes off and the Attacking Caster gains +1 on his Momentum Die. If the Defenders Counter Spell succeeds but the Attackers Spell fails the Attack Spell does not go off, and the Defending Caster gains +1 on his Momentum Die. If BOTH spells fail neither spell goes off, and the caster with the highest Spell Check gains +1 on his Momentum Die. >> IF THE SPELL CHECK RESULTS IN A SPELL LOSS (WIZARD) OR PATRON DISFAVOR (CLERIC) A Wizard or Elf loses their spell for the day if the initial, unmodified Spell Check failed to meet the regular minimum threshold listed on the spell description. It is not based upon the casters Spell Check after it has been modified by the duel. Similarly, Clerics may lose favor with patrons only based upon the initial, unmodified Spell Check.

SSTEP 1 DEFENDER DECLARES COUNTER SPELLL When an Attacking Caster commits to using an Attack Spell, a Defending Caster (who has not acted yet this round) must declare his intention to cast a Counter Spell immediately. *DELAYED ACTION OPTION A caster may delay his actions in order to counter another caster further down in the Initiative Order. If more than one caster delays, at the end of the round the caster with the highest initiative goes first; the lowest last.

>> IF THE SPELL CHECK RESULTS IN A TIE Go to Table 4-7 (p 103) for a Phlogiston Disturbance. Roll a d10. SSTEP 5 - UPDATE THE MOMENTUM TRACKING DICEE After each round of opposed Spell Checks, the winner increases their Momentum Tracking Die score by 1. The losers score does not change.

TYPES OF COUNTER SPELL RESULTS (Table 4-6) Mitigate: Attackers spell goes off at a lower Spell Check. Defenders spell is lost. Mutual Mitigation: Both the Attackers and Defenders spells go off at lower Spell Checks. Mutual Cancellation: Both the Attackers and Defenders spells are cancelled. Push-Through: Attackers spell is cancelled. Defenders spell goes off at a lower Spell Check.

SSTEP 6 DETERMINE TWO VARIABLESS THE INDICATED DIE TYPE Cross-reference Table 4-5 (p100) both the Attackers and the Defenders Spell Checks. THE MOMENTUM DIFFERENCE MODIFIER Use the distance between the two tracking die scores. For example, if the dice are 17 and 12, the momentum difference modifier is 5.

Overwhelm: Attackers spell goes at its original Spell Check. Defenders spell is cancelled. Overwhelm and Reflect: Attackers spell goes off at its original Spell Check. Defenders spell reflects back upon the Defender at a reduced Spell Check. Reflect and Overwhelm: Attackers spell goes off at its original spell check. Defenders spell reflects back upon the Defender at its original Spell Check.

SSTEP 7 ROLL THE COUNTER SPELL POWER RESULT ) Use Table 4-6 (p 102) If the Defender won the opposed Spell Check, use the Defender High column. Roll the Indicator Die Type and SUBTRACT the Momentum Difference of the momentum tracking dice. Apply the results.

SSTEP 8 RESUME REGULAR INITIATIVE ORDERR RESOLVE ANY REMAINING SPELL EFFECTS that happened during the spell duel. All spell results occur simultaneously unless noted differently on another table. REGULAR INITIATIVE ORDER RESUMES All of the remaining parties pick up were the Attacking Caster left off. The Defending Caster is done for this round.

If the Attacker won the opposed Spell Check, use the Attacker High column. Roll the Indicator Die Type and ADD the Momentum Difference of the momentum tracking CONTINUE TRACKING MOMENTUM dice. Apply the results. Maintain the scores on the Momentum Tracking Dice until the entire skirmish is finished. DEATHS DURING DUELS Although the caster with the higher Spell Check is considered first, its possible for both casters to die while launching spells at each other during the duel. NonDuelists that are killed during the spell duel phase die immediately -- even if they have not gone during the regular initiative order yet.

S-ar putea să vă placă și