Sunteți pe pagina 1din 2

Chainmail Fantasy Supplement

(additions)
Table I.: Number of Spells By Class Number of Spells by Class (Table I): This Table’s data is
Magic User Elf Spells Cleric Spells taken directly from OD&D and Greyhawk Supplement I, it is
Spells usable per usable per usable per
the total spells a character can cast per adventure, based
Level Adventure Adventure Adventure
1 1 1 0 upon class and level. Greater care must be taken by the
2 2 2 1 DM (as compared to standard D&D campaigns) as to which
3 4 3 2 spells and of which levels are given to spell casters. Any
4 6 4 3
spell of any level that a character possess (I use a prayer
5 7 5 4
6 8 6 6 book system for Clerics, that way I can introduce new spells
7 10 8 8 to Cleric characters much easier, i.e. finding a long
8 12 10 10 forgotten prayer book in a dungeon for example) may be
9 13 12 13
cast any number of times, up to the maximum usable spells
10 16 14 15
11 18 N/A 18 per adventure. Each casting, regardless of level, reducing
12 21 N/A 21 the total allowed per adventure by one, so for example -
13 25 N/A 24 Fireball (a 3rd level spell) and Teleport (a 5th level spell) both
14 26 N/A 27
cost one casting. As in Chainmail there is no spell
15 27 N/A 30
16 30 N/A 33 memorization system of any kind.

Counter Spell Table (Table II): If there


Table II.: Counter Spell Table
are two or more opposing Casters, of Counter Spell Spell Caster’s Level
similar magic type - arcane (Magic Caster’s Level 1 to 3 4 to 6 7 to 9 10 to 12 13 to 15 16+
Users and Elves) or divine (Clerics), a 1 to 3 8+ 9+ 10+ 11+ Impossible Impossible
counter spell may be cast (if the caster 4 to 6 7+ 8+ 9+ 10+ 11+ Impossible
7 to 9 6+ 7+ 8+ 9+ 10+ 11+
has at least one casting remaining for 10 to 12 5+ 6+ 7+ 8+ 9+ 10+
that adventure) in order to nullify an 13 to 15 4+ 5+ 6+ 7+ 8+ 9+
incoming spell attack. Use the table to 16+ 3+ 4+ 5+ 6+ 7+ 8+
the right to determine the success of the counter spell, any dice score equal to or greater than the indicated
number results in a successful counter spell resulting in the incoming spell having no effect of any kind. A
counter spell fully occupies a spell casters powers. Whether successful or not, both casters lose one casting for
that adventure. A Character may counter an incoming spell, even if he loses initiative.

Table III.: Spell Complexity Table Spell Complexity Table (Table III):
Spell Spell Caster’s Level This Table is used to determine if
Level Effect 1 to 3 4 to 6 7 to 9 10 to 12 13 to 15 16+ a spell (that is not countered, or
1 Immediate 8+ 7+ 6+ 5+ 4+ Always
Delayed 6 or 7 5 or 6 4 or 5 2 to 4 2 or 3 Never one that was countered
Failure 2 to 5 2 to 4 2 or 3 Never Never Never unsuccessfully) was properly cast.
2 Immediate 9+ 8+ 7+ 6+ 5+ 4+ It has specific effects, determined
Delayed 7 or 8 6 or 7 5 or 6 4 or 5 2 to 4 2 or 3 by a 2d6 roll for each casting
Failure 2 to 6 2 to 5 2 to 4 2 or 3 Never Never
3 Immediate 10+ 9+ 8+ 7+ 6+ 5+ based upon Spell Level and
Delayed 8 or 9 7 or 8 6 or 7 5 or 6 4 or 5 2 to 4 Caster Level, described below:
Failure 2 to 7 2 to 6 2 to 5 2 to 4 2 or 3 Never Immediate: This effect
4 Immediate 11+ 10+ 9+ 8+ 7+ 6+ results in casting of the spell as
Delayed 9 or 10 8 or 9 7 or 8 6 or 7 5 or 6 4 or 5
Failure 2 to 8 2 to 7 2 to 6 2 to 5 2 to 4 2 or 3 described in Men & Magic.
5 Immediate 12 11+ 10+ 9+ 8+ 7+ Delayed: This effect
Delayed 10 or 11 9 or 10 8 or 9 7 or 8 6 or 7 5 or 6 results in the casting taking one
Failure 2 to 9 2 to 8 2 to 7 2 to 6 2 to 5 2 to 4 additional round; for spells with
6 Immediate Impossible 12 11+ 10+ 9+ 8+
Delayed 11 or 12 10 or 11 9 or 10 8 or 9 7 or 8 6 or 7
greater than one round casting
Failure 2 to 10 2 to 9 2 to 8 2 to 7 2 to 6 2 to 5 time, double that time.
Failure: This effect results in one of two options, described below (regardless of effect, a spell failure
does not cost a casting:
a.) The spell was cast incorrectly or the caster was distracted in some way resulting in the
spell having no effect, or
b.) The spell is cast with some sort of strange effect - a Detect Magic spell that indicates
all items in range are magical, a Light spell that sheds darkness instead, a Haste spell
that acts like a Slow spell for the duration, etc.

Spell Study and Prayer Time: Before any adventure, casters of both arcane and divine magic must still study
(arcane and divine) or pray (divine) for their spells in order to prepare, they must spend one hour (of game time)
doing so before any strenuous activities are preformed.

Notes Regarding the term Adventure: An Adventure usually consist of a single game day, ending when the
adventurer’s “return to a city and are awarded experience points”. If an adventure lasts longer than a game
day, the DM may allow casters (after a full nights rest, and spending the required time described above) to
regain some or all of his castings.

Fire Ball and Lighting Bolt Damage: These spells cause 1d2 points of damage per caster level, half damage is
a save vs. Spells is made.

Given the tremendous deference between a standard “Vancian” D&D Spell System, and this one; which is based
upon the Spell system described in the Fantasy Supplement of Chainmail 3rd edition, a complete example is
needed.

Example: Malchor the Conjurer (3rd level), his spell book contains the following spells: Detect Magic (1st Level),
Read Magic (1st), Read Languages (1st), Charm Person (1st), Invisibility (2nd), Knock (2nd), Haste (3rd), and Fire
Ball (3rd). He has 4 castings during an adventure, 2 Hit Points, 2 Hit Dice, Attacks as Light (with his trusty
dagger), and Defends as None (his robes unfortunately afford no protection in combat).
He can cast any combination of spells, during an adventure, until he has cast a total of 4 spells,
regardless of the spell levels. If he chooses to cast Charm Person at an Orc, he rolls 2d6: if the result is 2 to 5 -
the spell would fail, as an option the DM could make poor Malchor be the charmed by the Orc (if Malchor
where to fail his Saving Throw vs. Spells); on a result of 6 or 7 - the spell would be cast the next round, and the
Orc would receive his Saving Throw vs. Spells the round the spell was actually cast (i.e. next round); and a result
of 8 to 12 - the spell would effect the intended victim and the Orc would receive his Saving Throw vs. Spells that
round.
During the next encounter he attempts to cast Haste on one of his party members, again Malchor would
roll 2d6: on a result of 2 to 7 - would indicate a Failure; 8 or 9 – indicates the spell would be cast the next
round; and a result of 10 to 12 would indicate that Malchor has successfully cast the Haste spell.
In the next encounter, Malchor and his party face a Theurgist (4th level Magic User) and a band of his
henchmen. Malchor’s party wins initiative, he decides that a Fire Ball (it will do 3d2 points of damage) is the
best spell to cast. Malchor begins casting, and the Theurgist decides that he will attempt to cast a counter spell.
A 2d6 roll is made, a result of 2 to 6 indicates - that the counter spell was ineffective and Malchor must still roll
on the Spell Complexity Chart above to see he casts the spell correctly; a result of 7 to 12 indicates – the
counter spell was successful and Malchor’s spell was countered and therefore has no effect (with any result
described above both casters will lose one casting for the adventure).

S-ar putea să vă placă și