Chainmail* has several interesting ideas that have been "lost" in the transition to D&D. Studying them is fun and can provide many ideas for your D&Dish games. Today, we tackle magic, in three parts: Spell Complexity, Counter spell, and other curiosities.
Spell Complexity
Spell Complexity is an optional rule where "each listed spell has a complexity value, and this value indicates how difficult it is to use such spell. [...] In addition, there may be a delay in the effect of the spell, or it may be totally negated due to some minor error or distraction. The table below gives the scores necessary for immediate, deferred (1 turn), and negated spell effects by the various levels of magic-users.".
- Roll 2d6. Subtract spell level. Add half your level, round up (this is an approximation, CM units have names instead of levels).
- 8 or more means the spell is cast immediately. 7 means it is delayed for one turn. 5-6 means the spell fails.
While I have written my own roll-to-cast rule for B/X, I must admit I'm enthralled by this one, simply because of the spell delay aspect. It adds another layer of excitement/tension and choice/tactics to everyone on the battlefield.
Now spell interruption is not only about initiative, but about a series of choices on both sides of the battle.
BTW, the book won't tell you what happens if you roll lower than 5; I'm assuming the spell is lost for the day, but it could also be a spell mishap, etc. Look at the post I mentioned for more ideas.
Counter spell
"The stronger magician can successfully cast a counter-spell with a
two dice score of 7 or better, while a weaker magician needs a score of 8, 9,
10 or 11, depending on his relative strength. A counter-spell fully occupies a
magician's powers."
In other words... you could employ a similar dice roll as the one describe above, adding your level and subtracting your opponent's level (half-level would be more precise, but I'd favor simplicity here).
In other words... you could employ a similar dice roll as the one describe above, adding your level and subtracting your opponent's level (half-level would be more precise, but I'd favor simplicity here).
CM does not delve into further detail; I assume the spell that is successfully countered is negated. I'm unsure if only delayed spells can be countered, but it would be fun if your delay allowed another magician to not only counter your spell but also cast a spell against you, etc.
Again, this adds another layer of tension and tactics to the game.
Other curiosities
"Wizards can handle magical weaponry. [...] Wizards can become invisible and remain so until they attack, they con see in darkness, they affect friendly and enemy morale as do Super Heroes [...]. Wizards are themselves impervious to normal missile fire but if they are struck by a missile from an enemy Wizard they must score 7 or better with two to survive."
They seems very powerful!
Wizards are also artillery. They can throw fireballs and lightning bolts (with effects similar to guns and catapults), which are not spells, so presumably they don't "roll to cast" and never run out. I like this approach and I added an "arcane artillery" feat to my Old School Feats.
A wizard - the highest level a magic-user can get - has only 6-7 spells. If we count fireballs, lighting bolts, and in visibility, we are not very far from one spell per level, which I like.
Also notice the lack of "Vancian" casting. No memorization. You just have a few spells that you can cast over and over until you fail.
Overall, I really like Chainmail magic. It is somewhat simpler and at the same time has more tactical depth than B/X, without getting to AD&D levels of complexity.
It doesn't require memorization, material components or specific casting times; the spells can be cast more often, but also can be delayed and countered. This seems to me as a superior alternative as it is more exciting than a list of requirements.
A B/X conversion?
How about 10+ means immediate casting, 5+ means delayed casting, and less than that you lose the spell? This makes MUs lose some of their speed but not their power. Seems good for starting MUs, but as always they become too powerful at higher levels. As always, some fine-tuning is needed.
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Note: Shadow of the Weird Wizard* is the deal of the day( 60% off!!!). I haven't read it but I'm a fan of the previous Shadow of the Demon Lord.
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