Also, Betty Bacontime's comment for that post whetted my appetite for flavor, so let's make more of that.
Wizard City Counterspell
The idea is that you superimpose this template onto any system that uses a d20 saving throw (B/X, 5e, GLOG, etc.). Anytime you get a "critical hit" on the save, you may choose to Counterspell it, according to your class.
Numbers listed below are the minimum roll to "critically hit" the Save.
Level
| ||||||||||
Class
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
AMWAT
|
19
|
19
|
18
|
18
|
17
|
17
|
16
|
16
|
15
|
15
|
Mo-RON
|
-
|
-
|
-
|
-
|
-
|
20
|
20
|
20
|
20
|
20
|
Spellshark
|
20/19*
|
20/19*
|
20/19*
|
20/19*
|
19/17*
|
19/17*
|
19/17*
|
19/17*
|
18/15*
|
18/15*
|
T-Man
|
-
|
-
|
-
|
20
|
20
|
20
|
20
|
20
|
20
|
19
|
Wizard
|
20
|
20
|
20
|
20
|
19
|
19
|
19
|
19
|
19
|
18
|
* Roll required if the target owes you money.
If your spells use attack rolls, then low ‘critical fail’ rolls apply. So a spell attack roll of a 1 on a level 1 wizard will produce a counterspell. A spell attack roll of 1-2 against a level 1 AMWAT will produce a counterspell.
If your spells use attack rolls, then low ‘critical fail’ rolls apply. So a spell attack roll of a 1 on a level 1 wizard will produce a counterspell. A spell attack roll of 1-2 against a level 1 AMWAT will produce a counterspell.
Class Templates
Basically, you play the system you want with the class you want, and superimpose the above Counterspelling mechanic onto that system. I make no promises of balance.
Class
|
Old School Base Template
(B/X, Labyrinth Lord, DCC)
|
New School Base Template (3.5/Pathfinder/5e)
|
AMWAT
|
Fighter
|
Barbarian/Fighter
|
Mo-RON**
|
Dwarf, Halfling, Fighter, any non-Elf demi-human.
|
Barbarian, Fighter, Monk, Ranger, Rogue, Warlock
|
Spellshark
|
Elf
|
Any Half/Third Caster, Sorcerer
|
T-Man
|
Thief
|
Rogue, Monk
|
Wizard
|
Magic-User/Wizard
|
Wizard
|
** Class used depends on what kind of chassis is currently equipped.
Counterspells
Big thanks to Betty Bacontime over at Paper Elemental for coming up with some of these, which were too good to iterate upon. For old school systems that don't have wizard schools, just pick the wizard counterspell that appeals most. Or hell, go with all of them. Have fun!
Class
|
Counterspell
|
AMWAT
|
Bat that spell right back at sender. If it was an area spell, the new spell area is centered on the caster.
|
Mo-RON
|
Absorb the spell, adding its spell level to your next chosen attack roll, skill check, or save. Only one spell may be stored this way.
|
Spellshark
|
Bank the spell, allowing you to recast it as your own within 24 hours, at which point the spell is lost.
|
T-Man
|
Sequester the spell for 1d4 Rounds. Spell effect happens on the exact space you’re in now upon expiration. Duration roll explodes. Every time they explode move the time up one time category:
Rounds -> Minutes -> Hours -> Days -> Years -> etc.
|
Wizard, Abjuration
|
Utilize a spell magnet, pulling the spell towards the device. Chuck the device like a grenade. The spell will hit it instead. 30ft range on that sucker.
|
Wizard, Conjuration
|
Conjure a minor and possibly adorable creature to take the spell hit for you at any space between you and the caster. Pigeons are popular.
|
Wizard, Divination
|
Foresee an improbable outcome that foils the spell. The caster slips on an oil slick, two orphans on a sled come carringing through the battle and accidentally intercept the spell, a wagon full of cabbages falls from the sky. DM discretion.
|
Wizard, Enchantment
|
Charm the spell, making it think you’re an ally. The spell, being very confused, will mull about for 1d4 Rounds before chasing after the closest target.
|
Wizard, Evocation
|
Evoke an exact counter to the spell being cast at you. A fireball is met by a waterball. A summoned bear is met with a bear trap. DM discretion.
|
Wizard, Illusion
|
Haha! That was an illusion, fool! Spell hits illusory you. You get to teleport anywhere within 30ft and say that’s where you were when the spell went off.
|
Wizard, Necromancy
|
Kill the spell, then raise it from the dead. It is now a zombie spelll. It takes the form of a shimmering floating skull, lingering in a space near the caster. After one round it will unleash the spell on anybody who goes within 5ft of it, forever. It’s more or less a visible land mine now.
|
Wizard, Transmutation
|
Transmute the spell into something less or possibly quite more scary, like a cloud of glitter or an portrait of your mother.
|
Always neat to see other Counterspell mechanics flying about!
ReplyDeleteI think I'd rather throw the flavor aspects to the Gygaxian Democracy though. I felt a little meh on creativity in this post.
DeleteI enjoyed this post and pointed some people towards it on my podcast this week.
ReplyDeleteAwesome! Glad you enjoyed it.
Delete