Thursday, February 21, 2019

Counterspell

Looking back at this old post the other day, thinking about Counterspelling shenanigans. In the post I proposed a static d10 roll for counterspelling. Here's a second go at some counterspelling mechanics, to try and get something more integrated and less clunky.

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.

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.

4 comments:

  1. Always neat to see other Counterspell mechanics flying about!

    ReplyDelete
    Replies
    1. I think I'd rather throw the flavor aspects to the Gygaxian Democracy though. I felt a little meh on creativity in this post.

      Delete
  2. I enjoyed this post and pointed some people towards it on my podcast this week.

    ReplyDelete