[C&C] Spell Duels: Playtesting Needed

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serleran
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[C&C] Spell Duels: Playtesting Needed

Post by serleran »

A spellduel is a display of magical power between two or more spellcasters, ending with one declared the victor, and the rest... well, not. This battle is fought amongst those challenged though any, even non-spellcasters, can be present - outside aid, whether to injure, heal, or distract one of the engaged is possible, with consequence (as seen hereafter.) Because of this, most involved will invite only their most trusted friends and allies, or leave them at home, the battle to be fought alone. In some areas, a spellduel is a form of criminal trial, the decree enacted by bodies of the law, but this is not necessary.

To declare a spellduel is to accept it, which is not something to be taken lightly for it can easily end in death or worse (the exact nature of the outcome is predetermined, selected by the defender - if multiple opponents are to be involved, the challenger with the least experience [lower level] decides what is at stake with a further tie being determined by the youngest, and should that be equal as well, the one with the most insight [Wisdom score.]) The stake is a binding agreement, enforced by a self-imposed geas which cannot be broken save for willingly enduring the penalty for losing and that is dealt to all who participate so all are subject to its terms. Part of the terms of acceptance include whether outside magic is permitted such as the use of wands, staffs, or other magic items, especially those of a defensive nature - there is one rule that is always followed: weapons are not permitted.

Declining to participate in a spellduel has no direct ramifications on its own, though there might be residual effects based on both the nature of the challenger, the cause, and those involved - for example, a "witch hunter" character that is challenged by such in the face of superiors should find training, equipment, and other interactions very difficult to obtain, possibly even forfeiting all learned knowledge [Experience Points] for the encounter. As mentioned above, a spellduel intended as a trial is tantamount to collusion with the enemy and should place the refuter in the same position as the accused. Schools of magic generally forbid their students from entering spellduels and those known to target inexperienced members are often sought for a duel of their own.

The actual spellduel itself is a simple process, once a location and time is agreed - the one challenged (in the case of multiple challengers, the process is the reverse of that for discovering which decides the outcome clause) decides place, but the challenger always decides time, usually allowing at least a day to prepare, as it will be needed on both sides.

Once the terms are settled, preparation begins. Then, the spellduel.

A spellduel is not resolved using the standard spellcasting or combat systems, though it mimics both. Instead, all spell slots (available spells to cast) are converted to a pool of power used only for the spellduel. Each spell slot contributes one point per spell level (this means zero-level spell slots are ignored,) to which five is added - an example: a character with 4 1st, 3 2nd, and 1 3rd level spell slot would have a spellduel pool of 4 (4 x 1) + 6 (3 x 2) + 3 (1 x 3) + 5 (flat bonus) = 18. To this, if a Castle Keeper elects, a further bonus can be added if the location is such that warrants it - for example, a wizard who deals primarily with fire-based spells enters a spellduel located on the rim of a volcano, or a cleric does spell-battle in a consecrated temple to their deity - though this additional modifier should never exceed +4. This pool is used for both offense and defense and can be lowered but not increased. All actions occur simultaneously in a spellduel so initiative is never determined, the desires of those involved generated with but a thought; this means most spellduels will end quickly. They are rarely flashy affairs, as spells are not, technically, being cast - however, manifestations of will do occur, so Castle Keepers should be dramatic in describing the look of a particularly important (the finishing blow, for example) or powerful (i.e. any allotment of six or more power points) effect based on the caster’s character, knowledge, and ability.

There are six uses for spell points in a spellduel:

1) Attack - this is, naturally, meant to damage and weaken the opposition
2) Brace - a defensive action used to protect the spellcaster performing it
3) Spell - manifest a true spell effect
4) Counter - prevent an effect from occurring
5) Exhaust - drain the opposition to prevent the fight from continuing
6) Replete - regain spent energy to continue the spellduel

Note: each participant declares how their points will be allocated during each round, for each of the above actions, with as many combinations as desired. Note, it is not possible to use the Replete action until a condition has been triggered to allow their use.

Attack actions are resolved as follows: the one performing the action specifies a number of spell points to spend on the action, ranging from none to all available. The sacrificed amount becomes a modifier to an attack roll (made using 1d20 + spent points) against an "armor class" of the points used on bracing against the attack. Should the attack succeed, the defender suffers damage to their spellduel pool equal to half the difference between the total attack roll and the value needed to succeed at the attack. Then, the attacker loses the spent points and the defender loses bracing points and those due to the attack itself.

Bracing, on the other hand, allows one to better withstand an assault. Like an attack, the defender opts for the number of points to allocate for bracing, from none to all. However, points spent in this manner are more effective - for every point spent, 2 points of "armor" are added. Further, should a brace fail, the loss of points associated to it are halved. If magic items are allowed, such as rings of protection bracers of defense, or the like they provide an automatic bracing effect equal to their magical adjustment (rings provide double their modifier) which costs nothing and has no negative impact should it fail to protect the bearer.

An example of these two options in action -

Teirala has entered a spellduel with the vicious necromancer Asdaob, who is bent on destroying her. She knows he is likely to be aggressive and so has decided to brace against the coming onslaught. Asdaob has a spellduel pool of 30 points, and Teirala has but 22; she is clearly outmatched. Teirala allocates 10 points to defense, giving her an effective AC of 20 (10 x 2 = 20). Her foe decides to spend 10 points as well, and rolls his d20 for a result of 16, which, added to the 10 spent gives a total roll of 26. The attack succeeds and Teirala suffers the consequences, losing 6 points (26 - 20) for the attack, and then an additional 5 (half of the 10 spent on the bracing) for a total of 11; Teirala is weakened tremendously by the magic wielded by her foe, but Asdaob is now at 20 points left as well, having become somewhat diminished by his brutality. Perhaps Teirala will be able to return the favor...

It is possible for a spellcaster to cause real magic effects to occur in a spellduel, rather than those ordinarily available. This is done by expending spell points equal to double what the spell level would be outside a spellduel - a fireball, for example, is a 3rd level spell, so it can be manifested by using 6 spell points. The effects are determined as normal, but any that would cause immediate death (disintegrate, finger of death, etc; likewise, a spell such as dispel magic or disjunction) are treated as exhausting actions instead. Duration for these effects is always a single "round." The limit to what can be achieved is the same as that of the spells known to the caster.

The counter action allows the spellcaster to prevent another from producing a spell effect. To do this, the defender expends half as many points as it would cost to produce the effect - an item, such as a wand of negation, rod of cancellation, or ring of spell turning is considered to have a number of spell points available to it (for the duration of the spellduel) equal to its creator’s level (minimum of 7.) Countering is automatic, but the points expended on this action must be stated prior to resolving any action for that round.

Continuing the above example:

Having been attacked viciously, Teirala is in trouble. Luckily, though, she had considered this and opted to produce a spell effect: hold person. Since she is a cleric, it is a mere 2nd level spell for her, and will thus cost only 4 points to use - she is hoping it will work to give her a free round to do as she pleases, hoping to end the battle quickly. Teirala spends the 4 points, reducing her remaining total to 7 and casts hold person on Asdaob. This follows the standard procedure for saves, and Asdaob does not have the required attribute Prime, and so is at a disadvantage - he rolls and fails! Teirala sighs in relief...

Exhausting an enemy drains them of life and magic energy, preventing them from continuing the fight, ensuring victory. To do this, the initiator declares an amount of spell points to utilize, ranging from none to all, and then expends them, specifying which attribute is to be affected: Constitution, Wisdom, or Intelligence - the target is then entitled to a save of the appropriate type, against a difficulty of the attacker’s level. If the selected attribute is Constitution, failure results in loss of one-half that spent and success is loss of one-quarter. An effect considered an exhausting effect, such as that of a manifested spell, is treated as a value equal to its level doubled (i.e. dispel magic is 6, and disintegrate is 12.) Spells or items that specifically protect against attribute loss or that regain them have their normal effects.

Replete becomes possible only when the spellduel participant has suffered loss of spell points. When this happens, the spellcaster may sacrifice points of Constitution or those of their primary spellcasting attribute (Intelligence for arcane or Wisdom for divine casters) to regain a like amount of spell points - this exchange is temporary, each attribute point restored naturally per week (magical healing has no effect on this as it is more involved than simply healing a bodily injury.) Furthermore, should any of these attributes become zero, the character can expend Hit Points on a 3:1 ratio but these, like before, cannot be restored magically.

Continuation of the battle:

Having successfully staved her imminent loss, Teirala opts for an attack, spending her 7 available points, plus a further 15 points "traded" by using replete to sacrifice Intelligence and Constitution for a total of 22 available, opting to spend 21 of them (she cannot use all or she will be left with zero, making her the loser of the battle.) Despite Asdaob’s current condition (paralyzed for the round,) he can take defensive measures and spends 15 points on bracing, hoping to survive long enough to fight back. Teirala rolls her d20 and gets a natural 20 (her deity must be pleased!) for a total of 41 which is 11 more than Asdaob’s defense of 30, resulting in him taking 11 loss to his spell points (dropping him to 9) plus a loss of 7 for the failed bracing, leaving him at 2. Both are in serious trouble, and either could win at this point - Asdaob has not touched his attribute reserve, and Teirala has a good amount of Hit Points she could utilize.
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serleran
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Re: Playtesting Needed -- Spellduels

Post by serleran »

To make it somewhat easier: pdf link
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"You wear a disguise to look like human guys but you're not a man, you're a Chicken Boo."
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