Our quick and dirty D&D magic system. ( North Ayrshire Wargames Club)
So here are some ideas for a magic system in line with Dungeons and Dragons.
Wizards cost 10 points + 10 points per spell. Maximum cost 50 points. (level 4 wizard)
Wizards are not bases they are upgrades to a base,when the base is removed then he/she is dead.
Attach a wizard model to the base to show which base is upgraded, he/she cannot leave this base.
Wizards count towards the allocation of generals...if you have 4 generals , then no wizards.
Roll a dice for each spell at the start of the game.
die roll...spell name...when it is used.
8...Conjure Monster (end of JAP)
7... Charm Monster (Shooting phase)
6... Scrying (initiative phase at game start)
5... Fireball (shooting phase)
4...Lightning bolt (shooting phase)
3...Counterspell (Anytime)
2... spell failed, nothing.
1... spell failed,nothing.
Charm Monster :Take control of an enemy Monster, 2+ on 1D6 for spell to work.
Scrying: adds +1 to the initiative roll at the start of the game...can be counterspelled.
Fireball : Single shot , 4 dice at fixed 4+ to hit,counts as Heavy Artillery for CMT, range 12 MU. Any direction.Overhead shooting not impaired.
Lightning Bolt : Single shot at General or Wizard (not Hero). 10+ to kill on 2d6. Range 12 MU. Any direction.
Conjure Monster: Place a 1 base monster within 6 MU of the Wizard.(Counts as Scythed Chariot no matter what it looks like).
Roll for control 1D6 : 2+ Wizard has control, on a 1 the opponent gets control of the monster.
Important note: dont forget this !
Counterspell: Negates enemy spell, must be used to stop the spell being cast. you cannot wait and see the spell effect. Range 12 MU , any direction. No range for countering a Scrying spell. Casting test , fails on a 1 on 1D6.
Note: These ideas have been playtested seven times (edit).
NAWC magic rules
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zellak
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NAWC magic rules
Last edited by zellak on Sun Aug 15, 2010 8:20 pm, edited 2 times in total.
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zellak
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Fifth playtest today.
Dwarves versus Beastmen. 650pts a side.
Dwarf wizard...got Conjure Monster, Counterspell, and two failures.
Snakeman wizard got Scrying, Counterspell, and two failures.
The Dwarf waited till the two battlelines closed and then Conjured a Monster...the Snakeman dispelled it.
Time to draw swords and settle things the old fashioned way...
PS ......almost 400 views and no comments ....this forum is so unusual.
Dwarves versus Beastmen. 650pts a side.
Dwarf wizard...got Conjure Monster, Counterspell, and two failures.
Snakeman wizard got Scrying, Counterspell, and two failures.
The Dwarf waited till the two battlelines closed and then Conjured a Monster...the Snakeman dispelled it.
Time to draw swords and settle things the old fashioned way...
PS ......almost 400 views and no comments ....this forum is so unusual.
Come and Trade your D&D miniatures at ukroleplayers.com
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143scooter
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Traffic comes and goes on the Yahoo FOG fantasy forum as well.
My conclusion is that fantasy covers too many worlds for a single magic system to fit them all, but it is possible to have a single framework in which "magic modules" can be used to achieve the desired effects as much as possible through tweaking the existing game mechanisms. In other words, FOG military rules and fantasy framework are the engine and basic chassis that can be used for different magic systems. If an official book comes out, I'd like to see that chassis plus several magic modules plus design instructions for building your own magic system (and maybe something on campaigns).
My conclusion is that fantasy covers too many worlds for a single magic system to fit them all, but it is possible to have a single framework in which "magic modules" can be used to achieve the desired effects as much as possible through tweaking the existing game mechanisms. In other words, FOG military rules and fantasy framework are the engine and basic chassis that can be used for different magic systems. If an official book comes out, I'd like to see that chassis plus several magic modules plus design instructions for building your own magic system (and maybe something on campaigns).
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zellak
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Some rules for building Monsters (with points values) would be good to.MikeK wrote: If an official book comes out, I'd like to see that chassis plus several magic modules plus design instructions for building your own magic system (and maybe something on campaigns).
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MARVIN_THE_ARVN
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Some good ideas, I havent been posting much as I havent played a game of the table top FOG for a while now, before June, so I dont really have much to add.
Have been playing the PC version though and been thinking about how to convert that too fantasy
Have been playing the PC version though and been thinking about how to convert that too fantasy
"I'll gladly trade you some ARVN rifles, never been fired and only dropped once"
