Wednesday, November 25, 2009

Counterspells

Okay, so I'm just tossing this weird idea up here for a house rule type thing for spellcasters. It's kind of based on counterspells from 3rd. edition, adapted for use in Labyrinth Lord.

Basically, the idea is that a wizard can counterspell a rival spellcaster using the Turn Undead chart for clerics, with the rival spellcaster's level being used for the target Hit Dice. Results with a number or the T would stop the spell from being cast, but would not eliminate the spell slot. In other words, it would merely halt the casting of that spell for that round of combat. (Or maybe the T would block the spell for a turn, and the numbered results would do so for a round.) Results with a D on the matrix, however, would cause the spell to be lost.

One one hand, I think it's interesting because it gives the wizardly characters something defensive to do once they've expended all of their magic, since I see this as being a freely available action. Plus it has a neat implication for wizardly duel type situations.

On the other hand, this is just an off the top of my head idea, so I'm not sure if it would disrupt play too horribly or not. Mayhap I shall experiment with it in upcoming sandboxery. Any chiming in by wiser heads than mine would be welcome.

1 comment:

  1. This is actually a pretty good idea. I posted a Spell-rebound spell that gives a chance to catch a spell, like a Fireball, and throw it back at the caster, but negating the spell altogether is a neat idea, especially if the one negating the spell knows what the spell is and has a way of hiding this process. It would lend to some interesting roleplaying opprotunities.

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