Mass Painting Of A Horde and In Chainmail The Seer A 2nd Level Magic User Could Cast A 6th Level Spell!

 I have been working on creating Wilderness Terrain and a mass painting of Battle Master Goblins and Orcs for use in D&D games. My niece and nephew with my tutelage painted two of the wolves... they will be painting more minis as we create the horde.










This last July I posted on the Chainmail rules for Spell Complexity for use in D&D. One of the differences between D&D is the amount of times a spell can be cast.  Obviously letting the Magic Users run around unrestrained would be bad for game balance... but I am currently deciding how I can bring more Chainmail into the D&D while retaining balance. 

For review I have reposted the chart... I means spell takes effect Immediately, D means the spell is Delayed for 1 turn, and N means the spell is Negated. In taking a look at the chart we see it lists the Seer as the lowest level caster which glosses to the 2nd level Magic User Seer in D&D then it jumps to Magician which is a 6th level Magic User. I interrupt this meaning levels 2 through 5 trying to cast a first level spell must roll an 8 or better for the spell to be cast Immediately. A 5 or less would be a failure with a 2 being an epic failure for 2nd through 5th Levels. I am considering converting the 2d6 to 1d20 in keeping with D&D’s alternate combat system. 

Value Effect Seer Magician Warlock Sorcerers Wizard
1.       I.         8.       7.             6.           5.             4.
          D.       7.       6.              5.           4.             3.
          N.       5.       4.             3.           —.            —.
2.       I.         9.       8.             7.           6.             5.
          D.        8.       7.             6.*         5.            4.
          N.        7.      6.             4.*.        3.             —.
3.       I.        10.      9.            8.            7.             6.
          D.        9.       8.           7.            6.             5.
          N.           7.      6.           5.           4.              3.    
4.       I.           11.     10.          9.            8.             7.
          D.         10.     9.            8.            7.             6.
          N.         8.       7.             6.           5.              4.
5.       I.         12.      11.          10.            9.             8.
          D.        11.      10.           9.             8.             7.
          N.          9.         8.          7.             6.             5.
6.        I.         —.      12.          11.           10.            9.
          D.         12.      11.          10.           9.              8.
          N.          10.       9.           8.            7.              6.

Note there is no 1st level stats for the Medium. One option is to simply assign the Seer’s numbers to the Medium. However I surmise a Medium or 1st level Magic User could easily be assigned the following numbers and added to the chart.


Value Effect Medium Seer Magician Warlock Sorcerers Wizard
1.       I.               9.        8.       7.             6.           5.             4.
          D.             8.         7.       6.             5.           4.             3.
          N.             6.         5.       4.             3.           —.            —.
2.       I.             10.         9.       8.             7.           6.             5.
          D.              9.        8.       7.             6.*         5.             4.
          N.             8.         7.       6.             4.*.        3.             —.
3.       I.             11.        10.      9.            8.            7.             6.
          D.            10.         9.       8.           7.            6.             5.
          N.              8.         7.       6.           5.            4.             3.    
4.       I.             12.         11.     10.          9.            8.             7.
          D.           11.          10.     9.            8.            7.             6.
          N.             9.          8.       7.             6.           5.            4.
5.       I.           —-           12.      11.          10.         9.             8.
          D.           12.          11.      10.           9.          8.             7.
          N.           10.           9.         8.          7.           6.             5.
6.        I.            —.          —.      12.         11.         10.            9.
          D.           —.          12.       11.          10.         9.            8.
          N.           —.         10.         9.            8.         7.             6.

The Complexity Chart has a couple of interesting Game Mechanic implications. The first is the obvious effect on the spell being cast but it has another implication which is a Magic User can cast spells higher than their level! That’s right a 2nd Level magic-user could memorize a 6th level spell and attempt to cast it! Thus on the original chart the Seer can attempt a 6th level spell and if they are very lucky succeed all be it Delayed in effect. I find this to be a real game changer... now this got me thinking about the Spell Books in D&D and the risks a Magic User could take. 

So I decided to take a look at the Chainmail Spell Book... there is the 2nd Edition Spell List  and the expanded 3rd Edition List. The 2nd Edition rules did not include Spell Complexity which is D&D Spell Level this was added in the 3rd Editiin.

Chainmail: 

Fire Ball and Lightning Bolt. 2nd Edition and 3rd Edition of Chainmail. No Spell Complexity is given in Chainmail for these two missiles. However in D&D Fire Ball and Lightning Bolt are reclassified as Spells  (Complexity 3). The spell Magic Missiles in Greyhawk Supplement I (Complexity 1) though weaker than either Fire Ball or Lightning Bolt replaces these for lower level magic-users in D&D but does not occur in the original D&D Rules. 

1. Phantasmal Forces: The creation of a unit or creature for four turns, maxi-duration. 2nd Edition and 3rd Edition of Chain Mail. (Complexity 2) D&D equivalent Phantasmal Forces (Complexity 2).

2.  Darkness: Casting increasing gloom over the entire playing area for as long as the Wizard is not attacked. On the turn that the spell is cast light is not affected, on the second turn semi-darkness sets in, on the third turn it becomes fully dark (only those troops that can see in the darkness can then attack defend). The spell takes the reverse order when ended or countered. 2nd Edition and 3rd Edition of Chain Mail. (Complexity 1)  D&D equivalent Darkness Greyhawk Supplement I (Complexity 2) but does not occur in original rules.

3. Wizard Light: The despellation of darkness in an area extending 24” in all directions radiating from the Wizard casting the spell. 2nd Edition and 3rd Edition of Chain Mail. (Complexity 1) D&D equivalent Light (Complexity 1) but Continual Light is closer to Chainmail’s Wizard Light (Complexity 2).

4. Detection: A spell that detects either hidden enemies or the use and effect of magic spells. It will not discover hidden enemies or the type of magic being employed if the opposing Wizard is of greater strength, but the use of magic by the enemy will be revealed. 2nd Edition and 3rd Edition of Chain Mail.(Complexity 2) D&D equivalent Detect Magic (Complexity 1).

5. Concealment: A spell which will conceal a unit or fantastic creature from all save certain creatures which have the power to detect hidden enemies. 2nd Edition and 3rd Edition of Chain Mail. (Complexity 3) D&D equivalent most likely 3rd Level Invisibility and not the 2nd level spell (Complexity 3).

6. Conjugation Of An Elemental: Wizards can conjure Elementals, but no more than one of each type can be brought into existence. (Note thus does not apply to Djinn and Efreet). If the Wizard who conjured the Elemental is disturbed (attacked) while the Elemental is in existence, he loses control of it, and it will then attack the conjurer. An Elemental created by a Wizard who is subsequently killed will then attack the nearest figure. Such Elementals must be dispelled by a Wizard or (killed) by combat. 2nd Edition and 3rd Edition of Chain Mail. (Complexity 5) D&D equivalent Conjure Elemental (Complexity 5). 

7. Moving Terrain: Causing the shifting of vegetation hills, etc. A spell possible only to a Wizard. 2nd Edition and 3rd Edition of Chain Mail. 2nd Edition and 3rd Edition of Chain Mail. (Complexity 6) D&D equivalent Move Earth (Complexity 6).

8. Protection From Evil: A 12” diameter circle which will keep out all evil fantastic creatures/men. 2nd Edition and 3rd Edition of Chain Mail. 2nd Edition and 3rd Edition of Chain Mail. (Complexity 3) D&D equivalent Protection From Evil, 10’ Radius (Complexity 3).

This ends the original 2nd Edition Spell List.
The 3rd Edition added the following 8 Spells.

9. Levitate: A spell that allows the user to rise 6” per turn. It is possible to remain stationary, but lateral movements if not possible unless some form of propulsion is available. (Complexity 2) D&D equivalent (Complexity 2).

10. Slowness: A spell which causes up to 20 figures to move at one-half speed for two turns. (Complexity 3) D&D equivalent Slow Spell (Complexity 3).

11. Haste: A spell which speeds the movement of up to 20 figures by 50% for up to three turns. (Complexity 3) D&D equivalent Haste (Complexity 3).

12. Polymorph: This allows the user to change himself into the semblance of anything of from his own size to somethings as large as even a giant. It lasts until the user changes himself back or it is countered. (Complexity 4) D&D equivalent Polymorph Self (Complexity 4).

13. Confusion: By using this spell up to 20 of the enemy can be caused to react in absolutely the opposite manner. For example, if they advanced they will be retreated instead. Duration is but one turn. The user secretly indicates which unit will be confused, and when the spell takes effect he allows the enemy to move the troops and then when all movement is finished he changes the action of the confused unit to the opposite of what it actually did. (Complexity 4) D&D equivalent Confusion (Complexity 4).

14. Hallucinatory Terrain:  A spell that makes some type of terrain appear to exist/ not exist until it is contacted by a living thing. At this the hallucination dissipates. Woods, rocks, marsh, etc can be effected by this spell. (Complexity 4) D&D equivalent Hallucinatory Terrain (Complexity 4).

15. Cloudkill: A gaseous cloud of poisonous vapors which kill all men, orcs, dwarves, and the like when it contacts them. Cloud size is 3” deep by 6” wide by 3” high, it stays along the ground moving away from the magic-user who casts it at a rate of 6”  per turn. It will drift at random if he is not concentrating on it. (Complexity 5) D&D equivalent Cloudkill (Complexity 5).

16. Anti-Magic Shell: This cause a bubble of force to surround the user and totally prevents anything magical from either entering or leaving the shell. If lasts for up to six turns. Shell radius is 5”. (Complexity 6) D&D equivalent Anti-Magic Shell (Complexity 6).

In addition Chainmail’s magic-users are granted powers that latter become individual spells in D&D. They are follows:

Invisibility and remain so until they attack D&D equivalent Invisibility (Complexity 2).

See in the darkness D&D equivalent Infravision (Complexity 3).
 
Effects friendly and enemy morale as do Super Heroes.

Impervious to normal missile fire and can only be struck by a missile from an enemy Wizard and they get a saving throw! D&D equivalent  Protection/Normal Missiles (Complexity 3).

If we add the original Spells in Chainmail to the two Missile powers and the other cool powers the Chainmail Wizards just get that would be 21 Spells in D&D mechanics a 2nd level and above magic-user can use. 

Chainmail magic-users have Counter Spell abilities too! 

Number of Spells: The power of the magic-user determines the number of spells he is able to manage:
Wizard 6-7 Spells
Sorcerer 5 Spells
Warlock 4 Spells
Magician 3 Spells
Seer 1 Spell

The above number of Spells per magic-user’s power is for the numbered additional spells as Fire Ball or Lightning Bolt are considered separately as special Missiles the Wizard class has as a given.  In fact the magic-user can cast their magical missiles every turn if they want. The magic-user however must choose before the battle which one he will use for the entirety of the battle in Chainmail’s rules. Also none of the D&D spells that are considered powers or abilities of Wizards would be counted towards the Spells Manageable List.

D&D 
Wizard 18 Spells (4 1st, 4 2nd, 4 3rd, 3 4th, 3 5th)
Sorcerer 13 Spells  (4 1st, 3 2nd, 3 3rd, 2 4th, 1 5th)
Warlock  12 Spells  ( 4 1st, 3 2nd, 3 3rd, 2 4th)
Magician 8 Spells  ( 4 1st, 2 2nd, 2 3rd)
Seer 2 Spells (2 1st)
Magic-users powers just get cooler the more you read Chainmail’s rules. A Wizard saves on a 7 using a 2d6 roll, but lesser magic-users also have saving throws which is determined by adjusting that number. 
 There are some major scale differences between D&D and Chainmail thus effecting spells. n addition many spells were changed a bit between Chainmail and D&D in other ways other than area, however this presents some interesting ideas to play around with. 

Is Spell Management really the same as Spell Slots? I would be inclined to think not, it is either the number of Spells the magic-user knows and can use repeatably from the list in battle or it is the number of Spells the Wizard can control at once. I interpret it to be the list of Spells the magic-user will use that battle in addition to all the other stuff a Wizard can do.

I really like the idea of telling players go a head you can study that higher level spell you found and try to cast it.... but if it fails... muwahhaha there will be consequences. I will be working up some conversion ideas and will probably add into my house rules the idea of Corruption. 

Happy Gaming, Crafting and Quarantine.

 


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