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DCCRPG Spell Duel Reference

DCCRPG Spell Duel Reference

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This is just a recapitulation of the Spell Duel Rules for the Game Dungeon Crawl Classics. All rights belong to Joseph Goodman at Goodman Games.
This is just a recapitulation of the Spell Duel Rules for the Game Dungeon Crawl Classics. All rights belong to Joseph Goodman at Goodman Games.

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Published by: Jonathan L. Chappell on Mar 19, 2013
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DUNGEON CRAWL CLASSICS RPG
- SPELL DUELS BREAK DOWN -
PPOSSIBLE SPELL DUEL PARTICIPANTSS
 Any caster (Wizard, Elf, Cleric, scroll-reading Thief) canparticipate in a spell duel if they have the right counterspell.
MULTIPLE CASTERS?
 If multiple Defenders counter an Attack spell, the individualoutcomes are resolved one pairing at a time in theinitiative order.
The Attacking Caster’s Spell Check is not
re-rolled for each defender, but may be worn down as aresult of successive counter spells.
PPOSSIBLE COUNTER SPELLSS
 Only certain spells can counter certain other spells
.
Usecommon sense.
SSTEP 1
 –
DEFENDER DECLARES COUNTER SPELLL
 When an Attacking Caster commits to using an Attack Spell,a Defending Caster (who has not acted yet this round) mustdeclare his intention to cast a Counter Spell immediately.
*DELAYED ACTION OPTION
 A caster may delay his actions in order to counter anothercaster further down in the Initiative Order. If more thanone caster delays, at the end of the round the caster withthe highest initiative goes first; the lowest last.
SSTEP 2 - REGULAR INITIATIVE ORDER PAUSESS
 The Defending Caster sacrifices his own actions this roundin the Initiative Order, jumping temporarily ahead to meetthe Attacking Caster in the cue. The Defending Caster doesnot get any additional actions later in this round.
SSTEP 3
 –
START THE MOMENTUM TRACKING DICEE
 
Momentum in spell duels creates an algorithmic “wobble”
that can increase the intensity of the spell duel results overtime. Each participant places a d20 in front of their
character sheet. Each caster’s score begins at 10.
 
SSTEP 4
 –
MAKE OPPOSING SPELL CHECKSS
 Each caster makes their standard spell check.
Wizards,Elves & scroll-reading Thieves
= Action Die + (Level +Intelligence.)
Clerics
= Action Die + (Level + Personality)
EXAMPLES OF COUNTER SPELLSMagic Shield
counters Magic Missile, Scorching Ray,Fireball, and Lightning Bolt.
Fire Resistance
counters Scorching Ray and Fireball.
 Dispel Magic
can counter any spell.
Any Spell
can counter the exact same spell.
Invoke Patron
counters Invoke Patron by casting foreither the
same patron
or a
different one
.
>>
If invoking the
same patron
and both SpellChecks succeed, they cancel each other. The Patronis not invoked.
>>
If invoking
different patrons
, resolve as per thenormal spell duel rules.
>> IF THE SPELL CHECK RESULTS IN A SPELL FAILURE
 
If the Attacker’s Spell succeeds but the Defender’s
Counter
Spell fails… the Attack Spell goes off and the
Attacking Caster gains +1 on his Momentum Die.
If the Defender’s Counter Spell succeeds but theAttacker’s Spell fails… the Attack Spell does not go off,
and the Defending Caster gains +1 on his MomentumDie.
If BOTH spells fail… neither spell goes off, and the
caster with the highest Spell Check gains +1 on hisMomentum Die.
>> IF THE SPELL CHECK RESULTS IN A SPELL LOSS(WIZARD) OR PATRON DISFAVOR (CLERIC)
 A Wizard or Elf loses their spell for the day if the initial,unmodified Spell Check failed to meet the regularminimum threshold listed on the spell description. It is
not based upon the caster’s Spell Check after it has
been modified by the duel.Similarly, Clerics may lose favor with patrons onlybased upon the initial, unmodified Spell Check.

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