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Fresh-Faced Inquisitorial Acolyte


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Ive always wanted a dual between two mages to happen in Warhammer, but it has yet to be, so I got to thinking and though of putting this up here.
I havnt got everything worked out, but the wizards can fight/cast in the order of their level +d6, which gives even a level 1 wizard the chance to strike first against a level 4.
All we need now is a way for our wizards to combat each other. It would go slightly along the lines of the first wizard casts some spells and the opposing wizard tries to dispell them,and vice versa, but of course a bit more detailed then that.
Any suggestions?

Curses! Just when you've finally managed to bring the whole world under your evil influence some pathetic little Inquisitor goes whining off to the Adeptus Terra about rogue psykers and daemonic possession. I mean, do I look possessed? Well, do I? DO I???
"Shall I advance Daisy?" - Marius Leitdorf, Mad Count of Averland
My enemy’s enemy is a problem for later: In the meantime, they might be useful.


Take the Magic: The Gathering 'What Color Are You?' Quiz.

 
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Grumpy Longbeard


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I like the fact you added in the d6 roll to see who goes first. I was thinking initiative would still be used plus the d6. Casters are only allowed the power dice or dispel dice they generate plus one. So level 1 would have 2 and a level 4 would have 5. Power level would also determine the number of duel spells the caster would know. In the same way; level 1 would know 2 and so on.

Duel List:
1) shield = 4+ ward save for the rest of the duel
2) flame burst = large template centered over caster, everyone except caster is hit (work out partials as normal) str.4 flaming attack.
3) dispel = dispels opponent's spell
4) enhance = caster's WS, S, and A are all increased by one
5) chain lightning = opponent suffers d3 str.4 hits, and the unit they are in suffers an additional d6 str.4 hits
6) death gaze = opponent suffers an auto d3 wounds that can't be saved if they fail a leadership test.

I don't know what the actual casting costs would be but I figure they may go in this order from easiest to hardest; flame burst, enhance, dispel, chain lightning, shield, and death gaze. There would be a seperate one for dwarfs; maybe shield, enhance, dispel, rebound, and a couple more that were defensive in nature.

It might make people think about hiding their wizards in units, if there is a possibility of them blowing up their own unit.

I would think they would fight in order of the phases too. Magic phase, they would cast their spells; level two caster is able to go first and is able to cast shield, level 4 casts chain lightning causing 2 hits to opponent with both wounding and 4 hits to the unit causing 3 wounds. The level 2 saves both wounds and unit does not save any. During combat level 2 goes first agian because they have the higher initiative and causes one wound to level 4, who in return causes one wound back. Next round level 4 wins first spell and casts flame burst, level 2 caster saves against wounds but their unit suffers another 3 wounds and the level 4 caster's unit suffers 3 casualities also. This goes back and forth till their is a winner. I think I might even make a panic check when wounds are caused by a caster suddenly bursting into flames in the middle of a fight.

Anyway, those are my thoughts.

dwarfs, wood elves, dark elves, bretonnians, WOC,
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Never-Miss Nightwing Pilot


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I've always liked the fact of a magic duel.

I think they should each cast a spell at each other, in level order, (you'd have a chance o dispell as will) and once both wizards exhausted thier power dice then you'd check the resouloution. Each wound inflicted is+1 and -1 for every miscast. Whoever lost rolled on the miscast table and took a moral test on top of the miscast effects. Also each wizard would have a default spell in a duel (probably something like fireball) just incase the wizard didn't generate any spell that did damage.

This would also bring in magic items like: '+1 resoloution in a magic duel' or 'adds 2 to the opponents roll on the miscast table when a duel is lost to a wizard holding this artefact'.

This message was edited 1 time. Last update was at 2010/02/04 18:38:38


"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann

Armies at 'The Stand-still Point':

Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3

Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.

Eldar armies of various sizes W-D-L 26-6-3

 
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Dangerous Outrider


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-Each wizard gets level +2 "dice" for the duel. These can be used to either dispel or to cast their own spells (lvl 1s WILL get eaten by lvl 4s!)
-Roll a D6 and add it to their magic levels (for who goes first). Wizards then take turns casting spells until one is dead or all "dice" are expended
Note: One wizard may continue casting spells once the other has lost the ability to counter it or cast spells of their own
-Each wizard may cast one or more spells (from those they know already). They may also trade one of their spells for the first one in their lore (decide each round of the duel - lasts only for that magic duel turn).
-Spells only affect the combatants. If a scatter spell (eg Comet of Cassendora) leaves the combat area it is considered to have been failed to cast
-Remains in play spells may be cast. If they do, their effects continue over multiple turns of the duel. They may be dispelled immediately after they are cast or at the start of each wizard's first spell-casting opportunity. (ie just before they cast their first spell).

-Magic items may be used follows:
Items/abilities that confer +1 power dice contribute an extra "dice" to each round of the duel but may only be used as a power dice. +1 Dispel dice items only contribute dice that can be used as a dispel dice.
Any items that allow a wizard to use an additional power dice when casting a spell generate an extra "dice" that may be used as either a power or dispel dice (representing the wizard's power above normal wizards of their level).
Dispel scrolls may only be used if the carrier themselves is in the duel.

Challenging:
-Any wizard within 6" and LOS of another wizard may issue a duel. The other wizard may either accept or decline the duel. If they accept both wizards are immediately moved 1" away from each other at a point half way between the wizards' current positions(or out to the side of combat if both wizard are in units in close combat) eg. Wizard 1 challenges Wizard 2 6" away, which Wizard 2 accepts. Both wizards move 2.5" forward until they are 1" apart. If this movement would be blocked by impassable terrain or a unit (that neither of the wizards are in) that is in combat move them no more than 2.5" each so that they are within the necessary 1".

Wizard may only issue duels to wizard either below their level, equal to their level or 1 level above (ie a Lvl 3 may challenge a lvl 4 but a level 2 may not). This is to represent trainee wizards' reluctance to challenge the masters of their art .

If a wizard is challenged by another wizard that is outside their own range to challenge (eg a lvl 4 challenging a lvl 2), the lower level must pass a leadership test in order to accept the challenge. If the test is failed, the wizard must refuse the challenge (following all the normal rules as below).

If the wizard decides to decline the duel the following will occur:
If the wizard is outside the range of the challenger (as above) they will automatically flee directly away from the challenger (following all the usual rules for fleeing). If the challenger is in the "challengee's" (=D) challenge range, they must immediately take a leadership test or will flee as described above. If the test is passed; there is no ill-effect.
Note: wizards immune to psychology do not need to take this leadership test

(Just remembered something) Note: If both wizards are in units engaged in close combat, any wounds inflicted in the wizards' duel counts towards normal combat resolution (as with normal challenges). In this case, the wizard duel could also end if one of the units flees from combat; taking its wizard with it.

Random Note 2: Magic duels are issued as the very beginning of any close combat; before any normal challenges. The order is as follows:
Whoever's turn it is challenges first, followed by their opponent; proceeding down through the magic levels. eg the player whose turn it is will challenge with their lvl 4 wizards, followed by the opposing player's lvl 4s. Then the lvl 3s, 2s, 1s following the same formula. eg the last wizard's avaliable to challenge are the lvl 1 wizards of the player whose turn it isn't.

Big forget: Who won the magic duel?
-There are two possible scenarios for magic duels:
1. Both of the wizards are in units engaged in close combat. In this case the wizard duel continues until one unit is wiped out, flees or one of the wizards is killed.
2. One or more wizards is not in a unit. If, for example, a unit of knights with a wizard charges a lone wizard and a magic duel is challenged and accepted, the knights may opt to remove the wizard from the unit and continue, or may stand idley by whilst the two wizards engage in their deadly art. Regardles,, in this case the duel continues until one wizard is dead or fails a leadership test under the system devised below:

Spell-Resolution is a combat-resolution style of scoring system.

Each wizards adds the total number of wounds caused during that round and adds it to their magic lvl (so even if you cause it 2 wounds a Slann will still be a very intimidating opponent). Whichever wizard loses will immediately take a leadership test with appropriate modifiers. If the wizard is unbreakable, they do not need to take the test. The rules for stubborn apply as normal.

Random Note...whatever i'm up to: Mounts (like their riders) may not make close combat attacks, however they still contribute the appropriate armour save. For large targets in duels; roll a D6 after every spell that could a affect the mount. On a 1,2,3 the spell strikes the mount, on a 4,5,6 the riding wizard is hit.

Yes, I know it's pretty rough and I made it on the fly but tell me what you think =)


Automatically Appended Next Post:
Note: magic duels occur and are issued in the close combat phase; whilst in a lasting duel the wizards may not cast spells out of the duel and do not generate any dispel dice for the army, nor may they use their dispel scrolls on spells cast outside the duel.

Another thing; bound spells may be used as would any normal spell; ie when it is that wizards' turn to cast


Automatically Appended Next Post:
Second Note: Wizard lvl is their current level; so someone that loses one due to a miscast etc counts as that level for challenging and being challenged.

Third Note: Any remains in play spells already affecting the wizard are automatically dispelled when he enters the magic duel. They will still affect the unit he was with if applicable


Automatically Appended Next Post:
More Notes:

-Miscasts, Irresistable forces occur as normal. Any wounds casued by miscasts count towards SR or CR (as applicable).

-If a wizard is killed in a wizard duel within 12" of a unit (or if the wizard is part of combat the unit he was with) that unit must take a panic test.
-If a wizard is killed in the first round of a wizard duel (ie the player's turn in which the challenge is issued and accepted) any unit with 18" must take a panic test.
=Seeing some wizards' head explode immediately tends to gak-scare people =D

This message was edited 3 times. Last update was at 2010/02/05 02:41:24


Many started armies including: / , , ....and Bretonnia 
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Fresh-Faced Inquisitorial Acolyte


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Thats some pretty good ideas there, keep em coming.


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Colonel, I agree with a lot you stated, except for the chalenging of mages your level, one above, or one below. They should be able to challenge at any level, as a Lord character can challenge a measly unit champion and vice versa.
Also the magic duel should occur in the Magic phase, but contribute to combat resolution just the same.
The first round death of a wizard rule, causing all units in 18" to take a panic test is a bit much, seeing as when a Lord riding a dragon kills a champion blood would fly everywhere as the dragon devoured its victim doesnt cause a panic test to units in 18", neither should this.
Other than that its pretty good.

This message was edited 1 time. Last update was at 2010/02/05 12:31:46


Curses! Just when you've finally managed to bring the whole world under your evil influence some pathetic little Inquisitor goes whining off to the Adeptus Terra about rogue psykers and daemonic possession. I mean, do I look possessed? Well, do I? DO I???
"Shall I advance Daisy?" - Marius Leitdorf, Mad Count of Averland
My enemy’s enemy is a problem for later: In the meantime, they might be useful.


Take the Magic: The Gathering 'What Color Are You?' Quiz.

 
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Dangerous Outrider


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Captain_Sw wrote:Thats some pretty good ideas there, keep em coming.


Automatically Appended Next Post:
Colonel, I agree with a lot you stated, except for the chalenging of mages your level, one above, or one below. They should be able to challenge at any level, as a Lord character can challenge a measly unit champion and vice versa.
Also the magic duel should occur in the Magic phase, but contribute to combat resolution just the same.
The first round death of a wizard rule, causing all units in 18" to take a panic test is a bit much, seeing as when a Lord riding a dragon kills a champion blood would fly everywhere as the dragon devoured its victim doesnt cause a panic test to units in 18", neither should this.
Other than that its pretty good.


Actually its your level, any below and one above

Many started armies including: / , , ....and Bretonnia 
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Deadly Tomb Guard


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There was an actual magical duel in warhammer back in the good old 5th edition days. I can't remember how it worked exactly. All i remember is that one person would play the card (yes, card) during the magic phase and the duel would begin. At least, I think that's how it happened, I can't quite remember any more.

I am a Utah man sir, I live across the green, our gang is the jolliest that you have ever seen, Our co-eds are the fairest, ans each one's a shining star, our yell you'l hear it ringing through the mountains near and far.
Who am I sir? a UTAH MAN am I. A UTAH MAN sir, I will be till I die.

KI-YI

Were up to snuff, we never bluff were game for any fuss, no other gang of college men dare meet us in the MUSS. So fill your lungs and sing it out and shout it to the sky, we'll fight for dear old Crimson for a UTAH MAN AM I!!

GO UTES!!!! 
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Arion wrote:There was an actual magical duel in warhammer back in the good old 5th edition days. I can't remember how it worked exactly. All i remember is that one person would play the card (yes, card) during the magic phase and the duel would begin. At least, I think that's how it happened, I can't quite remember any more.


Lol the cards. I remember reading old the battle reports of old White Dwarfs and seeing pictures of players jumping for joy when they drew a certain card...whoever would leave such an important thing to chance....except dice rolls that is =D

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Deadly Tomb Guard


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The cards were awesome. I loved playing with them. The best is you KNEW when you were going to get an irresistible force (then called Total Power) as you had the card in your hand. "I'm gonna move that hill on top of your big bad unit and there is nothing you can do about it " followed by the occasional "SUCK IT!!!!"

I am a Utah man sir, I live across the green, our gang is the jolliest that you have ever seen, Our co-eds are the fairest, ans each one's a shining star, our yell you'l hear it ringing through the mountains near and far.
Who am I sir? a UTAH MAN am I. A UTAH MAN sir, I will be till I die.

KI-YI

Were up to snuff, we never bluff were game for any fuss, no other gang of college men dare meet us in the MUSS. So fill your lungs and sing it out and shout it to the sky, we'll fight for dear old Crimson for a UTAH MAN AM I!!

GO UTES!!!! 
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