Magical Combat
Magical combat is a little different to standard hand to hand melee and ranged combat in that a magic user prepares the spell for use before applying it. Further the effect of the spell can be maintained after its first application (but must apply for two phases each time) with additional successful rolls of the dice (and this includes maintaining a double damage critical success).
For example Malefice might choose to use a spell to attack an opponent. The first phase will be spent preparing the spell. The second phase will involve casting the spell (rolling the dice) and calculating it’s effect. Let’s assume the effect resulted in double damage (by rolling a 6 on a consequence test). In the third and final phase of the round the dice are rolled to maintain the effect (as if being cast for the first time) and, assuming the rolls are successful, the double damage is maintained as well. The player can elect to maintain the result of any consequence roll or roll again in subsequent phases. Alternatively Malefice might choose to prepare a completely different spell for use in phases 3 and 4. Lastly, spell effects can be maintained across rounds. When this occurs the spell must be maintained for the first two phases of the following round (two rolls of the dice).
Example
Malefice has an essence of 4. This means she can apply a spell for four phases or can attack four targets simultaneously for a single phase.
She has 4 magical effects. They are
- Emily Binford’s Spontaneous Conflagration (a spell that sets fire to a target; 4 damage).
- Mordant’s Irresistable command (a spell that forces a target to perform one action).
- Master Alaikhum’s flying fist ( a spell that strikes a target for bashing damage; 2 damage).
- Swami Sucravarti’s astounding snake summoning (a spell that summons poisonous snakes, in number equal to the character’s essence and having 1 wound point each, to fight on her behalf – damage 2 wounds per phase until cured or 4 phases pass).
Her opponent, the evil vizier, Khumankhaten, has four essence, three magical effects, and two henchmen armed with knives. The effects are
- The Grand Djinn’s weapon fortification (a spell that makes a weapon stronger (+1 damage)).
- The Grand Djinn’s lightning redirection (a spell which strikes a target with a bolt of lightning (3 damage)
- The Grand Djinn’s cloak of shadows (renders the attacker invisible – minus 4 to opponents attack rolls).
Khumankhaten has 17 wound points.
His henchmen have a pool of 8 wound points.
Malefice has 8 wound points.
Malefice is facing her opponents in the sacrificial chamber of the Temple of Grond deep underneath the city of Cairo in Egypt. The space is full of sarcophagi and canopic jars.
All magical attacks are treated as targeted (requiring one phase of preparation to perform).
Round 1
Roll initiative
Henchmen 3
Khumankhaten 4
Malefice 1
Khumankhaten is first and chooses to use a spell action.
Khumankhaten’s henchmen elect to engage in a standard action.
Malefice also chooses to use a spell action.
Phase 1
Khumankhaten intends to use his magical abilities and selects a spell action. He does not act this phase (as he is readying his first spell; fortifying his minions weapons). He announces the spell he is readying and that it will target his minions.
The Henchmen elect to engage in a standard action for the round and attack rolling 8 each (+2 for skilled – they both miss).
Malefice (like Khumankhaten) is using magic and does not act this phase (as she is readying her first spell; summon snakes). Malefice announces the spell she is readying and that it will target the henchmen.
At the end of the first phase no damage has been dealt.
Khumankhaten has 17 wounds.
Malefice has 8 wounds.
The Henchmen have 8 wounds.
Phase 2
In phase 2 Kumankhaten acts first. He casts the prepared weapon fortification spell (rolling 13 +2 = 15 – success) on his henchmen. He roles a consequence roll (3 on 1d6 – no adverse effect).
The Henchmen (now with fortified weapons) do not act this phase.
Malefice casts the previously prepared snake summoning and calls forth a swarm of snakes (13 +1 – success) to attack Khumankhaten’s henchmen. She rolls a consequence roll (4 on 1d6 – no adverse effect).
The snake swarm is an area effect and does 4 points of damage.
The henchmen are reduced from 8 to 4 wounds.
At the end of the second phase
Khumankhaten has 17 wounds.
Malefice has 8 wounds.
The henchmen have been reduced from 8 to 4 wounds.
Phase 3
Khumankhaten elects to maintain his spell this phase (allowing the spell to continue to operate this phase and the next). He rolls (11 + 2 = 13 – success). The spell is maintained.
The henchmen attack again with fortified weapons (+ 1 to damage) rolling 4 and 2 (+2 for skilled – they miss again).
Malefice does not act this phase, readying her irresistible command spell. She announces the spell and that it is intended to effect Khumankhaten.
At the end of the third phase
Khumankhaten has 17 wounds.
The henchmen have 4 wounds.
Malefice remains unhurt.
Phase 4
Khumankhaten must maintain his weapon fortification spell this phase.
The henchmen do not act this phase.
Malefice casts her irresistible command spell. She rolls 9 +1 =10 – a miss. The spell fails (but not critically). (This being the case she can begin readying a new spell at the beginning of the next round). She rolls a consequence roll and gets a 2 on 1d6 – no adverse effect.
At the end of the fourth phase (and completion of the round)
Khumankhaten has 17 wounds.
Malefice has 8 wounds.
The henchmen have 4 wounds.
Round 2
Roll initiative
Henchmen 5
Khumankhaten 4
Malefice 1
This time the Henchmen go first. They elect to continue utilising a standard attack.
Khumankhaten and Malefice continue to take spell actions.
Phase 1
The henchmen attack (rolling 8) +2 – a miss.
Khumankhaten prepares a lightning spell and targets Malefice.
Malefice prepares a conflagration spell and targets the henchmen.
At the end of the first phase…
Khumankhaten has 17 wounds.
The henchmen have 4 wounds
Malefice has 8 wounds.
Phase 2
The henchmen do not act this phase.
Khumankhaten releases his spell. He rolls the dice (16 +2 = 18- success) doing 3 points of damage to Malefice.
Malefice rolls 13 (+1 = 14 – a hit) to cast her conflagration spell on her opponents. She rolls 6 on a consequence roll against 1d6 – inflicting double damage. She applies the effect to the two henchmen .
The henchmen catch on fire and takes 8 damage. Their pool is reduced to -4. The henchman die in the flames.
At the end of the second phase
The henchmen have been reduced to 0 wounds and lie dead.
Khumankhaten has 17 wounds.
Malefice has been reduced from 8 to 5 wounds.
Phase 3
The henchmen are dead and do not act this phase.
Khumankhaten maintains his spell (rolling 11+2 = 13- success) doing another 3 damage to Malefice reducing her to 2 wounds. He rolls a 3 on a consequence test (normal damage – no bonuses).
Malefice rolls 11 (+1 = 12 – a hit) to maintain her conflagration spell but now targets Khumankhaten. Because of her successful consequence test last phase she can maintain the full portion of damage without needing to make another. Khumankhaten is reduced by 8 points to 9 wounds.
At the end of the third phase
The henchmen lie dead.
Khumankhaten has been reduced from 17 to 9 wounds.
Malefice has been reduced from 5 to 2 wounds.
Phase 4
The henchmen are dead and do not act this phase.
Khumankhaten maintains his spell rolling (10+2 = 12 -success) and doing another 3 points of damage to Malefice reducing her to -1 wound and killing her. We could roll to see if double damage occurs but there is no point.
Malefice is dead but has the opportunity to complete one last heroic action (without being required to roll any dice) before passing away. She chooses to maintain her spell doing a further 8 points of damage to Khumankhaten and adding in any remaining hero points as damage (8 points + 2 hero points = 10 points of damage. Khumankhaten is reduced from 9 to – 1 wound and dies.
Heroic final action: “As the electricity from Khumankhaten arcs through her body, Malefice can feel death approaching and the rising glee of her opponent.
With a last heroic effort of will she locks her mind on the task of maintaining her conflagration spell. “Die you animal”, she thinks forcing the last of her life’s power into the task.
Khumankhaten shrieks as awareness of his danger washes over him. With grim satisfaction, Malefice watches as his shrieks of pain are swallowed by the horrific magical fire of her spell.
Khumankhaten topples over, nothing left but a smoking corpse, and Malefice, grateful to have rid the world of this menace at last, passes on to whatever destiny awaits her beyond this life.”
At the end of the third phase
The henchmen lie dead.
Khumankhaten has been reduced from9 to -1 wound and lies dead.
Malefice has been reduced from 2 to -1 wounds and lies dead.
Malefice is dead but, because she was able to enact one final heroic action and take Khumankhaten with her, she has succeeded in freeing the world from his hideous presence forever.
NEXT TIME: An example of vehicular combat involving armored vehicles.
This chapter of the Host Your Own Old Time Radio Drama RPG and all associated content (except where acknowledged) is © copyright weirdworldstudios.com and Philip Craig Robotham 1997 and may not be reproduced or distributed without the written permission of the author.
HYOOTRD Roleplaying Game – Players’ Guide
- Chapter 1 – What is Roleplaying?
- Chapter 2 – Preparation for Play (What you’ll need and an introduction to the World of Radio Adventure)
- Chapter 3 – Creating a Character – Part 1 – Introduction and Character sheet
- Chapter 3 – Creating a Character – Part 2 – Specialities, Archetypes, Base Attributes and Derived Attributes
- Chapter 3 – Creating a Character – Part 3 – Character background and history
- Chapter 3 – Creating a Character – Part 4 – Character skills and equipment (including weapons, vehicles, and specialist gear)
- Chapter 3 – Creating a Character – Part 5 – Special items and abilities (including gadgeteering, weird science, and magic)
- Chapter 3 – Creating a Character – Part 6 – Special conditions effecting characters (including illness and injury, insanity, mutation, mechanization, undeath, disembodiment, reanimation, , vampirism, lycanthropy, and necrophagy)
- Chapter 4 – Getting Things Done – Part 1 – Skill types and skill ranks
- Chapter 4 – Getting Things Done – Part 2 – Consequence tests, perception, contests, special skills and abilities, hero points and skill advancement
- Chapter 5 – Combat – Part 1 – Melee and ranged combat, combat actions, the combat board, and a combat cheat sheet
- Chapter 5 – Combat – Part 2 – Print and play components
- Chapter 5 – Combat – Part 3 – Physical combat (melee and ranged combat) example
- Chapter 5 – Combat – Part 4 – Magical combat example
- Chapter 5 – Combat – Part 5 – Vehicular combat example, injury, and recovery
- Chapter 6 – Chases – Part 1 – Chases and chase actions
- Chapter 6 – Chases – Part 2 – Chase example
- Chapter 7 – Death-traps, hazards, and puzzles
- Chapter 8 – Victory and death – Heroic deaths, cheating the odds, plot devices, experience and advancement