bstempleton@watmath.UUCP (Brad Templeton) (07/12/83)
A few years ago, I devised a new form of D&D I call a Magic User tournament. I want to hold one again, Wednesday of next week, which is the 20th. There is a sign up sheet on the WATSFIC door, or you can phone me at 519-886-7304 or mail me. I can have about 10 people and could use a few assistant DMs. Plan is to run Wed at 7 pm if people are Go. Here is the description. HEAR YE HEAR YE The Great Arch-Lich BMOC seeks a new apprentice in evil It is time once again, after a two year interval, for another MAGIC USER TOURNAMENT A magic user tourney is a direct competition between individual players of AD&D (TM). In this tourney each player runs a 12th level evil human magic user. The players enter combat on a large battlefield supervised by the great arch-lich who will take the winner as his apprentice. Each MU gets to select his own spells from the spell list below. Each has 72 hits to kill and is armour class 10. Each has no equipment except for spell components. Each player will be shown a map of the battlefield, which is one mile by two miles in dimension, and be allowed to select where he or she is teleported to at the start of the battle. The object of the game is to take hit points from your opponents while staying alive. The first MU to take 150 HP from opponents wins the tourney. If no MU makes that many points, the highest total wins. Death on the part of an MU will result in a loss of 20 points from the score, due to the annoyance to the lich in doing a raise dead. Note, by the way, that if your enemy has only 1 HP left and you hit him for 40 points, you only gain one point for your score. Each MU is as follows Strength 18 Intelligence 18 Wisdom 15 Dexterity 14 Constitution 16 Charisma 10 Save vs. spell on an 8. +1 wisdom bonus if needed. Each MU gets, due to high intelligence, 6 first level spells, 6 second level, 4 third level, 4 fourth level, 4 fifth level and just 1 sixth level spell. Spells that may be taken are on the lists below. In general, all spells are included, except those that could provide nasty forms of instant death to opponents. Instant death spells are allowed among the higher level spells since you have fewer of these. The following list shows which spells you may NOT take with you. A second list shows what you may take. In general, you can have anything in the book not on the first list. Spells with very rare material components may not be taken in quantities greater than one. There will be no monsters in the area of the battlefield. For players new to this, some hints are in order. The few times this has been run, it has been all over in about 25 to 35 melee rounds. That's right, ROUNDS. Thus be warned about spells that take a turn to cast or other such time consuming events. These 35 rounds take about 5 hours to run if things go smoothly as running 10-12 split players is difficult even for a team of DMs. We may use computers to help. SPELLS THAT MAY NOT BE TAKEN First Level Charm Person Unseen Servant Second Level Invisibility Third Level Hold Person Invisibility 10' radius Monster Summoning I Phantasmal Force Suggestion Fourth Level Charm Monster Confusion Fire Charm Hallucinatory Terrain Monster Summoning II Fifth Level Hold Monster Monster Summoning III Sixth Level Anti-Magic Shell Geas Invisible Stalker Monster Summoning IV SPELL LIST Player Name ________________________ Player # __________ 1st(6) affect fires ( ) burning hands ( ) comprehend langs ( ) dancing lights ( ) detect magic ( ) enlarge ( ) erase ( ) feather fall ( ) hold portal ( ) identify ( ) jump ( ) light ( ) magic missile ( ) mending ( ) message ( ) Nystul's magic aura ( ) push ( ) read magic ( ) shield ( ) shocking grasp ( ) sleep ( ) spider climb ( ) Tenser's disc ( ) ventriloquism ( ) 2nd(6) audible glamer ( ) continual light ( ) darkeness, 15' r ( ) detect evil ( ) detect invisible ( ) ESP ( ) fool's gold ( ) forget ( ) knock ( ) levitate ( ) locate object ( ) magic mouth ( ) mirror image ( ) pyrotechnics ( ) ray of enfeeble ( ) rope trick ( ) scare ( ) shatter ( ) stinking cloud ( ) strength ( ) web ( ) 3rd(4) blink ( ) clairaudience ( ) clairvoyance ( ) dispel magic ( ) explosive runes ( ) feign death ( ) fireball ( ) flame arrow ( ) fly ( ) gust of wind ( ) haste ( ) infravision ( ) Leomund's hut ( ) lighting bolt ( ) n. missile protect ( ) slow ( ) tongues ( ) water breathing ( ) 4th(4) dig ( ) dimension door ( ) enchanted weapon ( ) extension I ( ) fear ( ) fire shield ( ) fire trap ( ) fumble ( ) ice storm ( ) massmorph ( ) minor globe ( ) plant growth ( ) polymorph other ( ) polymorph self ( ) Rary's enhancer ( ) remove curse ( ) wall of fire ( ) wall of ice ( ) wizard eye ( ) wall of force ( ) wall of iron ( ) wall of stone ( ) 5th(4) airy water ( ) animal growth ( ) animate dead ( ) B's interposing hand ( ) cloudkill ( ) conjure elemental ( ) cone of cold ( ) contact plane ( ) distance distort ( ) extension II ( ) feeblemind ( ) Leomund's chest ( ) magic jar ( ) Mord's hound ( ) passwall ( ) stone shape ( ) telekinesis ( ) teleport ( ) rock to mud ( ) 6th(1) B's forceful hand ( ) death spell ( ) extension III ( ) glassee ( ) globe of invul ( ) legend lore ( ) lower water ( ) move earth ( ) Otiluke's sphere ( ) part water ( ) project image ( ) reincaration ( ) repulsion ( ) stone to flesh ( ) Tensor's xformation ( ) -- Brad Templeton - Waterloo, Ont. (519) 886-7304