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