14.0 MAGIC


A. Rules and Regulations for Magic Use 14.1 Restrictions of Magic Use 14.2 Game Scale and Area of Effect 14.3 Saving Throws 14.4 Line of Sight
B. Types of Magic 14.5 Magical Weapons and Artillery Spells 14.6 Charm, Hold, and Temporary Immobilization 14.7 Bonuses and Penalties 14.8 Invisibility
14.9 Awe and Fear 14.10 Create Troops 14.11 Detection and Information 14.12 Magical Defenses 14.13 Movement
14.14 Illusions 14.15 Modification/Disguise of Terrain/Troops 14.16 Regeneration and Magical Healing 14.17 Spells That Only Affect Individuals 14.18 Special Effects
14.19 Clerics && Undead 14.20 Magic Items 14.21 Psionics 14.22 Bardic Powers -
- - Battlesystem - -

Magic is a powerful force in the BATTLESYSTEM
game. Magic can be used by spell-casters, by monsters
with spell-like abilities, and by figures && individuals
possessing magic items.

PROCEDURES

Magical spells, spell-like abilities, and
magic items can only be used during the
Magic && Missile Phase. Some spells
and magic items can be used as
pass-through fire. Unless the
BATTLESYSTEM rules specify that a
type of spell can be used as pass-through,
it cannot be so used.

Special markers are provided in the
game to mark magical effects on the
tabletop. Magic markers can be placed
on figures, or they can be placed to mark
a spell AREA of effect on the battlefield.
Magic markers are printed in several
colors to help you tell the various effects
apart. Charm markers are used to
identify figures under a charm spell ||
similar effect. Invisible markers are used
to designate invisible creatures that have
been detected and placed on the board.
Immobilized markers are used for figures
who have been paralyzed, held, or
otherwise rendered immobile, but who
are not dead. (They are also used for
regenerating creatures.)

SPECIAL NOTE: The AD&D and
D&D game spells used in the
BATTLESYSTEM game have been
broken down into general categories for
illustration && convenience in
description. These lists are not compleat
|| comprehensive, since clever and
creativ players will always think of
unusual uses for even the most
conventional && simple magic spells. It
is highly advisable to USE a referee when
playing the Advanced Game in order to
resolve confusing || conflicting situations.

A. RULES AND
REGULATIONS FOR
MAGIC USE

[14.1] RESTRICTIONS ON MAGIC USE

All AD&D and D&D game rules
apply to the USE of of magic in the
BATTLESYSTEM game unless
specifically modified by this rulebook. A
spell-caster || magic item user can
perform the same actions in one
BATTLESYSTEM Game Round as in
one AD&D or D&D game melee round
(EXCEPTION: Individual combat takes
place at the rate of 3 AD&D or D&D
game melee rounds to 1
BATTLESYSTEM Game Round. See
[9.4] CHARACTERS AS HEROES.)

Spell-casters cannot MOVE during THE
same Game Round in which they CAST
spells, unless affected by a potion of speed ||
a haste spell (see [14.7]). Figures
using magic items can MOVE 1/2 their normal movement
rate during the same
Game Round in which they USE the item.
Characters with magic wands or rods
who are riding mounts can split-fire like
mounted archers.

A figure in base-to-base contact with
any enemy figure or figures can only USE
magic on itself or against the figure(s)
with which it is in contact. A figure can
USE eligible magic as pass-through FIRE
during an enemy Movement Phase before
the enemy figure enters into base-to-base
contact with it.

Any fig. that represents only one
individual can USE whatever magic the
individual possesses. A figure that
re-presents more than one individual can
only USE magic if all of the creatures
re-presented by that fig. are capable of
using that spell or item.

A mob cannot USE magic, except for
innate spell-like abilities. It must be
successfully Ordered to USE such abilities.
A skirmish unit can USE whatever magic
it possesses. A regular unit that is in
command can USE whatever magic it
possesses. A regular unit that is out of
command can USE magic if and only if it
passes a special Morale Check in order to
do so. If the special Morale Check fails,
the unit cannot USE magic. Units that
"never check morale" are subject to this
rule. SPECIAL NOTE: Magic weapoins
without special abilities can be used by
any units without restriction || penalty.

All magic (except for magical melee
weapons) must be used during the
Movement Phase (as pass-through fire)
|| during hte Missile && Magic Phase.
This applies even to melee-like effects
(spiritual hammer, cause light wounds,
etc.). Like missile fire, magical casualties
are removed at once--they do not get
return attacks as in melee combat.

Spells can be pre-cast before the battle
begins. The referee or the scenario rules
should specify any limits on spell
pre-casting (e.g., no more than 5 spells
per side, or beginning only 10 Game
Rounds before the START of the battle,
etc.). Each player must calculate for each
spell-caster the number of rounds it takes
to pre-cast, and deduct that time from all
pre-CAST spells.

Q: Can magic spells be disrupted by
missile fire or melee in a
BATTLESYSTEM supplement as they
can be in a normal adventure?

A: Attacks during the initial missile phase
will not disrupt spell-casting because spells
are cast later in the round. For missile fire
in the magic and missile phase, simply
make an initiative roll (this is separate
from the roll in the initiative phase); spellcasters
losing this roll have their spells
disrupted if they are struck by missile fire
(a single spell-caster that is with a unit is
immune to missile fire, like any other
hero). Spells are cast before melee, so a
unit cannot disrupt a spell by fighting the
spell-caster. Note, however, that another
hero can launch missiles or melee attacks
at a spell-caster and keep him occupied
until the duel is over. See page 18 of the
rulebook for more details.
(127.66)

Q: Can mounted spell-casters use
their spells while their mounts are
moving?

A: Flying or riding spell-casters must have a
stable platform in order to cast spells. If
using a fly spell, the spell-caster must be
hovering or ?coasting.? A land mount must
be stationary for spell-casting. Some common
sense applies to this rule. A carpet of
flying, for example, is stable as long as it
isn't performing violent maneuvers, and a
howdah will be stable if the creature it's
strapped to isn't routing or charging.
(127.66)

[14.2] GAME SCALE AND AREA OF EFFECT

In the AD&D game, the range of any
magic spell or item is the range in inches
from the PH, DMG, or
other source. In the
D&D game, calculate the range of a
magic item or spell in the same way
movement rate is calculated (see [3.1]).

The casting time, onset time (if any),
and duration of any magic spell or item
is the same as given in the official
AD&D or D&D game books for that
spell or item.

In a BATTLESYSTEM game using
AD&D rules, the Area of Effect of a
magic spell or item is 1"=10', not 10
yards. This means that it takes 3" of AREA
of effect in the AD&D game to =equal= 1"
of AREA of effect in the
BATTLESYSTEM game. Use Table 17
to convert spell areas of effect from the
AD&D game to the BATTLESYSTEM
game. The column labeled "Figure Base
Size" is used to determine whether all the
creatures re-presented by a single fig.
fall in the spell's AREA of effect.

In a BATTLESYSTEM game using
D&D rules, each 30' of AREA of effect
equals 1" on the tabletop.

SPECIAL NOTE: The Figure Base Size
describes figures in closed or mob
formation only! For creatures in open or
skirmish formation, consider the base
size to be one size larger.
 

Table 17: Spell Areas of Effect
AD&D
or 
D&D
GAME 
SCALE
BATTLESYSTEM 
SCALE
FIGURE 
BASE 
SIZE
1"/30' 1/3" 1/2"
2"/60' 2/3" 3/4"
3"/90' 1" 1"
4"/120' 1 1/3" 1 1/2"
5"/150' 1 2/3" 1 3/4"
6"/180' 2" 2"

[14.3] SAVING THROWS

Figures that re-present only one
individual USE the normal AD&D ||
D&D game saves to determine
the effect of spells.

Figures that re-present more than one
creature also USE AD&D || D&D game
saves. Make a seperate save
roll for each fig. in the spell AREA
of effect. If the save succeeds,
the entire fig. has saved; if the save
fails, the entire fig. has failed.

OPTIONAL RULE: If 20 or more
figures have been affected, you can
optionally have one less than the save
# of figs. fail
automatically for each multiple of 20
figures. Make individual saves
for remaining figs.. This save time
when a large # of saves
must be made. If you decide to USE this
rule, you must declare it prior to making
any saving throw rolls.

[14.4] LINE OF SIGHT

Any spell or item that acts at a
distance must be able to trace a clear line
of sight from the caster to its intended
victim. If the line of sight passes through
woods, buildings, walls higher than
either character, or other obstructions, it
is broken and the spell caster cannot see
his TARGET well enough to CAST the spell. A
unit in closed, open, or mob formation,
or skirmishers no more than 1" apart,
also blocks line of sight.

The range from spell-caster to TARGET
must be calculated after the magical
attack is declared. If it is found that the
range is insufficient, or the line of sight is
obstructed, the spell automatically fails
and is expended.

It is impossible to TARGET individual
characters in a regular unit in closed ||
mob formation. In all other formations,
an individual character can be targeted if
not physically blocked by any figure or
portion of a fig.. If it is not obvious
whether a character can be targeted,
stretch a string or rubber band between
the spell-caster and the TARGET character.
If the string or rubber band does not
touch any object or figure in the direct
path, the character can be targeted
successfully.

B. TYPES OF MAGIC

[14.5] MAGICAL WEAPONS AND ARTILLERY SPELLS

CLERICAL
spiritual hammer.
sticks to snakes.
flame strike.

insect plague.
    Q: How much damage does the spell
    insect plague do in a battle?

    A: Insect plague does no damage in the
    BATTLESYSTEM supplement rules. It just
    creates an obstacle and causes units to
    rout or check morale (see the Players
    Handbook, page 50).
    (127.66)

    Q: Does the insect plague spell have
    any effect upon heroes, monsters,
    or units made up of creatures with
    more than 2 HD?

    A: Any unit inside the insect plague must
    check morale each round if the unit?s
    creatures have 5 HD or less. Individual
    heroes and characters are affected normally,
    suffering damage and obscured
    vision.
    (127.66)

earthquake.
holy (unholy) word.

DRUID
shillelagh.
fire trap.
call lightning.
pyrotechnics.
fire seeds.
fire storm.

MAGIC-USER
magic missile.
shocking grasp.
stinking cloud.

fireball.
    Q: Does the AD&D game's third-level, M-U spell fireball get larger outdoors?
    That is, does the size of the fireball convert from feet to yards outdoors?
    Page 73 of the PH seems to indicate that this is the case.

    A: The area of effect of all AD&D game
    spells remains the same outdoors as
    indoors (1" = 10´), but the range of the
    spells increases, from 1" = 10' indoors to
    1" = 10 yards (30') outdoors. The reference
    to "yards" in the spells description is
    completely in error.
    (127.67)

flame arrow.

lightning bolt.
cloudkill.
cone of cold.
death spell.
disintegrate.
Otiluke's freezing sphere.
delayed blast fireball.
Mordenkainen's sword.
Bigby's clenched fist.
incendiary cloud.
Bigby's crushing hand.
explosive cloud.
meteor swarm.
power word, blind.
power word, kill.

ILLUSIONIST
color spray.
prismatic spray.
Etc.

This category includes all spells and
items that can do damage to one or more
enemy figures. It also includes most
breath weapons (see [13.7] BREATH
WEAPONS).

Spells in this category can be used as
pass-through fire.

A. Calculating Damage

Against individuals, damage is
determined by normal AD&D or DD&D
game rules. Against figures representing
more than one creature, you must
calculate the # of HD of
damage done.

All damage that would be considered
to be D6 or D8 damage on the
BATTLESYSTEM CRT does the same
# of HD of damage in the
BATTLESYSTEM game.

EXAMPLES: A wand of fire balls
does 6d6 damage in the D&D game, and
so does 6 HD of damage in the
BATTLESYSTEM game. In the AD&D
game, a magic missile does D4+1
damage, and so does 1 HD of damage in
the BATTLESYSTEM game.

In all other cases, first determine the
# of HP of damage done and
then divide by 4 to determine the #
of HD of damage done. This may
involve first rolling dice to determine the
# of HP, and then dividing.

EXAMPLE: An ice sotrm does 3d10
points of damage. Roll a d10 three times
(let's say you roll 6, 5, 3 for a total
of 14) and then divide 14 by 4 to get 3
1/2, rounded to 4 HD. (Round 1/2 and
higher fractions up.)

SPECIAL NOTE: An area of effect
spell affects every creature in that AREA! If
a fireball does 6 HD of damage, a
fig. representing 10 creatures in the
AREA of effect takes 60 HD of damage.

B. Determining Spell Effect

If all creatures represented by a figure
will die even if they all made their saves,
the fig. is automatically
removed. If all creatures represented by a
fig. will live even if they failed their
saves, the fig. is automatically
wounded.

If a save would determine
whether a fig. lives or dies
(EXAMPLE: ten 4HD ogres hti by a 6
HD fireball, and a save is made
for the fig.. If the check succeeds, the
fig. is wounded; if it fails, the fig. is
removed.)

If the spell effect is linear or
cone-shaped, the following special rules
apply: A linear effect can do no more
than wound a fig. if fired from in front
of or directly behind the fig.. If it is
fired from the side against a fig in
closed or open formation, it can cause a
fig. to be removed if the damage is
sufficient. This restriction applies to the
first 1/2 of the range of a cone-shaped
spell effect also.

[14.6] CHARM, HOLD, AND TEMPORARY IMMOBILIZATION

CLERICAL
snake charm

DRUID
entangle
charm person or mammal
hold animal
hold plant
confusion

MAGIC-USER
charm person
friends
sleep
forget
ray of enfeeblement
hold person
suggestion
charm monster
fire charm
feeblemind
hold monster
geas
repulsion
charm plants
antipathy/sympathy
mass charm
maze
temporal stasis

ILLUSIONIST
hypnotism
blindness
deafness
hypnotic pattern
paralyzation
emotion
chaos
mass suggestion
etc.

Spells in this category can be used as
pass-through fire.

A. Charm

If a charm spell or similar effect is used
against a unit commander or individual,
that commander/individual receives any
normal saving throws to which he is
entitled. If the saves (if any) fail,
the charmed commander and his unit fall
under the control of the other side for 1-4
+  commander's CB (if any) Game
Rounds. A unit serving a charmed
commander moves during the enemy
Movement Phase. It cannot be ordered to
attack units on its side, but it can be
moved in any manner the enemy player
decides, as long as it its MOVE is legal. If a
unit following a charmed commander
ends its MOVE in a position in which it
can be attacked in the flank or rear by an
enemy ground unit during the same
Game Round, the unit must make a
Discipline Check. If the unit passes the
check, it remains in place; if the unit
fails, the player owning the figures may
make a facing charge for all figures in
the unit at no cost. When the enemy
control period ends, the unit "figures
out" that its commander is acting
strangely, and goes out of command.

If a mass charm or similar spell effect
is used against an entire unit, every
fig. in the AREA of effect that is entitled
to a save must make a save.
Each fig. that fails falls under
the control of the opposing player for the
duration of the mass charm. Such figures
MOVE during the opposing player's
Movement Phase, and can MOVE || FIGHT
in any manner the opposing player
wishes--incl. attacking figures on its
own side. The fig. || individual
casting the mass charm is considered to
be the Unit Commander, and the
commander's CR is considered to be the
range of the spell. Note that it is psb.
for a unit to be split and FIGHT itself.

Place a Charm marker on any charmed
individual or fig..

B. Hold/Temporary Immobilization

When a fig. is attacked by a hold or
temporary immobilization spell, first
make any save to which the
fig. is entitled. If the save
fails, place an Immobilized marker on the
fig. and write down the nature and
duration of the effect.

A sleep spell can be broken if a
friendly fig. moves into base-to-base
contact with an affected fig. and remains
for one full Game Round. On
the next Game Round, the sleeping
figures awake.

Paralyzed creatures must have their
paralyzation broken by magic || WAIT
until the effect wears off.

[14.7] BONUSES AND PENALTIES

CLERICAL
bless
protection from evil
resist cold
sanctuary
chant
resist fire
prayer
survival <?>
prot. from evil 10' r.

DRUID
prot. from lightning
prot. from fire
anti-animal shell

MAGIC-USER
prot. from normal missiles
haste
slow
fumble

ILLUSIONIST
dispel exhaustion
Etc.

Bonus && penalty spells improve ||
lower the abilities of figures. A bonus ||
penalty spell used on a fig.
reprezenting a single individual works
according to normal AD&D or D&D
game rules. A bonus || penalty spell
used on a fig. reprezenting more than
one individual || or creature must be able
to affect all creatures reprezented by the
fig., or else have no effect.

(EXAMPLES: It takes 10 prot. from fire
spells to benefit a 10:1 fig; but a
single haste spell CAST by a 10th level
MU could affect all 10 creaturesr
reprezented by the fig..)

If not all the figures in a unit have been
affected by the magic, place a Magic
marker on each affected fig.; if all
figures in the unit are affected, there is no
need for the markers. Remember to write
the nature && duration of the bonus or
penalty on the roster sheet.

If only part of a unit is affected, that
part fights separately from the REST of the
unit. The affected figures may still
function as members of the unit, but
combat rolls and damage are figured for
the enchanted and non-enchanted figures
seperately.

Haste spells and potions of speed allow
a fig. to make its full MOVE and also
CAST spells/USE missiles, or make a double
MOVE, or fire missiles or melee for double
damage.

[14.8] INVISIBILITY

DRUID
invisibility to animals

MAGIC-USER
invisibility
invisibility 10' radius
mass invisibility

ILLUSIONIST
improved invisibility
Etc.

It is highly recommended that you USE
a referee when using invisibility magic in
the BATTLESYSTEM game.

A fig. or group of figures that are
invisible are not placed on the board. u
Instead, the player controlling them
writes down their initial positions and
records direction and length of each
MOVE, then shows the referee what is
going on.

The referee determines whether the
MOVE is legal, whether the invisible
fig. || figures came into contact with any
figures of either side, and whether the
enemy was able to detect the invisible
figures.

If the player using invisible figures fails
to leave enough space among his units
for the invisible fig. || figures, the
invisible forces are automatically
eliminated.

Invisible figures must always operate
in skirmish formation.

If invisible figures enter a detect invisibility
spell AREA of effect, come
within range of a true sight spell || a gem
of seeing, or encounter similar magic,
they must be immed. placed on the
board. However, they have a -4 AC
bonus as long as they are invisible. In
addition, figures unable to see the
invisible figures cannot make magic or
missile attacks. (SPECIAL NOTE: In the
AD&D game, the DMG, p. 60, gives a
chance to automatically detect invisible
figures based on intelligence and level.)

If an invisible fig. attacks, it loses its
invisibility according to the AD&D and
D&D game rules. The enemy may
attack the formerly invisible fig.
during that Game Round, but the
invisible figure retains its -4 AC bonus
for the REST of that Game Round. If an
invisible creature wades a stream, the
opponent must be told that something
unseen crossed in that loc., but the
fig. need not be placed on the board.

If an invisible fig. comes into
base-to-base contact w/ any enemy
fig. at any point, the invisible fig.
must be placed on the board, but gets an
immed. free melee, missile, or magic
attack. It can then melee normally during
that Game Round. This is an exception
to the rule that prohibits a unit from using
missiles || magic and then
performing melee combat during the
same Game Round.

If an invisible creature is placed on the
board, but its invisibility is not broken,
place an Invisible marker on the figure.
These figures always have a -4 AC
bonus. Pls. note that such AD&D
game spells as improved invisibility and
psionic invisibility give xceptions to
some of the rules. In dealing w/
invisibility, USE the spell descriptions to
govern effects.

If you are not using a referee, place
invisible figures on the board with an
Invisible marker on them. They cannot
be attacked unless they are detected by
enemy forces. All other rules related to u
invisibility apply.

Q: Certain characters and monsters
in the AD&D game have a natural
ability to detect invisible creatures.
How does this work in the
BATTLESYSTEM supplement ? is it
an automatic ability?

A: According to page 60 of the DMG, the
ability is almost automatic. A creature is
"exposed to invisibility" if attacked by an
invisible creature, actually looking right at
the invisible creature, listening carefully
for movement, etc. There are so many
distractions on a battlefield, however, that
no unit or hero can detect an invisible 1:1
scale figure unless given orders to do so
and told where to look -- that is, the player
in charge of the opposing unit or hero
must state that an attempt to locate an
invisible foe is being made and where the
figures are looking. If a unit is looking, roll
once for the whole unit. Only the hero or
unit that successfully makes the detection
roll can "see" the invisible creature(s),
although others may be told where to
look. Invisible figures of greater than 1:1
scale, however, have a chance to be spotted
if they simply cross a hero's or unit's
line of sight.
(127.14)

[14.9] AWE AND FEAR

CLERIC
fear <check if there is a cleric version>

MAGIC-USER
scare
Etc.

A fig. confronted w/ a spell effect
causing awe || fear may make a save
if permitted. If the save
fails, the unit either routs or is stunned,
according to the spell effect.

[14.10] CREATE TROOPS

CLERIC
animate dead
aerial servant
animate object
conjure animals
gate

DRUID
summon insects
animal summoning I, II, III
conjure fire elemental
conjure earth elemental
animate rock
creeping doom

Q: The seventh-level druid spell
changestaff creates a 12-HD treant
that loses hit dice when it takes
damage. How is this "staff/treant"
treated in the BATTLESYSTEM
supplement rules?

A: The resulting creature enters the battle
as a 1:1-scale figure, and uses the hero
rules on pages 17 and 18 when attacking.
The staff/treant is a single creature, but it
acts only as commanded by the druid and
cannot act independently, nor can it animate
normal trees. If attacked, the staff/
treant's statistics are altered as
appropriate from round to round.
(127.66)

MAGIC-USER
find familiar
unseen servant
monster summoning I-VII
conjure elemental
Mordenkainen's faithful hound
invisible stalker
cacodemon
clone
create magical monster <this is prb. a D&D spell>
gate

ILLUSIONIST
shadow monsters
demi-shadow monsters
summon shadow
shades
Etc.

Created or summoned troops can be
brought into play using the above spells,
or such magic items as the horn of Valhalla (AD&D game).

Illusions that actually do "killing" damage
actually put their victims into a
cataleptic state. A shadow monster or
related spell does real melee damage.
However, if it has a special killing ability
(e.g., a death ray), and the attacked
figures have a saving throw, then
the special killing ability only puts its
victims into a cataleptic state, just like a
normal illusion.

[14.11] DETECTION AND INFORMATION

CLERIC
detect evil +
detect magic +
augury +
detect charm +
find traps +
know alignment +
speak with animals +
locate object +
speak with the dead +
detect lie +
divination +
neutralize poison +
speak with plants
tongues +
commune +
true seeing +
find the path +
speak with monsters +
stone tell +

DRUID
detect snares and pits
locate animals
locate plants
commune with Nature

MAGIC-USER
comprehend languages
identify
detect invisibility
ESP
clairaudience
clairvoyance
infravision

Q: What are the battlefield effects of
infravision and ultravision? Which
monsters have these abilities?

A: Page 59 of the DMG
gives the effects of infravision and ultravision
outdoors. Most subterranean monsters
and humanoids are assumed to have
infravision, even if not otherwise noted.
Most demi-humans also have infravision;
see the individual character race descriptions
and monster descriptions. Ultravision
is a rare ability; see the individual monster
descriptions to determine if a creature has
ultravision. Some Lake Geneva campaigns
gift dragons with ultravision, since they
can "see equally well in daylight or darkness
" (MM, page 29).
(127.14)

wizard eye
contact other plane
glassee
lore
legend lore

ILLUSIONIST
true sight
detect illusion
vision
Etc.

A. Detection

Detection spells work according to
normal AD&D and D&D game rules.

B. Information

Most information spells work
according to normal AD&D and D&D
game rules. However, such spells as
augury, divination, vision, and even wish
used as an information spell pose special
problems.

Questions may be asked of the referee
or opposing player, according to the
nature of the question and of the spell. If
there is a chance that the answers may be
false, the referee rolls the dice in secret,
and tells the person who is to answer the
question whether or not he must tell the
truth.

Any question on the order of "Who
will win the battle?" cannot be answered.
If the answer to any question is
unknown, or if the question cannot be
answered, the questioner gets no
info and the question is
xpended.

Questions about the actions of the
other side have special limits: a player
can only discover what an enemy unit || units
will do on the following Game Round.
If a wish or vision spell is used,
the max. info that can be
obtained is either (a) what forces and
capabilities one enemy brigade has (the
questioned player must show the asker
Army Roster Sheets for one brigade, or
(b) where the units and commanders of
any one brigade will MOVE during the
next Game Round. If a player is forced to
declare where his units will MOVE on the
next Game Round, he must MOVE
according to what he declares, regardless
of changing circumstances.

SPECIAL NOTE: Heroes and any
commander with MR or
other prot. against ESP, detection,
or magic are immune to info
magic, even a wish. A player never has
to reveal his whereabouts, capabilities,
or intentions of such heroes or
commanders in response to info
magic.)

[14.12] MAGICAL DEFENSES

CLERIC
blade barrier
barrier <D&D>
word of recall

DRUID
barkskin
feign death
repel insects
anti-plant shell
anti-animal shell

MAGIC-USER
feather fall
hold portal
shield
mirror image
rope trick
blink
Leomund's tiny hut
fire shield
minor globe of invulnerabilty
Bigby's interposing hand
anti-magic shell
Bigby's forceful hand
globe of invulnerability
guards && wards
Bigby's grasping hand
duo-dimension
statue
mind blank
Serten's spell immunity
prismatic sphere

ILLUSIONIST
blur
prismatic wall
Etc.

Defensive magic works according to
the AD&D and D&D game rules.
Defensive spells used for offensive
purposes (a blade barrier, for example)
may require decisions by the referee. It is
the responsibility of the player to
keep track of the effect and duration of
the spell.

The spell mirror image eliminates
damage in proportion to the # of
duplicates generated by the spell.
EXAMPLE: A fig. has CAST mirror
image and created three duplicates of
itself. If the fig. receives 40 HD of
damage, it takes only 10 HD, since each
of the duplicates also took 10 HD of
damage (each duplicate disappears after
taking damage).

Spells in this category can be used as
pass-through fire.

[14.13] MOVEMENT

CLERIC
astral spell
travel
wind walk

DRUID
plant door
pass plant
transport via plant
transport through plants
chariot of Sustarre

MAGIC-USER
spider climb
jump
levitate
fly
dimension door
passwall
teleport
phase door
Etc.

Movement spells work according to
the normal AD&D and D&D game
rules.

Movement rules (incl. teleport as
an innate ability), must always be used in
the Missile and Magic Phase.

[14.14] ILLUSIONS

DRUIID
hallucinatory forest

MAGIC-USER
dancing lights
ventriloquism
audible glamer
fools gold
leomund's trap
nystul's magic aura
phantasmal force
hallucinatory terrain
massmorph
distance distortion
project image
simulacrum

ILLUSIONIST
change self
improved phantasmal force
phantasmal killer
spectral force
shadow door
shadow magic
demi-shadow magic
permanent illusion
programmed illusion
veil
Etc.

A. Saving Throws

The owning player must decide when
any of his forces will check to see if
something is illusory. If the owning
player does not state that his forces are
trying to disbelieve an illusion, his forces
do not get a save.

If the owning player decides to have
his forces check, all 1:1 ratio figures on
his side automatically make saves.
All 2:1, 5:1, and 10:1 figures
must first make a Morale Check to see if
they try to disbelieve, and then make a
save against the illusion. If some
forces successfully disbelieve an illusion,
all forces that failed their Morale Check
get to make a save next Game Round.

If an illusion is missing an expected
sensory component (for example, sound),
the figures that must check morale do so
at +1 for that check only. If you are
using a referee, the referee can optionally
assign an additional bonus or penalty of
1 to the Morale Check based on his
judgement as to whether the illusion is
particularly appropriate or inappropriate
to the situation.

(EXAMPLE: An illusion of dragons
when dragons are known to be part of
the army, or of quicksand when there is
quicksand known to be on the
battlefield, are particularly appropriate.
On the other hand, an illusion of a good
demi-god fighting on the side of evil
creatures, or of Demogorgon suddendly
appearing in the midst of an army of
elves, is particularly inappropriate.)

If troops or heroes try to disbelieve
something that is real, they automatically
fail any saves that might apply
against the real object.

B. Casting

All illusion spells must be CAST during
the Missile && Magic Phase. If the
casting player elects, he can delay the
appearance of the illusion until a later
phase (for example, to simulate a
different type of spell) in the current or
next Game Round.

All illusions are 3D
unless otherwise stated. Place figs. or
terrain pieces on the battlefield to
represent illusions.

If an illusion is used to conceal
something (e.g. an illusion of solid
ground covering a trench), the first rnak
automatically falls in and the second
rank must make saves vs.
paralyzation to avoid falling in. The
third and subsequent ranks do not fall in.

In order to increase the "realism" of
illusions, place cut-outs, counters, or
minis on the tabletop to show what
is "seen."

[14.15] MODIFICATION AND DISGUISE OF TERRAIN, TROOPS, ETC.

DRUID
pass without trace
tree
obscurement
hallucinatory forest
pyrotechnics
trip
plant growth
snare
transmute rock to mud
dissolve <D&D?>
wall of fire
wall of thorns

MAGIC-USER
web
dig
wall of ice
wall of force
hallucinatory terrain
distance distortion
wall of iron
wall of stone
move earth

ILLUSIONIST
wall of fog
fog cloud
Etc.

Terrain/troop modifications and
concealment spells are of two types:
illusions and real changes. Illusionary
modifications are treated like other
illusions. Whether the modification is
real || not, place terrain pieces, counters,
or figs. on the tabletop to show the
effect. Place Magic markers to simulate
temporary effects. To simulate a wall of fog
or similar obscurement spell, you
can use a DM's Screen to conceal
the troops hidden by the wall. Until the
wall dissaptes, all movement behind the
wall cannot be seen by the enemy player.

[14.16] REGENERATION AND MAGICAL HEALING

CLERICAL
cure light wounds +
slow poison +
cure blindness +
cure disease +
cure serious wounds +
cureall
raise dead fully <D&D?>
restore +
neutralize poison +
raise dead +
heal +
regeneration +
resurrection +
Etc.

Curative magic used on a fig.
reprezenting a single individ. works
according to normal AD&D or D&D
game rules.

When curative magic is used on a
fig. reprezenting more than one
creature that currently has a Wound
marker, it has the following effects:

A cure light/serious/critical wounds
spell cures 1 HD of damage for every
level of the spell. A heal, regeneration,
restoration, or resurrection spell cures 2
HD of damage for every level of the
spell. If the total damage cured by such
magic is =equal= to 1/2 the HD of a figure,
its Wound marker is removed.

Raise dead can bring a single
individ. back to life, but that individ.
cannot FIGHT for the REST of the battle.
Place an Immobilized marker on
any such individ. or fig..

A limited wish or alter reality spell can
remove one Wound marker. A wish spell
can remove two Wound markers or bring
any one fig. back to life.

If the healing magic cures a # of
HP rather than a roll of HD,
determine the # of HP cured
and divide by 4 to determine the #
of HD restored.

[14.17] SPELLS THAT AFFECT ONLY INDIVIDUALS

CLERIC
command
hold person
feign death
remove curse
(curse)
(blindness)
(cause light wounds)
(cause serious wounds)
(cause critical wounds)
exorcise
atonement
plane shift
quest
(slay living)
(harm)
(energy drain)
(wither) <D&D?> <cf. OA>
(destruction)

DRUID
animal friendship
feeblemind
finger of death
transmute metal to wood
enlarge
jump
strength <STR is not a druid spell in AD&D>

MAGIC-USER
polymorph other, self, any object
geas
(flesh to stone)
Tenser's transformation
power word, stun
Otto's irresistable dance
dance <D&D?>
power word, blind
magic jar
trap the soul
imprisonment

ILLUSIONIST
shape change
Etc.

These spells are mostly for USE by
individual Heroes and commanders
against enemy Heroes and commanders,
or for additional defense. A creative
player can find many uses for such spells.
A referee is needed to decide on unusual
uses for these spells.

The AD&D game spells command,
hold person, feign death, blindness,
feeblemind, finger of death, enlarge,
polymorph, power word stun, Otto's
irresistable dance, power word blind,
magic jar, trap the soul, and imprisonment
(and their D&D game equivalents)
can be used as pass-through fire.

[14.18] SPECIAL EFFECTS

CLERIC
create water
light
purify food and drink
silence 15' r.
continual light
create food and water
dispel magic
glyph of warding
lower water
dispel evil
part water
striking <D&D, though there might be an OA equivalent>
symbol

DRUID
faerie fire
purify water
heat metal
produce flame
warp wood
stone shape
water breathing
produce fire
animal growth
turn wood

MAGIC-USER
affect normal fires
burning hands
erase
mending
message
push
read magic
Tenser's floating disc
floating disc <D&D>
write
darkness 15' r.
knock
shatter
wizard lock
explosive runes
enchanted weapon
extension I, II, III, etc.
fire trap
Rary's mnemonic enhancer
airy water
Leomund's secret chest
telekinesis
enchant an item
lower water
spiritwrack
stone to flesh
sword <D&D>
Drawmij's instant summons
limited wish
reverse gravity
vanish
clone
glassteel
permanency
symbol
time stop
wish

ILLUSIONIST
gaze reflection
misdirection
continual darkness
dispel illusion
non-detection
minor creation
major creation
alter reality
Etc.

The official AD&D and D&D game
spell descriptions define the normal USE
of these spells. The referee must rule on
unusual or particularly creative applications
of these spells.

The spells wish, limited wish, and alter reality
pose special problems. The referee
must apply the literal wording of the
wish (regardless of what the player
actually meant), and then decide whether the
desired effect is compatible with other
spells of the same level. (Remember, a
wish is only a 9th level magic spell--not
grant of infinite power!)

A wish spell can cancel out another
wish spell.

Any USE of a wish is subject to the
ruling of the referee. If the USE of a wish
spell is disallowed, the wish is still
xpended.

[14.19] CLERICS AND UNDEAD

If a cleric successfully turns undead, a
min. of one fig. is automatically
routed, even if the cleric did not TURN
sufficient HD to = one entire
fig.. A cleric can keep attempting to
TURN a unit of undead once per Game Round
until an attempt is failed. After
that, the cleric cannot attempt to TURN
any more undead in that particular unit,
although he may attempt to TURN the
same kind of undead in a different unit.

If a cleric's power is such that he automatically
destroys undead, he destroys a
min. of one fig. of undead, even
if he did not destroy sufficient HD to
= one entire fig..

If an evil cleric turns undead, he can
sometimes make them enter his service
(see DMG, p. 65). Such undead fall
instantly under the command of that
cleric, and follow his orders w/o
Q until they are killed, turned by
an evil cleric on the other side, or MOVE
out of the cleric's CR. The same rules
apply to avengers (D&D Companion,
book 1, p. 18).

[14.20] MAGIC ITEMS

Magic items are handled in the same
way as the spells they most closely
resemble. Certain magic items have a
specific effect in the BATTLESYSTEM
game:

Ring of Human Influence (AD&D
game only): gives a commander a +1
Charisma bonus.

Rod of Rulership (AD&D game only):
gives a commander a +2 CHA
bonus.

Drums of Panic (AD&D game only):
forces an immed. Morale Check for
every enemy unit with at least one fig.
in range of the effect.

Sphere of Annihilation (AD&D game
only): all figures must stay 2" away from
it. If it is moved during the Missile and
Magic Phase, it will "push" all figures
that come within 2" of it out of its way.

Rod of Victory (D&D game only):
raises the morale of its entire side by 1.

Rod of Ruling (D&D game only):
gives any commander who wields it a
+2 to CHA.

[14.21] PSIONICS

All psionic powers and attack modes
operate as the spell-types they most
closely resemble. Psionic vs. psionic
combat can only TAKE place between
Heroes and commanders. Psionic invisibility
cannot be detected using the table
in DMG, p. 60. <>
Telempathic projection can raise or lower enemy or friendly
morale by 1 point.

[14.22] BARD POWER (AD&D GAME ONLY)

A bard's singing can raise the morale
of friendly figures in his CR by +1. Only
one bard can provide this morale bonus
to any single figure at a time.

A bard cannot sing and command at
the same time unless he is singing suggestions
to charmed troops.
 



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