Dragon | Classes | - | Best of Dragon, Vol. V | Dragon 38 |
(Note: there are differences between the original version (Dragon 38), and, the version in Best of Dragon, Vol. V. This is the version from Dragon 38.)
In TD #19 (Vol. III,
No. 5) there was a very useful article by Steve
Miller entitled "Spell
Determination for Hostile Magic Users, or Why
Did He Throw That Spell?!"
As the title indicates, this article contains
charts for randomly rolling
up which spells non-player MUs used,
without the referee having
to make arbitrary decisions about it. This
worked fine for a while,
but soon a couple of problems arose. For one
thing, the AD&D Players
Handbook was released (certainly no
problem in itself!), containing
a variety of new spells which should be
included in the list of
spells "possibly used by hostile MUs." Another
problem was in determining
the level of the spell the MU would use:
Though Steve?s system worked
fine for some levels, there were other
levels (especially when
MUs got an odd number of spells) that simply
couldn?t be rolled up exactly.
At ninth level, for instance, a MU gets firstto fifth-level spells, four,
three, three, two, and one respectively, for a
total of thirteen spells.
I can think of no way of generating the numbers
one to thirteen, except
possibly with cards.
Thus, I give you the new
system (below) which follows much the
same pattern as Steve's
system, but uses percentages to find what spell
level is used (thus giving
a more exact chance of using any particular
level).
* * *
SPELL USE BY MAGIC-USERS
Level of spell used**
Level | Chance of
spell use* |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 | 64 | 01-00 | - | - | - | - | - | - | - | |
2 | 66 | 01-00 | - | - | - | - | - | - | - | |
3 | 68 | 01-67 | 68-00 | - | - | - | - | - | - | |
4 | 70 | 01-60 | 61-00 | - | - | - | - | - | - | |
5 | 72 | 01-56 | 57-84 | 85-00 | - | - | - | - | - | |
6 | 74 | 01-50 | 51-75 | 76-00 | - | - | - | - | - | |
7 | 76 | 01-40 | 41-70 | 71-90 | 91-00 | - | - | - | - | |
8 | 78 | 01-34 | 35-59 | 60-84 | 85-00 | - | - | - | - | |
9 | 80 | 01-30 | 31-53 | 54-76 | 77-91 | 92-00 | - | - | - | |
10 | 82 | 01-27 | 28-54 | 55-74 | 75-87 | 88-00 | - | - | - | |
11 | 84 | 01-22 | 23-44 | 45-66 | 67-83 | 84-00 | - | - | - | |
12 | 86 | 01-20 | 21-40 | 41-60 | 61-78 | 79-95 | 96-00 | - | - | |
13 | 88 | 01-20 | 21-40 | 41-60 | 61-76 | 77-92 | 93-00 | - | - | |
14 | 90 | 01-19 | 20-38 | 39-57 | 58-72 | 73-87 | 88-97 | 98-00 | - | |
15 | 90 | 01-18 | 19-36 | 37-54 | 55-72 | 73-90 | 91-97 | 98-00 | - | |
16 | 90 | 01-15 | 16-30 | 31-45 | 46-60 | 61-75 | 76-87 | 88-96 | 97-00 | |
17 | 92 | 01-15 | 16-30 | 31-45 | 46-60 | 61-75 | 76-85 | 86-94 | 95-00 | |
18 | 92 | 01-15 | 16-30 | 31-45 | 46-59 | 60-73 | 74-82 | 83-91 | 92-97 | 98-00 |
19 | 92 | 01-14 | 15-28 | 29-42 | 43-56 | 57-70 | 71-79 | 80-88 | 89-97 | 98-00 |
20 | 94 | 01-14 | 15-28 | 29-42 | 43-55 | 56-68 | 69-79 | 80-87 | 88-95 | 96-00 |
21 | 94 | 01-13 | 14-26 | 27-39 | 40-52 | 53-65 | 66-75 | 76-85 | 86-95 | 96-00 |
22 | 94 | 01-12 | 13-24 | 25-36 | 37-48 | 49-60 | 61-72 | 73-82 | 83-92 | 93-00 |
23 | 95 | 01-12 | 13-24 | 25-36 | 37-48 | 49-60 | 61-71 | 72-82 | 83-93 | 94-00 |
24 | 95 | 01-12 | 13-24 | 25-36 | 37-47 | 48-58 | 59-69 | 70-80 | 81-91 | 92-00 |
25*** | 95 | 01-12 | 13-23 | 24-34 | 35-45 | 46-56 | 57-67 | 68-78 | 79-89 | 90-00 |
26*** | 95 | 01-12 | 13-24 | 25-36 | 37-48 | 49-59 | 60-70 | 71-80 | 81-90 | 91-00 |
*--This is the percent chance
that the MU will even use magic-he
may decide to use his trusty
dagger or some other weapon. This
percentage can be modified
according to the situation, at the DM?s
discretion. Remember, most
intelligent MUs won?t usually attempt to
cast a spell if they are
under direct attack and the chances are too great
they will be hit and the
spell ruined.
**--As mentioned above,
this percentage can be modified according to the situation. For instance,
an MU would more likely cast a
high-level spell at a large
group of powerful opponents than a small
group of relatively weak
ones.
***--Fortunately, the spells
gotten per level begin repeating a
pattern here so the percentages
will always be the same for odd
numbers above 25 or all
even numbers above 25.
Once the spell level has
been determined, percentile dice are rolled
to see which spell on the
chart below is cast.
First Level
01-08 | Burning Hands |
09-18 | Charm Person |
19-24 | Dancing lights |
25-28 | Detect Magic |
29-34 | Enlarge |
35-42 | Friends |
43-48 | Hold Portal |
49-52 | Jump |
53-62 | Magic Missile |
63-66 | Protection: Evil/Good |
67-76 | Shield |
77-84 | Shocking Grasp |
85-94 | Sleep |
95-00 | Ventriloquism |
Second Level
01-06 | Audible Glamer |
07-12 | Darkness, 15' r. |
13-17 | Detect Evil/Good |
18-22 | ESP |
23-27 | Forget |
28-36 | Invisibility |
37-43 | Levitate |
44-50 | Mirror Image |
51-55 | Pyrotechnics |
56-64 | Ray of Enfeeblement |
65-67 | Rope Trick |
68-75 | Scare |
76-83 | Stinking Cloud |
84-92 | Web |
93-95 | Detect Invisibility |
96-00 | Wizard Lock |
Third Level
01-06 | Blink |
07-10 | Dispel Magic |
11-14 | Feign Death |
15-24 | Fireball |
25-28 | Flame Arrow |
29-34 | Fly |
35-36 | Gust of Wind |
37-42 | Haste |
43-50 | Hold Person |
51-54 | Invisibility, 10' r. |
55-58 | Leomund's Tiny Hut |
59-66 | Lightning Bolt |
67-72 | Monster Summoning I |
73-80 | Phantasmal Force |
81-82 | Protection: Evil/Good 10' r. |
83-88 | Protection From Normal Missiles |
89-94 | Slow |
95-98 | Suggestion |
99-00 | Tongues (or Reverse) |
Fourth Level
01-06 | Charm Monster |
07-12 | Confusion |
13-14 | Dig |
15-21 | Dimension Door |
22-25 | Enchanted Weapon |
26-27 | Extension 1 |
28-34 | Fear |
35-36 | Fire Charm |
37-43 | Fire Shield |
44-47 | Fumble |
48-51 | Hallucinatory Terrain |
52-58 | Ice Storm |
59-65 | Minor Globe of Invulnerability |
66-71 | Monster Summoning II |
72-73 | Plant Growth |
74-80 | Polymorph Others |
81-86 | Polymorph Self |
87-90 | Curse (opposite of Remove Curse) |
91-96 | Wall of Fire |
97-00 | Wall of Ice |
Fifth Level
01-04 | Animal Growth |
05-08 | Animate Dead |
09-13 | Bigby's Interposing Hand |
14-20 | Cloudkill |
21-27 | Conjure Elemental |
28-35 | Cone of Cold |
36-39 | Distance Distortion |
40-43 | Extension 2 |
44-47 | Feeblemind |
48-52 | Hold Monster |
53-56 | Magic Jar |
57-61 | Monster Summoning III |
62-66 | Mordenkainen's Faithful Hound |
67-70 | Passwall |
71-74 | Stone Shape |
75-79 | Telekinesis |
80-84 | Teleport |
85-88 | Transmute Rock-Mud |
89-93 | Wall of Force |
94-97 | Wall of Iron |
98-00 | Wall of Stone |
Sixth Level
01-06 | Antimagic Shell |
07-12 | Bigby's Forceful Hand |
13-16 | Control Weather |
17-24 | Deathspell |
25-32 | Disintegrate |
33-34 | Extension 3 |
35-42 | Geas |
43-50 | Globe of Invulnerability |
51-58 | Invisible Stalker |
59-64 | Monster Summoning IV |
65-68 | Move Earth |
69-76 | Otiluke's Freezing Sphere |
77-80 | Projected Image |
81-86 | Repulsion |
87 | Spiritwrack |
88-93 | Stone-Flesh (or Reverse) |
94-00 | Tenser's Transformation |
Seventh Level
01-07 | Bigby's Grasping Hand |
08-10 | Charm Plants |
11-20 | Delayed Blast Fireball |
21-27 | Drawmij's Instant Summons |
28-34 | Duo-Dimension |
35-44 | Limited Wish |
45-49 | Mass Invisibility |
50-56 | Monster Summoning V |
57-65 | Mordenkainen's Sword |
66-70 | Phase Door |
71-79 | Power Word-Stun |
80-86 | Reverse Gravity |
87-91 | Statue |
92-00 | Vanish |
Eighth Level
01-08 | Antipathy/Sympathy |
09-18 | Bigby's Clenched Fist |
19-20 | Clone |
21-30 | Incendiary Cloud |
31-38 | Mass Charm |
39-45 | Maze |
46-50 | Mind Blank |
51-60 | Monster Summoning VI |
61-67 | Otto's Irresistible Dance |
68-76 | Polymorph Any Object |
77-83 | Power Word-Blind |
84-90 | Serten's Spell Immunity |
91-98 | Symbol |
99-00 | Trap the Soul |
Ninth Level
01-10 | Bigby's Crushing Hand |
11-18 | Gate |
19-22 | Imprisonment |
23-36 | Meteor Swarm |
37-48 | Monster Summoning VII |
49-58 | Power Word-Kill |
59-70 | Prismatic Sphere |
71-82 | Shape Change |
83-86 | Temporal Stasis |
87-96 | Time Stop |
97-00 | Wish |
If the spell indicated has
insufficient range or is generally inappropriate (such as Detect Good/Evil
in the middle of combat, using Hold
Portal when there is no
door in the area, etc.) a re-roll is allowed.
Some things to remember:
Detection spells will generally
only be used during the first turn of
the encounter, since the
MU may wish to discover the alignment,
magical-powers, etc. of
his enemies (if they are enemies)--
he is obviously not going
to try to find out the alignment of someone who is attacking him anyway.
Some spells which may seem
illogical at first may have some
purpose. For instance, an
MU might cast Detect Invisible on the group
during the first round (or
during combat if one of the group disappears)
to see if he is going to
be attacked by an invisible intruder. However, if
outnumbered or on the losing
end of the battle, an MU will almost
always use a defense spell
(Dimension Door, Teleport, etc.) or powerful weapon spell.
On the same note, occasionally
a spell may be indicated that is
inappropriate due to the
level of the defenders (i.e. a Sleep spell
against tenth-level players).
This will not always necessitate a re-roll,
since there is usually no
way for the MU to know the level of his
opponent(s) anyway (unless,
for instance, one of them casts a highdice fireball or other such level-based
spell which would give him
away: it is assumed that
the MU would recognize magic equal to or
more powerful than his own).
JHSII wrote:
Gary,
How did you determine what
spells a NPC magic-user had in his spellbook? I need to create some spellbooks
for some 7-9th level magic-users, but I don't know of a fair way to determine
how many spells of each level is in the spellbook for each of them, and
beyond the starting spells, which spells they will have added.
Thanks!!
Ah, one of the joys of being
the GM.
If the GM can not be fair,
what is the sense of having one?
All you need to do is put your PC in place of the NPC and then choose and roll for the possession of the best spells--or else simply decide four yourself and forget chance.
Cheers,
Gary
garhkal wrote:
...
What about enemy casters
of the normal races. like an evil human mage... or elvin one... How did
you develop their spell repotoir...?
Whatever is logical for
the NPC, and would be most useful in attacking foes, defending against
their attacks, is how I select spells and magic
items--keeping in mind that the PCs might well end up with the spell
books and/or items.
One needs to walk a fine line when devising antagonists for the party to face.
Cheers,
Gary