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Post by Malchor on Sept 3, 2022 16:14:42 GMT -6
I am trying to map Chainmail spells to their OD&D counterparts, any corrections or additions to the following:
"Abilities" (Chainmail on left > OD&D counterpart on right): Attack/Defend as armored foot/horse > Shield, perhaps Strength (both from Greyhawk) Invisible > Invisibility See in darkness > Infravision Affect friendly morale > Affect enemy morale > Impervious to normal missile fire > Protection from Normal Missiles
Missiles Fire Ball > Fire Ball Lightening Bolt > Lightning Bolt
Spells (Chainmail on left > OD&D counterpart on right): 1e Phantasmal Forces > Phantasmal Forces Darkness > Darkness, 5’ Radius Wizard Light > Light Detection > Detect Magic / Detect Invisible / Wizard Eye Concealment > Massmorph Conjuration of an Elemental > Conjure Elemental
2e Moving Terrain > Move Earth Protection from Evil > Protection from Evil
3e Levitate < Levitate Slowness < Slow Spell Haste < Haste Spell Polymorph < Polymorph Self Confusion < Confusion Halucinatory Terrain < Halucinatory Terrain Cloudkill < Cloudkill Anti-Magic Shell < Anti-Magic Shell
Edit: moved Missiles to their own section, noted when spells were added, and changed direction fo <> for 3e Chainmail spells, per waysoftheearth suggestions.
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Post by waysoftheearth on Sept 3, 2022 17:28:37 GMT -6
Worth remembering that many of the spells appeared in D&D first, then were retro-fitted into CM 3rd Ed.
Edit: Perhaps indicate these with a "<" rather than a ">" ..?
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Post by waysoftheearth on Sept 3, 2022 18:00:31 GMT -6
My recollection is that fireball and lightning bolt are not CM spells, per say. A CM-Wizard has either of these a mode of missile/artillery fire.
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Post by Malchor on Sept 3, 2022 18:25:10 GMT -6
Worth remembering that many of the spells appeared in D&D first, then were retro-fitted into CM 3rd Ed. Edit: Perhaps indicate these with a "<" rather than a ">" ..? Changes made per your excellent suggestions.
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Post by tombowings on Sept 3, 2022 23:56:36 GMT -6
What do you think of these?
Affect friendly morale > Bless? Affect enemy morale > Reverse of Bless?
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Post by waysoftheearth on Sept 4, 2022 0:37:35 GMT -6
Affect friendly morale -> A wizard (per hero) adds one to the (morale) dice of the unit (friendly normals) they are with. Affect enemy morale -> A wizard (per superhero) causes enemy normals to check morale just by approaching within charge distance.
It's true that D&D's clerical bless spell confers a similar effect to a CM-hero's "affect friendly morale", albeit requiring a turn of preparation and thereafter lasting only six turns (whereas the CM-hero/wizard effect is always present). The CM-hero affects the unit he is with, whereas the D&D-bless spell affects plural "recipients". FWIW, S&S gives bless a 5"x5" area of effect. The D&D-bless spell also add 1 to attack dice, which may or may not be additional to the CM-hero/wizard effect. Overall, it seems a decent fit.
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Post by Malchor on Sept 4, 2022 8:11:29 GMT -6
What do you think of these? Affect friendly morale > Bless? Affect enemy morale > Reverse of Bless? Definitely, though what about MU spells?
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Post by tombowings on Sept 4, 2022 8:19:24 GMT -6
Definitely, though what about MU spells? Nothing jumped out at me, honestly.
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Post by waysoftheearth on Sept 4, 2022 21:39:30 GMT -6
Perhaps the CM-wizard/superhero's "affect enemy morale" feature is somewhat like D&D's wand of fear, or drums of panic effects?
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