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Magic-User Duels

From Chainmail (2nd Edition) pgs.28
(3rd Edition) pgs. 31

If there are two or more opposing Wizards, and the game is not a recreation of a battle found in a novel, determine which is the stronger magician (by casting dice if necessary). The stronger magician can successfully cast a counter-spell with a two dice score of 7 or better, while a weaker magician needs a score of 8, 9, or 10, depending on his relative strength. A counter-spell fully occupies a magician's powers.

For AD&D use the following:

Essentially, a more powerful Wizard can spend his turn attempting to counter an enemy Wizard's spells. If he is more powerful than the enemy, he counters the spell on a 7-12 on 2d6. If less powerful, he needs to roll 8, 9, 10 or 11. That works out to around 58.3% and 38.9%, respectively. There's no such thing as equally matched Wizards, apparently; in case of a tie, a die roll determines relative strength.

Obviously, the AD&D rules are more granular when it comes to magic and magic-users, so a tad more expansion is called for if deciding to adopt these rules to AD&D use. I've not playtested this, of course, but I might do something along the following lines.

Any magic-user is able to use the magical energy stored in his mind to attempt to counter the effects of another magic-users spell. A counter-spell has an effective casting time of instantaneous. The countering magic-user informs the Dungeon Master of his intention to attempt to disrupt the casting of another magic-user (magic-users and illusionists can disrupt one another's' spells in this fashion, but not clerical spells), and chooses a spell from his own list of memorized spells to use, before the nature of the enemy spell is known.

(In this way, the choice of which spell to "burn" becomes a real decision and something of a blind bid; do you waste a fireball spell when the enemy could only be casting magic missile?)

Roll 2d6 and compare the level of the spell burned vs. the level of the spell being countered.

Level Difference / Countered On Role Of...
-9 / automatic
-7 - -8 / 3-12
-5 - -6 / 4-12
-3 - -4 / 5-12
-1 - -2 / 6-12
0 / 7-12
1 - 2 / 8-12
3 - 4 / 9-12
5 - 6 / 10-12
7 - 8 / 11-12
9 / 12

The difference here between this and the system found in Chainmail is not only the granularity of the odds but also using the level of the spell as opposed to the level of the caster. If you really want to get into it, a modifier for the level of caster could also be included, but you'd need to jig it so as to bear the minimum caster level for a given spell level in mind. I would probably give an automatic success if one happened to burn the exact same spell being cast, especially since it's a blind choice.

Updated by :DM Angelo (achiriaco01) on February 11, 2019 13:43