In the Conan RPG by Mongoose two sorcerers (their catch-all word for casters) can enter into a "War of Souls". Nothing flashy happens, it's simply mind against mind. Conan's magic system is a power-point system so it wouldn't translate exactly to D&D, but it should be easy enough to mod.
I love the idea, so here's my modifications:
The caster who wishes to start a War of Souls [Caster]must be within 60 feet of the opposing caster and have line of effect. The target caster [Target] must make a Will save versus 10+Caster's magic attack bonus. You may only target opponents who are able to cast spells (I don't use Warlocks).
Magic attack bonus: 1/2 caster level + Int mod + Wis mod + Cha mod + Synergy modifiers
While casters are engaged in a War of Souls they don't threaten, they can't move, and they can't cast spells. They are not helpless, though they cannot apply their Dex to AC.
Upon each War of Souls' participants' turn, they may choose between two options: Drain Opponent and Break Off. Each option requires an opposed War of Souls check (1/2 caster level + Int mod + Wis mod + Cha mod + Synergy mod).
Further rules:
I love the idea, so here's my modifications:
The caster who wishes to start a War of Souls [Caster]must be within 60 feet of the opposing caster and have line of effect. The target caster [Target] must make a Will save versus 10+Caster's magic attack bonus. You may only target opponents who are able to cast spells (I don't use Warlocks).
Magic attack bonus: 1/2 caster level + Int mod + Wis mod + Cha mod + Synergy modifiers
Synergy Modifiers include +1 for Spell Focus: Enchantment, another +1 for Greater Spell Focus: Enchantment, +2 for Ability Focus: War of Souls, and a +1 for every spell level where you have at least one Enchantment spell known or prepared. This gives an advantage to the sorcerer, but that's the purpose.
While casters are engaged in a War of Souls they don't threaten, they can't move, and they can't cast spells. They are not helpless, though they cannot apply their Dex to AC.
Upon each War of Souls' participants' turn, they may choose between two options: Drain Opponent and Break Off. Each option requires an opposed War of Souls check (1/2 caster level + Int mod + Wis mod + Cha mod + Synergy mod).
Drain Opponent: Make an opposed War of Souls check. If successful, the opponent suffers a 1d3 penalty to Int, Wis, or Cha, to be chosen randomly. All penalties last until 1 hour after the finish of the War of Souls, whereupon the penalties lessen at a rate of 1 per 10 minutes from each mental stat. Restoration speeds the process by 10 minutes per casting. Heal speeds the process by 1 hour per casting. Greater Restoration fully recovers the caster. Penalties from successive War of Souls stack.
Break Off: Make an opposed War of Souls check. If successful you have finished the War of Souls. Any penalties to mental stats will begin to heal in 1 hour. You may take a move-equivalent action. You become the loser. Your opponent becomes the victor.
Break Off: Make an opposed War of Souls check. If successful you have finished the War of Souls. Any penalties to mental stats will begin to heal in 1 hour. You may take a move-equivalent action. You become the loser. Your opponent becomes the victor.
Further rules:
A Caster may target anyone with a War of Souls check. The Caster does not know if a War of Souls was not entered into because the Target made a successful Will save, or because the Target is not able to cast spells.
The victor of a War of Souls has any penalties inflicted by the War of Souls removed immediately, and gains 1d10 temporary HP per caster level of the loser. These temporary HP vanish after 1 hour.
If a participant in a War of Souls suffers a penalty equal to the penalized stat he becomes unconscious and the loser. If the victor so chooses, the loser must make a Will save equal to 10 + 1/2 victor's caster level or die. This Will save is made with the potentially penalized Wisdom modifier.
There may be multiple participants in a War of Souls. Any caster wishing to engage in an ongoing War of Souls may do so by targeting a participant and forcing him to make a Will save versus 10 + Magic Attack Bonus.
Multiple Casters vs Single Caster
Multiple Casters vs Multiple Casters
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The idea is to have a form of caster duel that is understated. Nothing flashy happens when they get into close range. It would also encourage casters to band together for mutual protection, and allow many lower-level casters a better chance to survive against a single high-level one. It would allow powerful casters to conserve their spells when facing only a few spellcasting opponents. It encourages casters to have an all-around strong mental faculty, instead of only having a good casting stat and dumping one or both of the others. It would also be seriously dangerous to Paladins and Rangers after 4th level.
What do you all think of this translation to D&D?
Any suggestions?
Any detractors?
Any other long-term effects you think this would have on your game?
The victor of a War of Souls has any penalties inflicted by the War of Souls removed immediately, and gains 1d10 temporary HP per caster level of the loser. These temporary HP vanish after 1 hour.
If a participant in a War of Souls suffers a penalty equal to the penalized stat he becomes unconscious and the loser. If the victor so chooses, the loser must make a Will save equal to 10 + 1/2 victor's caster level or die. This Will save is made with the potentially penalized Wisdom modifier.
There may be multiple participants in a War of Souls. Any caster wishing to engage in an ongoing War of Souls may do so by targeting a participant and forcing him to make a Will save versus 10 + Magic Attack Bonus.
Multiple Casters vs Single Caster
Each of the multiple casters may choose between the Drain Opponent and Break Off options. The single caster must make opposed rolls for each of the multiple casters. The single caster may choose between Drain Opponent and Break Off; he must target an individual if he chooses Drain Opponent; if he chooses to Break Off, he makes an opposed roll versus each opponent; for every opponent he is successful, that opponent is no longer involved in a War of Souls with him. They may choose to re-enter the War of Souls on subsequent rounds.
Multiple Casters vs Multiple Casters
Any caster desiring to enter the War of Souls may target a participant and force a Will save. A failed Will save means he has successfully entered. Every participant may target any opponent with Drain Opponent, as long as the target is within 60'; every participant may choose to Break Off, but doing so requires a successful opposed check versus the highest magical attack bonus of the opposition.
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The idea is to have a form of caster duel that is understated. Nothing flashy happens when they get into close range. It would also encourage casters to band together for mutual protection, and allow many lower-level casters a better chance to survive against a single high-level one. It would allow powerful casters to conserve their spells when facing only a few spellcasting opponents. It encourages casters to have an all-around strong mental faculty, instead of only having a good casting stat and dumping one or both of the others. It would also be seriously dangerous to Paladins and Rangers after 4th level.
What do you all think of this translation to D&D?
Any suggestions?
Any detractors?
Any other long-term effects you think this would have on your game?