Spell interruption rules in AD&D (and evasion/pursuit rules)

Not sure this helps but this is out we do it in AD&D.


Declare Actions
If casting a spell must state you are casting a spell, but I don't care which spell.

Spell casting starts.
Each side roles one d6. High roll (or low) wins. Ties are simultaneous (or we roll again).
If your side lost initiative and you are casting a spell then you can be disrupted.

Easy and quick. Now some things will add quirks such as swords of speed or whatever but its minor.
 

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