Magic

In addition to useful spells like knock and passwall, there are several dweomers that do significant amounts of damage to fortifications. These are listed in the next section. Note that most of these spells don’t appear in the BATTLESYSTEM rules spell list. Players engaged in a BATTLESYSTEM battle or campaign might agree to include them, using casting times and such as given in the AD&D game rules. If BATTLESYSTEM rules are being used to decide a siege in an AD&D game, the DM should probably allow these spells to be used.

Siege Attack Values

Means of Attack Damage to Wood Damage to Earth Damage to Soft Stone Damage to Hard Stone
Bigby’s clenched fist 6 -- 4 --
Dig -- 3d12 -- --
Disintegrate 2d12 2d12 2d12 2d12
Earthquake 10d10 5d10 10d10 5d10
Fireball 6 -- -- --
Horn of blasting 6d6 2d6 3d6 1d12
Lightning bolt 6 -- -- --
Move earth -- 5d10 -- --

Notes

* Per round of attack.

** These figures are not attack dice. Instead, they represent the total number of hits done to structures within their area of effect. Obviously, spells like these are devastatingly powerful. For instance, an earthquake spell can instantly breach a wall of soft stone.

*** Damage is increased by 1 hit for each 3 levels the spellcaster possesses. This also assumes fire damage. If a wooden target is protected by green hides, is wet, etc., reduce damage by 50%.

 

The table above lists the AD values associated with various forms of attack. Traditional siege engines are described in more detail in a later section.


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