SORCERY CHESS
WELCOME KNAVE!
The premise of sorcery chess is that the king is also a powerful wizard.
The rules are that of normal chess plus the following differences.
Spell Acquisition & Spell Books
At the end of a players turn, that player makes one roll on the Spell
Table. The player records the spell on a record sheet called the spell book.
Both players may look at each others spell book.
5's the Limit
A player can have no more than 5 spells in their spell book. If by the
end of the turn the player has acquired more than 5 then that player
must cross off (forget) spells of his choice until only 5 are left.
Move or Magic
On your turn you may move a chess piece normally or cast a spell.
Most spell merely modify the way a piece can move.
Optional Rule: Magic Chivalry
Players cannot check or checkmate on a turn they cast a spell.
Skipping
If a piece is given the power to skip it can jump over pieces like a
king in checkers. Pieces that are jumped are not captured.
Events
These are not spells. They occur immediately.
Artifacts
These behave like permanent spells. A player may only have 1 of each
type of artifact.
Optional Card Version
Make 1 card for each spell on the list.
Instead of rolling on the list draw 1 card.
Hands are played face up.
Maximum hand = 5 spell cards.
SPELL TABLE
D100 Spell
01-02 Lordly Standing: Knight moves like a King
03-04 Masonic Secret: Rook moves like a King
05-06 Divine Authority: Bishop moves like a King
07-08 Squires Errand: Pawn moves like a King
09-10 Feebleness: Opponent forgets 2 spells of his choice
11-12 Arcane Study: Roll again Twice on Spell Table
13-14 Counterspell: Negate an opponents spell as it is cast
15-16 Teleport: Move one of your pieces anywhere except capture or check
17-18 Pawn Skip: Pawn can skip
19-20 Queen Skip: Queen can skip
21-22 Rook Skip: Rook can skip
23-24 Knight Skip: Knight can skip
25-26 Bishop Skip: Bishop can skip
27-28 King Skip: King can Skip
29-30 Probability shift: Reroll a diceroll
31-32 Knight Templar: Move knight like bishop
33-34 Holy Ground: Move rook like bishop
35-36 Divine Moment: Move king like bishop
37-38 Monks Deliverance: Move Pawn like Bishop
39-40 Pilgrimage: Move bishop like rook
41-42 Charge: Move knight like rook
43-44 Trade Fair: Move pawn like Rook
45-46 Kings Highway: Move King like Rook
47-48 Queen's Revenge: Move Queen like Knight
49-50 King's Battle: Move King like Knight
51-52 Juggernaut: Move Rook like Knight
53-54 Paladin: Move bishop like Knight
55-56 Strength of the Common Man: Move pawn like Knight
57-58 Knight Moves: Move Knight like King. No Capturing.
59-60 Bulwark: Move Rook like King. No Capturing.
61-62 Intercession: Move Bishop like King. No Capturing.
63-64 King of Thieves: Move pawn like King. No Capturing.
65-66 Procession: Move Queen twice. No capturing
67-68 Joust: Move Knight twice. No capturing
69-70 Pilgrimage: Move bishop twice. No capturing
71-72 Siege Tower: Move Rook twice. No capturing
73-74 Forced March: Move Pawn twice. No capturing
75-76 Master Stroke: Move king twice. No capturing
77-78 Follower: Move 2 pieces this turn one after the other.
79-80 Transferral: Switch locations of two pieces you control.
81-82 Call Defender: Move any one of your pieces to an
unoccupied square adjacent to the king
83-84 Knighting Ceremony : Promote any pawn to a Knight
85-86 Opponent forgets one spell of your choice.
87-88 Antimagic: Event. No one can cast spells on their next 3 turns.
89-90 Steal Magic: Steal one of opponents Spells.
91-100 Roll on Wild Magic spell table
WILD MAGIC SPELL TABLE
D100 Spell
01 Fey magic: Forget all current Spells and roll for new spells equal
to the number you had.
02 The Meek Shall inherit: Event. All pieces move as pawns on both
players next 3 turns.
03 Shield: Target piece cannot be captured by pawns on opponents
next 3 turns.
04 Invulnerability: Target piece cannot be captured on opponents
next turn.
05 Hand of Fate: Cause opponent to reroll a Spell roll immediately
after it is made. Cast on Opponents turn.
06 Kings Crown: Artifact. You may have an extra spell in your
spellbook.
07 Hex: Target unoccupied space cannot be moved into or through for
both players next 3 turns.
08 Petrify: Target non king piece cannot move or be captured for next
3 turns of both players.
09 Plague: Event: Each player must destroy one of their pieces.
10 Eldritch Barrier: Target piece cannot be target of spells for next
3 of both players turns.
11 Exchange: Players exchange Spellbooks.
12 Mirror Image: One row or column is reversed this turn.
13 Excommunicate: One of opponents Knights is turned into a pawn.
14 Thief: Steal one of opponents artifacts.
15 Merlins Staff: Artifact: You may change your Spell roll by +1 or -1.
16 Magical Vortex: Event. Both players forget all their spells.
17 Drain: Destroy an artifact
18 Dispel: Destroy a spell that lasts longer than 1 turn
19 Hallucinatory terrain: Shift whole column or row over 1 square
distance this turn. Cannot cast if this results in a captures or
figures going off board.
20 All the Kings Men: You may move some or all of your pieces this turn.
21 Battle Frenzy: Move 2 pawns this turn.
22 Invisibility: Piece is removed from board. Its moves are recorded on
paper in secret. Piece may capture or be captured. Piece may move
this turn. Lasts for next 3 of both players turns.
23 Death Spell: Forget 2 Spells and Destroy target non king piece.
24 Mystic Ward: Opponent may not cast spells on his next 3 turns.
25 Barring Ways: Prevents a normal move. Opponent must do something
else. Cast on opponents turn.
26 Resurrection: One of your captured pieces reenters play on an
unoccupied space on your back row.
27 Reverse Time: Undue the last 2 turns. This spell is forgotten.
(No time loops)
28 Word of Recall: Send target piece to its original starting square
if the space is not occupied.
29 Translocation: Switch places of one of your pieces with opponents
piece of same type.
30 Father to Son: Switch places of your king and one of your pieces.
31 Black Magic: Force opponent to cast one of his spells this turn.
You choose the target and the spell results.
32 Old Tricks: Event. Regain a spell you previously cast.
33 Major Arcana: Event. Gain any one spell.
34 Possession: Play on opponents turn. Opponent must make a normal
move of your choice.
35 Spellbind: Neither player may make a normal move on their next turn.
36 Banish: Destroy target pawn.
37 Hold: Target nonking piece cannot move next turn.
38 Confusion: Switch location of two of opponents pieces.
39 Cursed ground: Mark a box of 4 squares. Any pieces remaining within
after opponents next 3 rounds are destroyed.
40 Destiny: Opponent must capture next turn.
41 Tempest: Move any 4 of opponents pieces like kings
42 Chaos: Move six of opponents pieces this turn.
43 Weird: Move any or all of your pieces like kings this turn. No
capturing.
44 Mislead: Move an opponents nonking piece twice this turn.
45 Cowardice: Opponent must move a piece backwards twice next turn.
46 Delude: Move an opponents piece like a king this turn.
47 Turn the tides: Opponent may not move any pieces forward on his
next 2 turns.
48 Phase: Move one of your rooks. It may move through 1 figure.
49 Ritual: You may cast this and two other spells this turn.
50 Wrap: Move one of your pieces. It may move off the side of the
board and reenter through the opposite side.
51 Morganas Orb: Artifact. Roll for 2 spells and pick one.
52 Kings Scepter: Artifact. You may have an extra spell in your
spellbook.
53 Excalibur: Artifact. King may move like a Knight.
54-100 Roll again or create your own spells.
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